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/vr/ - Retro Games - If you had but one wish...

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If you had but one wish... Retro-Genie 05/13/14(Tue)04:09 UTC+1 No.1617969 Report

Lets see those results muh /vr/troopers.
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Anonymous 05/13/14(Tue)04:17 UTC+1 No.1617985 Report

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Anonymous 05/13/14(Tue)04:17 UTC+1 No.1617986 Report

commence attacks
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Anonymous 05/13/14(Tue)04:20 UTC+1 No.1617992 Report

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Anonymous 05/13/14(Tue)04:53 UTC+1 No.1618038 Report

Easily the biggest fuckup of an otherwise very good game.
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Anonymous 05/13/14(Tue)05:02 UTC+1 No.1618051 Report

>game
SM64
>wish on
I wish it either never existed or was made into a sidescrolling 3d-enhanced game (like NSMB) as it was originally supposed to be.
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Anonymous 05/13/14(Tue)05:05 UTC+1 No.1618057 Report

>>1617985
I don't understand. You DON'T want FFV to be FFVII in terms of all that you listed? I mean, that's already a thing that happened.
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Anonymous 05/13/14(Tue)05:07 UTC+1 No.1618061 Report

>>1617969
If you played it, you know what its like to have to do pixel perfect jumps, or light 4 braziers in a dark room full of spikes that has water dripping on it. Tons of puzzles are timed for no reaosn.
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Anonymous 05/13/14(Tue)05:07 UTC+1 No.1618062 Report

>>1617969
>Sonic 3D Blast

>I wish it was a proper good Sonic game on the Saturn in continuation of S3&k
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Anonymous 05/13/14(Tue)05:08 UTC+1 No.1618064 Report

>>1618057
I think he meant to say that he wants V to take the place of VII, but fucked it up with the first "not".
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Anonymous 05/13/14(Tue)05:08 UTC+1 No.1618065 Report

>>1618061
Grabbed wrong image, they have the same filename huehuehuhe
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Anonymous 05/13/14(Tue)05:09 UTC+1 No.1618067 Report

>>1617969
I'd just make ET for Atari into a good game I guess.
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Anonymous 05/13/14(Tue)05:09 UTC+1 No.1618068 Report

>>1618051
>there are people that wish mario was even more homogenous than it already is
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Anonymous 05/13/14(Tue)05:12 UTC+1 No.1618071 Report

>>1618067
Congrats, Anon. May all your dreams come true.
http://www.neocomputer.org/projects/et/
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Anonymous 05/13/14(Tue)05:21 UTC+1 No.1618084 Report

just have it hand hold your ass like zelda!
they are so much better.

but its not like alundras sequel was not garbage
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Anonymous 05/13/14(Tue)05:41 UTC+1 No.1618119 Report

>>1617985
The only redeeming feature of V was the Job system and the wacky characters, other than that the story was bland and the graphics were uninspired. It's still my fav FF tho
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Anonymous 05/13/14(Tue)05:41 UTC+1 No.1618120 Report

Do I really need to explain my choice?
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Anonymous 05/13/14(Tue)05:51 UTC+1 No.1618137 Report

Pretty sure these have already been mentioned in many a MM thread
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Anonymous 05/13/14(Tue)05:56 UTC+1 No.1618146 Report

>>1618137
idk
the archaic-ness is the best part of MM1 imo
maybe that's just cause I run it
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Anonymous 05/13/14(Tue)06:00 UTC+1 No.1618150 Report

>>1618137
git gud fgt
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Anonymous 05/13/14(Tue)06:15 UTC+1 No.1618178 Report

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Anonymous 05/13/14(Tue)06:40 UTC+1 No.1618218 Report

>>1618120
Careful, last time I tried explaining what was wrong with disc 2, people swarmed out of the woodwork to defend it.
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Anonymous 05/13/14(Tue)07:04 UTC+1 No.1618248 Report

>>1618120
Agreed, though for some reason there are a lot of people who genuinely defend the more text exposition than gameplay aspect of disc 2.
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Anonymous 05/13/14(Tue)12:00 UTC+1 No.1618574 Report

>>1618084
No man, I like that Alundra is more difficult, but it teeters the line of "Bullshit" more often then not.
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Anonymous 05/13/14(Tue)12:33 UTC+1 No.1618590 Report

>>1618150
>I use savestates

Not him but I finished Megaman in one sitting, but it took me 5 hours.
And that was before I got a job.

