ITT: Dishonest game design
It's All Fucked Shirt $22.14 |
DMT Has Friends For Me Shirt $21.68 |
It's All Fucked Shirt $22.14 |
ITT: Dishonest game design
It's All Fucked Shirt $22.14 |
DMT Has Friends For Me Shirt $21.68 |
It's All Fucked Shirt $22.14 |
You don't need to destroy it to beat the game casually.
Then How the frick do you get to draygon? As a kid I remember getting Lost in Sandy maridia everytime but thats because of the Speed booster area
Just clip through G4 with the xray glitch lol
>You don't need to destroy it to beat the game
That's true, there's a few bugs that can be exploited to get around having to break it
>casually
Oh now you're just being moronic.
Only if you're stupid enough to deserve being gassed
>dishonest = you actually have to think and experiment
>a platform, the type that I could fit and stand on
>glass, which is known to break
doesn't take a genius to connect the dots
Not mention you just got a Nuke shortly before you are forced to walk through this room. Also you go through a room with a similar tube by broken.
Either you nuked every room on the way through to the tube. Or you put two and two together and realized glass breaks. Helps that two rooms away is a room that has zoomers that drop nothing but power bombs after you acquired them.
>a platform, the type that I could fit and stand on
That also doesn't directly lead you to the idea of destroying the tube. You might just think that there's an alternative way to get above or below it that you haven't found yet.
>glass, which is known to break
This is shitty logic to apply to a video game, though. There are plenty of materials in video games that are programmed to be indestructible, despite the fact that you should be able to destroy or damage them. A better argument is that the destroyed tube in the other room would lead you to believe that this tube is destructible, but I can see how someone might just pass by it without paying attention, or just write it off as a background element intended for aesthetics.
>the map breaks into small sections
It outs morons who just took the X Ray scan as word of god. Prime scans exists for these morons.
>Object is made of explodium (I forget what the name of the material is in Prime that explodes easily, benzium?)
Literally impossible.
This one I can believe because it's not exactly obvious but you can use Super Sonic to bounce through it.
You can also glitch through it with the Bubble Shield.
Holy shit, I didn't remember that. SEGAAAAAAAAAAAAAAA
I remember one anon years ago went full moron and tries to justify the arrows on the barrel were instructions on how to move it.
It's funny because the game shows you exactly how to break this while waiting at the title screen.
>demo screen reveals hidden mechanics, pathways, and tips for the game
>almost always freeze frames on a cool pose
So fricking kino
these are otherwise unmodified roms, by the way
so tell me, did YOU see a reel where Kirby blew up the tube? because I sure as hell did not.
>that fricking shinespark sprite
lost it
just reminds me of that one semi-lewd pic of samus being held captive by mouthful kirby.
this is awful thanks for posting
Any time, friend
My favorite part about these is the body builder pose he does from time to time. It's the little things.
Finalizer is makes some pretty good stuff. Slime and latex are also patrician fetishes.
shit that wasn't even the one I was thinking of. how many are there?
>spoiler
Indeed but frick it's hard to find things.
Not every demo reel is available to you before you start playing the game.
Not until you bypass the tube does the tube show in the demo reel.
Just like how the Crystal Flash doesn't show in the demo reel until you beat the game.
No it fricking doesnt, that was a commerical
Spot repeating this lie people keep posting
There's a lot in castlevania as a whole.
>dude just fall down the pit, which in every other case including the pits around it is instant death, to rescue maria
Meryl's codec frequency only being found on the back of the box.
Ganker fact - even on the PlayStation Mini, her codec is on the back of the box
that's a nice touch
The back of the box was the only thing the Playstation Classic did right.
Well, besides being moronicly easy to hack.
pirates btfo
I remember renting this and getting stuck at this part before eventually deciding to go through every codec frequency in order to find Meryl's frequency by trial and error. Thankfully it's 140.15 so it didn't take as long as I'd thought.
