How the hell were people of 1996 supposed to know that you gotta jump in this random ass wall to access the sand level without any hints?
Boomers will unironically defend this crap
How the hell were people of 1996 supposed to know that you gotta jump in this random ass wall to access the sand level without any hints?
Boomers will unironically defend this crap
The ripples, zoomie.
how the frick would i know though?
>turn the corner to see a dead end
>see literally nothing there
>turn around and walk away
bro really thinks his game is well designed
>see a dead end
That's the thing, that's exactly the hint. "Why is there a fricking dead end?" That's what pushes you investigate, or what should have pushed you, I should say.
I think you might be dense, simple as that.
>dead end is a hint
lil bro really thinks a dead end is a hint lmaooo
Presence of something that shouldn't be there is a hint, the same way the Absence of something is a hint, my homie.
I don't even like Mario and I think you're fricking moronic.
Literal brain rot.
Why do people complain in hindsight like this? Literally nobody had a problem with this game when it came out. They were too busy being blown away by it.
>Why do people complain in hindsight like this?
because for over a decade zoom zooms got their hand held by devs so they never had to use their brain for even a second. just look at shit like GoW, if it didn't had any hints in it's puzzles zoomers wouldn't pass the tutorial alone.
>dead end
>you get introduced several times before with the fact that paintings and fake walls exists
actual skill issue. you need a game that plays for you
At some point MIPS would spawn down there and you'd chase him around to get the star. I guarantee you you'd bonk the wall if not actually go through the portal at some point.
Non-issue.
There are other secret stars that are more obtuse.
This game is incredibly poorly designed and they had nothing better back then. How are you supposed to know how to get into the first painting, for example? It's never explained. The same goes for many of the advanced movement techniques, like triple jumping or long jumping. It just expects you to know they exist.... somehow.
I’m sure you get tutorials on all advanced jumps in the basement
Pretty sure you get a sign telling you how to do every jump in the front fricking yard. Maybe people with reading allergies missed it.
How were you supposed to know how to read them? There's no prompt.
By reading. One of the forced text boxes tells you to press B in front of signs.
Are you fricking stupid? how would you fricking know moron?
boomers be like:
>lol im old and jaded but man i miss when games didnt tell you anything. Such great game design that kids these days dont understand
This is literally true though. Games were designed around discovery, experimentation, and discussion. Don’t like it? Sucks to be you.
The first toad tells you bowser has hidden the stars in the paintings and to start with the room with the bobomb painting. It doesn't explicitly tell you to leap through them, but there's very little else to do in that room. It's a game about running and jumping. How long do you think it would be before ANYONE runs and jumps at the prominent thing in the room? In the old days we didn't feel we needed to handhold players that hard. We've since learned that a significant portion of the potential market has almost 0 problem solving skills and so to extract maximum money we reduce enjoyment for the functioning humans in favor of the barely functional.
There are signs everywhere, and there's one outside telling you about triple jump. Moreover if you knew shit about shit you'd also know there was a manual that came with the game telling you about it as well.
The instruction manual
actual morons, stick to CoDslop you mindless ants. if a kids game like fricking sm64 is unironicaly too high iq for me i'd unronicaly kms and so should you
It's a game for children anon. Any complaints you have don't matter because you're an adult ppaying a child's game. Rethink your situation brother.
yeah clearly the game needs a hour long walk and talk hidden cutscene interspaced with doing one or two interactive actions (holding down a button close to the paintings for example) every now and again that serves as an incredibly drawn out tutorial explaining basic gameplay concepts
Back in the day, we just tried things to see if they worked. You'd click everywhere and try to interact with everything. I remember whenever I'd get lost in Resident Evil 1 I'd just hug the left or right wall and eventually I'd find a door or item I missed. You'd develop little problem solving heuristics like that. Items/abilities in RPGs were the same way, not everything was explained and so you'd just try it. How do I know what the jump button is in Streets of Rage? Just try them all.
This game design philosophy is not longer used today. Now, if the player can't figure it out within 5 min they play a different game. Everything designed to overexplain, to handhold (Nintendo games in particular), they need to bring everyone along, no one can be left behind. I can't help feel like something has been lost.
>How are you supposed to know that you have to Jump in the First painting
YOU moronic Black person IT'S A ROOM WITH NOTHING INSIDE BESIDES A HUGE ASS PAINTING IF YOU DON'T GET THAT YOU ARE SEVERELY moronic
If I could find it when I was 6, then you have zero excuse. We didn't have the fricking internet back then and I didn't have to look for that painting.
This whole thread is millennials false flagging as a zoomers or the boomer bootlicking millenial samegayging.
same goes for illusionary walls in dark souls and elden ring
This guy is clearly baiting, and it's working.
He is, but there are legitimate cases of this moronation out there.
Every answer is taking the piss at him, they know
I'm not sure about this example specifically because I don't remember how I figured it out, but the culture of gaming was completely different back then. When people used to talk about games irl and online, they'd talk about the gameplay, finding secrets, whether it was possible to get to that one place or not, how to get certain weapons etc.
Ever since Valve made games moron-friendly with their overzealous and influential playtesting philosophy, there's been no reason for anyone to actually discuss these moment to moment gameplay details with each other, now all people talk about are sales and frickin microtransactions.
Where am I suposed to go?
climb to the very top of the castle roof
>try to leave
>can't
Broken game.
me on the right
I don't really know, I don't remember learning about it, I've just always known. At any rate, it's never a requirement to actually go into Shifting Sand Land.
There is a textbox explaining that there is a secret or something along those lines. I think it was either form MIPS or from Toad.
By chasing the rabbit that runs away from you, moron.
morons like you are the reason games are being casualized for scrubs like you, git gud and gg homosexual
I missed this, and got every single other star, on the DS version. I couldn't find it, so I looked it up.
Frick SSL, it's the worst level.
>maybe if i pretend to be moronic my shitpost will hit 500 replies
have a pity (you)
just buy the magazine/guide/call the hotline goyim
Zoomers can't imagine games having instruction manuals.
>how are you supposed to know?
zoomers can’t be this fricking moronic, can they?
video games are an interactive medium. you figure it out by experimenting around with things. trial and error. I know this may be a foreign concept for those with think video games are supposed to be films with QTEs sprinkled in.
*who think