I can't imagine spending half my free time in a weekend on a single game because of a stupid design that got fixed in the later games.
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Anonymous 05/13/14(Tue)15:12 UTC+1 No.1618746 Report

>>1618038
>playing this way

If you're gonna play in a stupid fashion, that's your prerogative, but don't blame the game for that. Check the archived threads, we've covered how to kick ass at VS multiple times and gear switching is a huge no-no.
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Anonymous 05/13/14(Tue)15:14 UTC+1 No.1618750 Report

>>1617992

Nope. Death has to have a consequence. Adds tension.
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Anonymous 05/14/14(Wed)04:36 UTC+1 No.1620364 Report

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Anonymous 05/14/14(Wed)05:47 UTC+1 No.1620494 Report

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Anonymous 05/14/14(Wed)05:55 UTC+1 No.1620507 Report

>>1620494
What is Actraiser 2?
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Anonymous 05/14/14(Wed)05:55 UTC+1 No.1620509 Report

>>1620494
>nintendo fanboy logic

my god
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Anonymous 05/14/14(Wed)06:07 UTC+1 No.1620521 Report

>>1618750
It does, even with his recommendation.This isn't a "continue right where you left off" scenario.
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Anonymous 05/14/14(Wed)06:09 UTC+1 No.1620525 Report

>>1620509
>confusing it with Playstation logic

Are you serious?
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Anonymous 05/14/14(Wed)06:09 UTC+1 No.1620526 Report

>>1620507
A game that just has mediocre action segments.
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Anonymous 05/14/14(Wed)06:12 UTC+1 No.1620529 Report

>>1617969
How to improve my GOAT.
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Anonymous 05/14/14(Wed)06:12 UTC+1 No.1620530 Report

>>1620509
>>1620525

Both of you are fucking morons, get this console-war bullshit out of here.
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Anonymous 05/14/14(Wed)06:14 UTC+1 No.1620535 Report

>>1620530
>implying we're specifically talking about specific consoles and not overall name-brand fanboy logic

Reading comprehension is obviously not your strong point.
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Anonymous 05/14/14(Wed)06:20 UTC+1 No.1620542 Report

>>1620529
why not camera control?
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Anonymous 05/14/14(Wed)06:20 UTC+1 No.1620543 Report

>>1620535

ActRaiser is a game made by Quintet, Nintendo and Sony have nothing to do with your childish nonsense. Now piss off already.
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Anonymous 05/14/14(Wed)06:23 UTC+1 No.1620549 Report

>>1620542
This.
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Anonymous 05/14/14(Wed)06:23 UTC+1 No.1620552 Report

>>1620542
Wasn't as big of an issue for me.
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Anonymous 05/14/14(Wed)06:34 UTC+1 No.1620580 Report

>>1618120
Well, I guess I don't have to make one, then. Thank you, anon.
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Anonymous 05/14/14(Wed)06:47 UTC+1 No.1620615 Report

This boss battle in Dr. Wily's fortress. There's no way you can beat it on the first time. It takes too much trial and error to my liking.

I realize Quick Man's lasers are also trial and error, but I found the lasers fun and exciting to learn and master their pattern. The boss battle in Dr. Wily's fortress, on the other hand, just feels tedious. The room is super cramped, too, and hard to get around in.

If I rated Mega Man 2, it's like a 9.9999999
But I could never say it was fully perfect, because of this one boss battle that just goes too far.
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Anonymous 05/14/14(Wed)07:04 UTC+1 No.1620640 Report

Fix the difficulty. I had a No-Puppet Run on "Hard" and barely anything touched me.
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Anonymous 05/14/14(Wed)07:08 UTC+1 No.1620649 Report

>>1618068
No, just wish that games had good gameplay and control.
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Anonymous 05/14/14(Wed)07:21 UTC+1 No.1620675 Report

>>1618120
that second disc just about broke my heart. as weird and uneven as that first disc was, it was so powerful and engrossing. the second disc delivered on none of that promise. rather than playing kick ass events, we just got to read about it. I get that the budget had evaporated, by that point, but it made me so angry and dissappointed
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Anonymous 05/14/14(Wed)07:21 UTC+1 No.1620676 Report

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Anonymous 05/14/14(Wed)07:47 UTC+1 No.1620730 Report

>>1620615
>I realize Quick Man's lasers are also trial and error

They aren't. The screen transition is used to good effect here so that you can suss out where the lasers will be coming from and where you can direct yourself to escape fastest.
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Anonymous 05/14/14(Wed)08:12 UTC+1 No.1620754 Report

>>1620615
That boss is hogwash, but a couple of things: the walls don't reset between lives and you can refill weapon energy (however tedious).
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Anonymous 05/14/14(Wed)08:21 UTC+1 No.1620762 Report

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Anonymous 05/14/14(Wed)08:25 UTC+1 No.1620764 Report

>>1620762
SOON

And by that I guarantee you will play it before 2035.
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Anonymous 05/14/14(Wed)08:53 UTC+1 No.1620806 Report

>>1620764
I hope so, anon
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Anonymous 05/14/14(Wed)09:45 UTC+1 No.1620859 Report

>>1617969
I fucking wish.
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Anonymous 05/14/14(Wed)09:48 UTC+1 No.1620860 Report

>>1618051
How can you justify that? That's fukin wacked man.
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Anonymous 05/14/14(Wed)10:08 UTC+1 No.1620872 Report

>>1620860
Yeah, I have to agree with ya man. Would like to pull a /b/ and tell this guy to kill himself but I don't think it's in /vr/'s nature to do that.