Dude I had the exact same experience. It was agonizing.
It’s made worse by the fact there is a “disc” item in the game, which you receive around the time that you are asked to enter her frequency. I kept trying to figure out the puzzle using it.
I remember renting this, getting to that part, and calling my one friend who had the game so I could ask him what it was. it's kind of dumb looking back, but I thought it was actually cool at the time.
Did your friend manifest himself through your phone and then shoot you?
i miss when those dumb little cartoons were what he was known for.
>be me
>no memory card
>get to torture scene
>skip cutscenes because dumb kid
>die
>lose all progress
I raged so hard. never picked it back up until I convinced my parents I needed that memory card even though no other game console I had before needed one
holy shit are you fricking stupid.
I played Fusion and Zero Mission, which didn't have a run button, before Super, so I got filtered HARD by those disappearing blocks you have to run over.
I was just about to say this.
This is a retroactive problem.
If I were a kid playing Super Metroid for the first time and that's all I had, I would be fiddling with the controls or would read through the manual and realize I had a run button.
But as a fan of the Metroid franchise going backwards to play Super for the first time, you wouldn't think to run because no other game in the franchise has it.
Who would think to hold down every button just to see if it would make you run faster anyways?
This is why you always play Super Metroid first. It is the foundation of modern Metroid gameplay design, and the Metroid series since constantly evolves this gameplay style. You do yourself a disservice otherwise if play the later entries before it which streamline the gameplay. Anyone who says otherwise will just make your first time experience with Super much worse.
Reminder that paulyu beat the game in under 8 hours.
That includes time spent trapped in the walljump and shinespark rooms.
Kinda funny but glad the dude made it through.
I got stuck after you get the final suit cause I didn't know you could continuously jump to get out the room. Even worse than that was the part where the secret wall is and it does show up even if you use cray vision.
I'll defend the tube but that wall is bullshit and has zero reason to exist.
I don't know what the first one means, but yeah the exit from Lower Norfair is a bit bullshit.
After you beat Draygon you get the final suit upgrade. I didn't know you had to repeatedly press jump to get out the boss room. I was there for way too long.
>tube room just like it thats broken
>demo shows it
>commercial shows it
how many fricking hints do you need?
>commercial shows it
Lemme just bop on back to 1995 and tell my parents to get us super cable so I can learn metroid secrets on commercials while I'm 0 years old.
>he wasnt there
I feel bad for you
Zoomers will never understand the golden years
The demo does not show it
yes it does, it plays when you have a certain amount of progress
I didn't have the demo.
Frick the rental market!
i actually figured this one out pretty quickly without a guide just because of dumb luck and curiosity.
Zoomers will never understand how absolutely fricking magical it was to get stuck on a puzzle or a boss and go around experimenting with anything you could think of to progress. The sense of discovery was incredible. Of course, this isn’t really an example of this because back then Nintendo was peerless in artfully guiding the player towards their objective but Super Metroid still did an amazing job providing that sense of discovery in what felt like a unique adventure to the player. Modern devs genuinely don’t have the chops to help a player progress without a giant floating arrow over the objective.
Yes we do. I didn't like it because I only had minimal time to play games because I had to help dad do farm work.
Stop saying zoomer when you mean gen alpha
I remember being lost in Zelda II for weeks as a kid, trying to find the next three Palaces in Hyrule, thinking I did something out-of-order when I got the raft because the manual said that the final Palace was reachable by raft...only to give up and use the Raft and discover that there was even more Hyrule to explore.
Of course, that was me being a moronic 5-year-old.
Really? That's dishonest game design to you? Because if that's the case, then you frankly suck.
You want dishonest, this skirts the line. I don't know if it's a bad translation or what, but SoTN has this one moment that can really screw with you if you take the game at it's word.
If they had translated "tower" as "room instead it would have been better.
