It's not just one game.
I still do this, and it regularly reaps benefits.
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It's not just one game.
I still do this, and it regularly reaps benefits.
Sonic 1 for Master System...Bridge Zone, act 3...
...i've always considered that a game gear title first, even though both formats were released nearly simultaneously...
I was going to tell you were wrong but decided to make sure before making a fool of myself. It was the right call, eheh.
The game was developed specifically for the Game Gear and that was the first version to be developed though the Master System version was the first to be released.
Donkey Kong on gba
Bum Tickley is still going after all this time?
Tim Fuckley?
B^U
That's what's bugging me about Ready Player One the most. You can't tell me it took YEARS for gamers to figure out the secret about the racing track.
The secret that took years to solve was more obscure than just a special jump in a race in the book.
Yeah the movie really didn't do the book much justice. The message was the same, but the movie completely undermined itself. Saying 'Real life is more important than the digital world because it's where real connections and food is.' doesn't hit as hard when it's the very fact that it was Wade's obsession with the digital world and having encyclopedic knowledge of Halliday that allowed him to win. The book is still clunky but it's Wade's actions in the real world that really set's him apart from the sixers and gunters.
In Serious Sam there was a secret you could only reach by starting running backwards while the level was still loading
not one game at all, it's pretty much tradition.
is this loss?
Kids these days didn't know how to video game.
Donkey Kong Country did this to me forever
Metroid.
The morph ball is to the left to show you that the screen scrolls both directions, as most games at the time didn't let you go "backwards"
That's why I find idea that no gamer in Ready Player One tried running a car backward offensive.
This is the exact same instinct that drives us to run away from the obvious path first. "Clearly that's where the final boss is. Let me just check what's down this way first..."
"...oh no wait, there's a point-of-no-return ledge here. Ok, so maybe that other way was actually where the secret was. I'll go back..."
"...hmm, there's another ledge on this side too. Let me just put in a save point and...ok, yeah, this one is the final boss. Let me reload and check the other path..."
"...ugh, it restarted me way back here? And respawned all the enemies when I reloaded? That's frustrating..."
"...THEY BOTH. LED. TO THE SAME. EXACT. PLACE."
Modern games have gotten super "hand-holdy" to the point where it's fucking annoying... but one QOL improvement that I will take every time is when games prevent you from moving forward in a story because you missed something and moving forward means you'll miss it forever.
I get it, and when I was younger I was all about that shit... But I'm too old for that shit lol
"But what if the developers don't think it's important but I'm going to wish I had it? I'll go ahead and check anyway."
In Breath of the Wild after the tutorial plateau, players are supposed to go between the two big mountains that are easy to see and easy to pass for a beginner. There they find a steed and this weird korok guy.
I on the other hand decided to go the direct route up a steep cliff where two guardians wait to tell you that this is not the way. After I snuck past them, which took me about 2 hours and like 20+ retries, I nearly stopped playing cause "the game was so hard".
I have a bachelor in game design btw...
There's an old adage that says "doctors make the worst patients."
I wonder if the same is true for game devs making the worst players.
Doom ]['s chainsaw.
That level was the Entryway, and the chainsaw is next to an outside area that Doomguy presumably came in from. That means he had to have walked right past the chainsaw on the way in.
How did he even make it to doom ii with such poor observational skills?