>mfw that guy's one videogame wish is to have the best videogame of all time undone. WTF.
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Anonymous 05/14/14(Wed)14:27 UTC+1 No.1621105 Report

>>1620860
>>1620872
Most of the people who say it's the best game ever, never bothered playing past the point where it becomes constant bottomless-pit plank-walking with a shit camera.
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Anonymous 05/14/14(Wed)22:47 UTC+1 No.1621960 Report

>>1621105
The camera was clearly the worst part, although its mostly excusable because of its age. I don't feel like they learned from it though, it was mostly the same in Sunshine.
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Anonymous 05/14/14(Wed)22:57 UTC+1 No.1621986 Report

>>1620859
>Retro Studios being wasted on doing a port

That is not okay.
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Anonymous 05/14/14(Wed)23:00 UTC+1 No.1621996 Report

FF VIII

The story needs a complete re-write. I like a lot of the concepts (Garden/SeeD, prevalence of Sorceress', etc.), but some of the shit makes no sense, like how the dynamic between Rinoa and Squall changes, even though nothing has actually happened to cause this change.

Majora's Mask

I don't like adventure games that force time constraints which cause unnecessary backtracking. I should point out htat this is coming from someone who adores the MetroidVania genre.
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Anonymous 05/14/14(Wed)23:13 UTC+1 No.1622021 Report

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Anonymous 05/15/14(Thu)00:29 UTC+1 No.1622187 Report

>>1622021
that's funny, if it were me I'd say fix the music
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Anonymous 05/15/14(Thu)00:44 UTC+1 No.1622213 Report

Since it is only 'one' fix, I went with what would make it more accessible in general, not appease the fanboys of either game.
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Anonymous 05/15/14(Thu)01:06 UTC+1 No.1622248 Report

>>1621105
What, those last two levels you mean? The camera isn't nearly as bad as people make it out to be either.
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Anonymous 05/15/14(Thu)01:52 UTC+1 No.1622365 Report

>>1621986
Not a port, a remake, you stupid fuck.

>>1620859
Nintendo is stupid for not doing this shit. It would probably profit bazzilions of zillions of rupees.
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Anonymous 05/15/14(Thu)01:53 UTC+1 No.1622370 Report

>>1622187
This.

>>1622213
And once a-fucking-gain: Guile. Is not. Magus. Guile may have been meant to be Magus early on le scripwriting, but they decided to change that altogether and now he's just another set of element slots that makes little to no change to the story at all.

Are you gonna say that because Jaspar or Balthasar or whichever of the gurus was at the end of time may have been meant to be a playable character early on in the scriprwriting for CT that he's still actually playable? Of course not! It was planned. It was not fulfilled. That's all there is to it. If all it took was to plan to do something for that thing to actually be done, we'd all have PhDs.
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Anonymous 05/15/14(Thu)04:29 UTC+1 No.1622743 Report

>>1622370

Of course he's not Magus; that would just be silly. As you said, the idea was considered early in development, but the game would have to have been made radically different to accommodate such a change which would have altered the impact of the story. And then we'd have an entirely different game on our hands which would require other wishes to get what the fans would like. That's just one of the commonly cited ones that I see around, that's all.

The characters is more what I was getting at, in general. Better balancing, more story importance, etc. I enjoy choice, but only if there's an actual choice to be had. 10 bad choices and 1 good choice is not 'choices.' But now I'm digressing.

In any event, didn't mean to incite CT/CC rage, anon. Just would like to see an update/hack/something to make characters viable/important.
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Anonymous 05/15/14(Thu)05:30 UTC+1 No.1622856 Report

>>1620649
Like SM64?
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Anonymous 05/15/14(Thu)05:31 UTC+1 No.1622860 Report

>>1620754
Aren't the only enemies you have to grind energy on Walker Joes?
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Anonymous 05/15/14(Thu)05:32 UTC+1 No.1622862 Report

>>1620615
It's really bizarre how MM2 is really lenient most of the time, such as the hardest part of the Robot Master stages being skippable if you put it off, but then pulls this.
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Writefag Chronicles 05/15/14(Thu)05:45 UTC+1 No.1622876 Report

Xenogears.