Aye, pretty much, and to be fair, it probably isn't even that difficult to realize it, I immediately thought of the room myself, but I can also easily see someone checking every room in the tower and it does not help that it actually has a couple of secret rooms/sections. I pity the poor son of a b***h who went that way.
There's tons of moments like this in games back then, it's iffy if they really ever gave you enough info to figure it out. You certainly could, but you forget the prevalence of gaming magazines and game guides
Games back then were purposefully more obtuse so that you buy guides
>Shinespark harms you
>Run Button
>Crystal Flash
It's kinda weird how Super just had some quirks that never came back for some reason.
Run button benefits almost nothing and makes the thumb placement fricky.
run button is why Super still has the most fun gameplay in the series
Counterpoint: no it isn't.
countercounterpoint: you don't like it because you're bad at the controls as evidenced by your previous post
No setup makes it feel good. You need to have quick access to jump, shoot, and run. If run is mapped to B, shoot Y, and jump A, then it becomes difficult to jump and shoot in quick succession. If run is mapped to A, and jump B, then it becomes difficult to go A to Y and shoot while running, which you need to do. And same for run and jump.
No layout short of using an emulator and mapping run to an extra shoulder button makes it less obtuse in some form.
you must have a baby thumb, it works fine for me and all the people who speedrun the game with all those tight input windows
Agreed
Super Metroid feels floaty at first glance, but once you get a hang of what you can really do and how tight things are, it really turns into something special.
It's really only as loose and as clunky as you make it.
Once you know your path and how to wall jump off every individual pixel of surface you can get your hands on, it really unlocks a whole different world of gameplay.
I still think Super Metroid is unmatched in that regard, the movement techs and shit you can weasel yourself into at just about any time still blows my mind.
I think I just has a hunch to try breaking the glass and it worked.
I figured this out when I was 9 just by “wouldn’t it be cool if” logic.
This is just simple problem-solving. If it was dishonest, none of the background would be shown, the tube would look unbreakable and not be made of glass. It would have to give the player the impression that it's unbreakable to be dishonest.
you get mirror buster not even a minute prior
>already knew about most things like the tube, noob bridge, and the wall before I played the game because of cultural osmosis
>You were supposed to be able to tell you could break the tube from that broken ass green-tinted doorway several screens away
>The drop to the tube is a one-way ticket, and if you go left or right you're now halfway across the map from the zone you're supposed to be in.
you should you can break the tube because theres an empty square under it on the map and a save room next to that empty square
IQ test* ftfy
High IQ: call out bad design as bad design
Low IQ: simp for a 30 year old game because you have to pretend it's perfect
High IQ: think game is overrated and still didn't get stuck here
Low IQ: still mad 30 years later
I didn't get stuck either because I already knew about it when I played it, it's still obviously kinda bs though lol
Not being abke to shoot this homosexual because he's literally invincible
Entering this shit. Not sure how they expected you to know to walk into it right as the sand hits you at a specific time when you barely know what you are looking for. Every other puzzle was fine except this one.
It's meant to be the hardest puzzle in the game, it's fine because you really can figure it out if you think hard enough.
If the puzzle is to read one line of dialogue from an optional area and put together that you are supposed to walk into a giant sand column at a specific time then that seems pretty dishonest tbh. If you want to pull the "use your brain" then you can say the same thing for using your brain with the cracked glass tube from SM.
If you need the info to finish the game then I'd say it's not really optional, otherwise everything but the ending sequence itself is "optional". That's not really true of the tube either, even though I don't think it's a big deal because you're bound to figure it out just from trying stuff it's not really logical because how you can interact with stuff in SM doesn't follow obvious rules derived from pure reason, it's pretty arbitrary.
>Trying to get to the blackhole forge
>Look up at the ceiling in Brittle Hollow
>"Ohhh, I'm supposed to use a teleport to get there"
They made it obscure on purpose so that people couldn't stumble into it.
There's a log regarding portals that tells you this outright