Make the scenes that were simply talked about whole and completely playable again.
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Anonymous 05/15/14(Thu)23:15 UTC+1 No.1624107 Report

>>1622876
Fucking tripfag
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Anonymous 05/15/14(Thu)23:24 UTC+1 No.1624137 Report

>>1620640
Chief, didja read the title?

>A musical adventure
You have a fucking Pancake attack. This game is excellent but its campy as fuck and not meant to be some super srs jRPG.
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Anonymous 05/15/14(Thu)23:27 UTC+1 No.1624141 Report

>>1620494
>is dis nigga srs
Act Raiser was great because of the God Sections. Otherwise it just would've been a mediocre platformer. Go play Actraiser 2, or literally any other platformer on the Snes, like Demon's Crest or something if you want a more "deep" combat experience. You should appreciate Actraiser for what it is.

The simple gameplay and the jump between town building and side scrolling combat make it something more then just the sum of its parts.
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Anonymous 05/15/14(Thu)23:32 UTC+1 No.1624153 Report

>>1617969
I just want super mario rpg to be about twice as long as it was and raise the level cap by ten.
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Anonymous 05/15/14(Thu)23:41 UTC+1 No.1624180 Report

>>1622743
You've not set the cat amongst the pigeons with me, Anon, with your slight allusion of CT v CC. I don't particularly enjoy either much but sorta like CC better. Sorta.
What does annoy me a tad, however, is when people read into things that aren't there, like Guile being Magus. He's just not.
Anyway.
I agree entirely, however, on adding more double and triple techs. I was initially very excited at the announcement of CC's 40something playable characters, thinking this would mean that there'd be many, many new and interesting double/triple techs. But no.
What a fucking gyp. I'm surprised it's not a Taito game, how Jew-screwed it left me feeling that the game has such a paltry number of double/triple techs (10... really?).

>Taito was founded in 1953 by a Jewish businessman as Taito Trading Company (???????? kabushikigaisha tait? b?eki?).
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Anonymous 05/15/14(Thu)23:58 UTC+1 No.1624239 Report

>>1624107
Final Fantasy VII, eliminating story and gameplay segregation by splitting Aeris into a set of twins. The one in your party travels with you whereas her sister, who isn't nearly as powerful as she is so she can't travel with you, is the only one who can summon meteor. Sephiroth kills her, it's established he used an extremely rare venom that is immune to phoenix down, in fact the only of its kind in existence.
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Anonymous 05/16/14(Fri)00:02 UTC+1 No.1624252 Report

>>1618038
You are not supposed to switch weapons mid-location, dimwit.
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Anonymous 05/16/14(Fri)00:03 UTC+1 No.1624256 Report

>>1618120
Also Disk 1.
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Anonymous 05/16/14(Fri)00:03 UTC+1 No.1624259 Report

>>1622743
You could do well with pretty much any party. I like to use silly characters because I played through with those who get way more story time than the rest. NioFio and Draggy I liked using, and Van for eagle eying and taking out trash mobs. Came in very handy against mannequins, who thankfully were yellow innate.
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Anonymous 05/16/14(Fri)00:23 UTC+1 No.1624327 Report

>>1624239
Sh-shut up and get out.
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Anonymous 05/16/14(Fri)00:33 UTC+1 No.1624346 Report

>>1624137
I know it's supposed to be just pretty and easy. I nickname it "My Baby's First Strategy Game" for a reason, after all.

But man, what if I wanna go through that without feeling like Press X to win? Plus, I bet this could really have been a child's first RPG. Kids are smarter than you think (sometimes anyways) and deserve something a little better.

The fact that it's not serious doesn't mean it should be uber easy. See Super Mario RPG.
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Anonymous 05/16/14(Fri)00:39 UTC+1 No.1624349 Report

>>1624346
Sounds like Crono Trigger or Final Fantasy Mystic Quest. RPGs are easy, just get your levels up and you're all set.
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Anonymous 05/16/14(Fri)00:43 UTC+1 No.1624357 Report

>>1618071
>http://www.neocomputer.org/projects/et/
>There were multiple ways to complete goals. You can actually finish the game without falling in a single well.
I can't help my curiosity. How is that done?
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Anonymous 05/16/14(Fri)00:47 UTC+1 No.1624367 Report

>>1624256

Disk = magnetic storage such as hard disk drives and floppy disks

Disc = optical media such as CDs and DVDs

Why can't people seem to remember this?
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Anonymous 05/16/14(Fri)00:56 UTC+1 No.1624391 Report

>>1617969
Also: gimped thieves needed to be fixed, and they should have added halfling barbarians dual wielding one handed ogres riding honey wagons with rust monsters.
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Anonymous 05/16/14(Fri)01:23 UTC+1 No.1624425 Report

>>1624367
Maybe because it's kind of nonstandard? I once tried discussiong with a social science type the techish meaning of redundant, and he just could see past the business sector meaning of "unneccasary"
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Anonymous 05/16/14(Fri)01:29 UTC+1 No.1624434 Report

>>1620640
If I remember correctly, they gimped the english version of the game. The Japanese version is harder, though I'm not really sure how much.
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Anonymous 05/16/14(Fri)01:31 UTC+1 No.1624440 Report

>>1624367
>Word is pronounced exactly the same
>Disks and Discs have similar uses
>Literally one letter of difference between them

gee i wonder why people don't remember
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Anonymous 05/16/14(Fri)01:37 UTC+1 No.1624454 Report

Kirby 64

MAKE IT NOT A SLOW PIECE OF SHIT
Also more powers
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Anonymous 05/16/14(Fri)01:48 UTC+1 No.1624486 Report

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Anonymous 05/16/14(Fri)02:05 UTC+1 No.1624513 Report

>>1617969
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Anonymous 05/16/14(Fri)08:51 UTC+1 No.1625107 Report

>>1624239
>it's established he used an extremely rare venom that is immune to phoenix down, in fact the only of its kind in existence.
Not really a good idea before this, but that's just stupid. Not only that, but it's still gameplay/story segregation, because if such a venom/poison existed, Shinra would be all over that shit.
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Anonymous 05/17/14(Sat)04:59 UTC+1 No.1626890 Report

Game:
Lemmings Revolution
Wish:
Add classes from lemmings 2, so that it's not so much of a rehash
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Anonymous 05/17/14(Sat)05:54 UTC+1 No.1626954 Report

>>1626890
Lemings 3D:
High resolution support, instead of just for the gimmicky level intro pictures.
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Anonymous 05/17/14(Sat)06:10 UTC+1 No.1626981 Report

>>1624454
If it were me
>Kirby 64
>hats
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Anonymous 05/17/14(Sat)06:17 UTC+1 No.1626991 Report

>>1622248
agreed. camera is worse in new titles like Galaxy. Because you can only use it *sometimes* and even then you can only move it *so much*
Ugh. That and the fact that Mario won't move forward from a standing jump. WTF? Also the long jump is nerfed. You can clear about the same distance with a running jump. But that's more of a problem/annoyance in 3D land/world
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Anonymous 05/17/14(Sat)06:33 UTC+1 No.1627013 Report

>>1624454
>more powers
There are 35 abilities in Kirby 64 though. Superstar has 25; Return to Dreamland has 29. 35 is an assload of abilities.
Kirby 64 would be much better if the whole game flowed a little more quickly (ie rework movement, levels, and abilities) and if you removed the throwing mechanic. I still love that game though.
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Anonymous 05/17/14(Sat)07:00 UTC+1 No.1627061 Report

>>1627013
Super Star and Return to Dream Land's abilities have multiple different attacks, different appearances thanks to hats, and sometimes even change basic things like movement.
Crystal Shards' abilities do just one simple thing (with rare exceptions like the fire sword which do like two things).
So the numbers really aren't comparable.
Now, what IS comparable is Dream Land 3, since it has you combining eight abilities with six animal friends (plus Kirby by himself), and the abilities are all fairly simple.
Dream Land 3 has 56 unique abilities. THAT'S an assload.

Also, what's wrong with throwing stuff? How did that detract from the game?
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Anonymous 05/17/14(Sat)07:08 UTC+1 No.1627080 Report

Draw distance and resolution improvements are also very important, but less so.
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Anonymous 05/17/14(Sat)07:32 UTC+1 No.1627113 Report

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Anonymous 05/17/14(Sat)07:33 UTC+1 No.1627115 Report

I would wish to implement these things
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Anonymous 05/17/14(Sat)07:35 UTC+1 No.1627118 Report

>>1627080
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Anonymous 05/17/14(Sat)07:41 UTC+1 No.1627130 Report

>>1627115
It says what ONE thing would you change, but okay.

Something I can understand why it is the way it is on the Sega CD, but that pisses me off in the remake, is the time travel itself.
They should take out the dumb time travel cutscene (pic related), and instead just have a flash of light and BAM! you're instantly in another time period.
It would be extra rad if the music somehow transitioned from one time period to another, rather than have one song cut off and another start.
That's the change I would make.
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Anonymous 05/17/14(Sat)07:43 UTC+1 No.1627131 Report

Seriously.
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Anonymous 05/17/14(Sat)08:00 UTC+1 No.1627153 Report

>>1627113

This, but with individual weapon hotkeys instead of previous/next. Or keep the weapon wheel but have a weapon mapped on each directional on the dpad instead of having to cycle through them.
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Anonymous 05/17/14(Sat)08:01 UTC+1 No.1627156 Report

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Anonymous 05/17/14(Sat)08:08 UTC+1 No.1627165 Report

>>1627153
>Or keep the weapon wheel but have a weapon mapped on each directional on the dpad instead of having to cycle through them
I like this idea, but then I don't know what to do with that last button.
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Anonymous 05/17/14(Sat)08:25 UTC+1 No.1627189 Report

>>1627130
Yeah I don't know what the hell. The time travel scene is LONGER in the remake. Although for iOS it's shorter. Just flashing for a quick second would be great though.
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Anonymous 05/17/14(Sat)08:39 UTC+1 No.1627202 Report

Ocarina of Time

Improve the camera control. This game is virtually unplayable nowadays due to its horrible camera.
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Anonymous 05/17/14(Sat)08:45 UTC+1 No.1627208 Report

>>1622365
>Not a port, a remake, you stupid fuck.

AHahahahah
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Anonymous 05/17/14(Sat)08:46 UTC+1 No.1627210 Report

>>1627208
I don't get it. What's funny?
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Anonymous 05/18/14(Sun)10:59 UTC+1 No.1629583 Report

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Anonymous 05/18/14(Sun)19:11 UTC+1 No.1630218 Report

>>1629583
hah, you suck, the overhead contra stages were cool, so were the psedo 3d stages in contra.
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Anonymous 05/18/14(Sun)19:17 UTC+1 No.1630228 Report

>>1630218
They're garbage.
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Anonymous 05/18/14(Sun)19:21 UTC+1 No.1630232 Report

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Anonymous 05/18/14(Sun)19:25 UTC+1 No.1630243 Report

>>1629583
The overhead stages were what made those games man.
It made about half of the upgrades for your guns shoot in different manners and they were a nice break down, I always thought of them like checkpoints.

And they were the easiest levels hands fucking down. Not to mention in both of them you can pretty much farm whatever 2 powers you and your friend want specifically, and infinite bombs.
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Anonymous 05/18/14(Sun)19:28 UTC+1 No.1630248 Report

>>1630218
The gimmick stages in Contra have always sucked.
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Anonymous 05/18/14(Sun)19:34 UTC+1 No.1630262 Report

>>1630243
>And they were the easiest levels hands fucking down
>Not to mention in both of them you can pretty much farm whatever 2 powers you and your friend want specifically, and infinite bombs.
If you're trying to sell to sell me on the concept, I must warn you that I consider these things horrible flaws. I WANT the game to be hard, and I DON'T WANT to be able to farm items.
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Anonymous 05/18/14(Sun)19:34 UTC+1 No.1630263 Report

>>1629583
>tfw you realize there were only 3 side scrolling stages in the whole game, not counting the bike level
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Anonymous 05/18/14(Sun)19:37 UTC+1 No.1630271 Report

>>1630263
Why would you not count the bike level?
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Anonymous 05/18/14(Sun)19:41 UTC+1 No.1630284 Report

>>1630271
Because it's not a traditional "free moving" stage, you just dodge everything that scrolls past you and jump on some missiles. Still a cool level.
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Anonymous 05/18/14(Sun)19:42 UTC+1 No.1630287 Report

Then it's literally flawless.
>>
Anonymous 05/18/14(Sun)19:53 UTC+1 No.1630310 Report

>>1630287
Ability to map diagonal aim to things other than shoulder buttons would be nice too.

And maybe a better final boss.

Also no save point near the end that traps you in the final area.
>>
Anonymous 05/18/14(Sun)20:01 UTC+1 No.1630325 Report

>>1630287
>>1630310
I've never cared for having to hold a button to run.
>>
Anonymous 05/18/14(Sun)20:08 UTC+1 No.1630332 Report

>>1630287
Doom:

I'd wish for the original, official, "vanilla" Doom EXE to have jumping and freelook in it, and I'd require map designers to explicitly enable or disable those features in individual maps.

Then we could finally stop sperging about how the game is "meant" to be played.
>>
Anonymous 05/18/14(Sun)20:13 UTC+1 No.1630340 Report

>>1630287
oh god yes. In a 100% speedrun of Super Metroid, something like 10 minutes is spent listening to the item fanfare.
>>
Anonymous 05/18/14(Sun)20:13 UTC+1 No.1630341 Report

>>
Anonymous 05/18/14(Sun)20:18 UTC+1 No.1630354 Report

>>1630340
This would fix a lot of games, actually.

Megaman: Do I really NEED to sit through that "you got such and such weapon" screen?

Link's Awakening: I hate how it forces you to scroll through like ten pages of text every time you find a compass. In EVERY SINGLE DUNGEON.
>>
Anonymous 05/18/14(Sun)20:18 UTC+1 No.1630357 Report

>>1630325
Too bad. Play one of those shitty non-retro games if you're too casual for it.
>>
Anonymous 05/18/14(Sun)20:21 UTC+1 No.1630362 Report

>>1630357
And it's always the same stupid response.
Holding a button isn't a challenge, and Super Metroid isn't a challenging game.
>>
Anonymous 05/18/14(Sun)20:23 UTC+1 No.1630367 Report

>>1630357
Oh look, yet another irrelevant jab at modern games. No, holding a button to run is not hard, and I'm pretty sure there's no real difference in the ratio of retro to modern games that make you do it.
>>
Anonymous 05/18/14(Sun)20:26 UTC+1 No.1630373 Report

>>1630367
I think he's just talking about the GBA Metroid games. Still a dumb post though.
>>
Anonymous 05/18/14(Sun)20:26 UTC+1 No.1630374 Report

>>1630362
Having a button to enable/disable a different running speed gives Super Metroid more control than it otherwise would have. Wanting the game to do it automatically is exactly what it sounds like: a casual plea to dumb things down.
>>
Anonymous 05/18/14(Sun)20:32 UTC+1 No.1630383 Report

>>1630374
1. There is never a moment when you have any need to walk.
2. You could hold a button to walk instead if you really think walking is that important.
3. There's no reason they couldn't have had some option in the controls menu related to this.
>>
Anonymous 05/18/14(Sun)20:35 UTC+1 No.1630392 Report

>>1630383
>There is never a moment when you have any need to walk.
Wrong.

>You could hold a button to walk instead if you really think walking is that important.
If you want that option that's fine, but otherwise no thanks. A button for running gives more player agency than button for walking.
>>
Anonymous 05/18/14(Sun)20:38 UTC+1 No.1630402 Report

>>1630392
>Wrong.
When do you ever need to walk?

>A button for running gives more player agency than button for walking.
Explain, because this makes zero sense.
>>
Anonymous 05/18/14(Sun)20:42 UTC+1 No.1630413 Report

>>1630402
I'm not going to give you a ton of examples because I'm frankly sick to death of refuting this whiny casual shit. Whether you're just playing the game for the first time and want to platform somewhere more precisely at a slower speed, or you're an experienced speed runner timing those perfect steps for a faster speed booster charge, rest assured there are plenty of reasons why you might jog instead of sprint. It boggles my mind how anyone can even say they want to have LESS CONTROL in a game.
>>
Anonymous 05/18/14(Sun)20:44 UTC+1 No.1630418 Report

>>1630402
Also, player agency as in it feels like you're contributing more to success the more often you use a button. If it were a button for walking you wouldn't touch it too often. It's the whole idea behind why a button or action for sprinting became prominent in the first place in games as opposed to high speed being the default.
>>
Anonymous 05/18/14(Sun)20:47 UTC+1 No.1630426 Report

>>1630287
I just made a save as soon as you are able to and copied that to the other files.
>>
Anonymous 05/18/14(Sun)20:48 UTC+1 No.1630428 Report

>>1630413
>whiny casual shit
Fuck off with this attitude, you're becoming very hard to take seriously.
>>1630418
So, this vague feeling of success takes precedence over practicality. Good to know.
>>
Anonymous 05/18/14(Sun)20:48 UTC+1 No.1630429 Report

>>1630426
You don't even need to save actually. If you just start up to the space station you can end the game there and the next time you start up the file it'll skip the intro.
>>
Anonymous 05/18/14(Sun)20:54 UTC+1 No.1630441 Report

>>
Anonymous 05/18/14(Sun)20:56 UTC+1 No.1630443 Report

>>1630413
>Whether you're just playing the game for the first time and want to platform somewhere more precisely at a slower speed
The platforming is more than precise enough already. If you really need to let go of the run button to make jumps, maybe it's YOU who needs to get good.
Also, you could use a fucking walk button to do this, like I already said.

>or you're an experienced speed runner timing those perfect steps for a faster speed booster charge
>MUH POOR PROGRAMMING EXPLOIT
Shut up.
Also, you could use a fucking walk button to do this, like I already said.

>It boggles my mind how anyone can even say they want to have LESS CONTROL in a game
More control doesn't always improve things. Sometimes it just makes things more complex than they have any need to be. Tell me: Do you really think a game like Metal Slug or Sonic the Hedgehog or whatever would benefit from having to hold a button to run?
Also, how would a walk button give less control?

>>1630418
>If it were a button for walking you wouldn't touch it too often
You would if there were ever any good reason to walk.
>>
Anonymous 05/18/14(Sun)20:58 UTC+1 No.1630450 Report

>>1630441
>>>/v/
>>
Anonymous 05/18/14(Sun)20:58 UTC+1 No.1630454 Report

>>1630441
>>
Anonymous 05/18/14(Sun)20:59 UTC+1 No.1630456 Report

>>1630450
Super Metroid is the game I chose. It was released in 1994, so it's retro. I was comparing my wish to a non-retro game, but the retro game is still the main subject.
>>
Anonymous 05/18/14(Sun)21:00 UTC+1 No.1630457 Report

>>1630443
>More control doesn't always improve things.
In Super Metroid's case, it is the absolute integral component of its replayability.

>Do you really think a game like Metal Slug or Sonic the Hedgehog or whatever would benefit from having to hold a button to run?
Why yes, I would actually. I'd love to be able to move faster in Metal Slug when I want.
>>
Anonymous 05/18/14(Sun)21:02 UTC+1 No.1630461 Report

>>1630454
Yeah, I knew my wish wouldn't be popular, but hey, it's my taste. I like how Metroid Fusion clued me in as to where to go next. I spent a lot of time running around in Super Metroid and trying to figure out where to go next. That's the only thing I didn't like about Super Metroid. That and the wall jumps were too tedious to execute.
>>
Anonymous 05/18/14(Sun)21:03 UTC+1 No.1630463 Report

Run buttons can improve nearly any platformer. Unless it has analog control of course.
>>
Anonymous 05/18/14(Sun)21:03 UTC+1 No.1630465 Report

I really love the game but I find the ending killed everything the game was building up to by just giving you the ability to fly. The first game also did this and Demon's crest lets you fly forever right form the start.
>>
Anonymous 05/18/14(Sun)21:04 UTC+1 No.1630467 Report

>>1630457
>I'd love to be able to move faster in Metal Slug when I want.
Faster?
No, I meant that you'd go way too slow by default, like in Super Metroid.
>>
Anonymous 05/18/14(Sun)21:05 UTC+1 No.1630469 Report

Remove the looping shit and convert it to straight difficulty modes in...

Let's say R-Type III. I hate slogging through normal to get to advanced mode.

This would instantly improve a huge multitude of shmups though honestly.
>>
Anonymous 05/18/14(Sun)21:07 UTC+1 No.1630470 Report

>>1630467
No, the option to have multiple movement speeds would make dodging and platforming in all sorts of instance easier in Metal Slug. I sometimes find myself wishing it had a run button as a matter fact, every now and then when I'm single-credit/speed running them.
>>
Anonymous 05/18/14(Sun)21:10 UTC+1 No.1630479 Report

>>1630470
>wants multiple movement speeds just so games can be easier
>somehow I'm the casual
>>
Anonymous 05/18/14(Sun)21:10 UTC+1 No.1630482 Report

>>1630467
You do not understand the purpose of walking. It is the right speed for tight dodging or precise platforming when things get hairy, while high speed is used to navigate between one of those situations to the next one. Having multiple movement speeds at your fingertips is an asset in all sorts of digital input games from Super Metroid to Star Soldier to Dodonpachi.
>>
Anonymous 05/18/14(Sun)21:11 UTC+1 No.1630484 Report

>>1630465
Why not? It's fucking empowering.
>>
Anonymous 05/18/14(Sun)21:12 UTC+1 No.1630487 Report

>>1630482
The platforming is already very precise though. There is never any need to go slow in Super Metroid.
>>
Anonymous 05/18/14(Sun)21:14 UTC+1 No.1630493 Report

>>1630487
>There is never any need to go slow in Super Metroid.
We covered this already. If you genuinely believe this shit then you've barely played the game.
>>
Anonymous 05/18/14(Sun)21:14 UTC+1 No.1630494 Report

>>1630492
Casual means "Can be enjoyed in short bursts whenever you feel like". Go back to wanking to your triple-a games.
>>
Anonymous 05/18/14(Sun)21:15 UTC+1 No.1630496 Report

>>1630484
I think the final level should have put everything you learned during the game to test. Letting you fly forever removes that challenge and made the final level pretty easy.
>>
Anonymous 05/18/14(Sun)21:16 UTC+1 No.1630497 Report

>>1630494
There are many "definitions" but a generally accepted form is people who want their games to play themselves for them. Which is what you want when you prefer to deny more skilled players the luxury of greater character control.
>>
Anonymous 05/18/14(Sun)21:19 UTC+1 No.1630507 Report

>>1630494
>Go back to wanking to your triple-a games.
Also, the fuck? Seriously what.
>>
Anonymous 05/18/14(Sun)21:20 UTC+1 No.1630508 Report

>>1630492
>Hardcore players take to games with lots of depth
Depth doesn't come from how many different buttons there are.
A game could require you hold multiple buttons to keep your character's eyes open so you can see things, keep your character breathing so you can not die, keep your character from drinking lead paint, and so on, but that wouldn't make the game any deeper.
And, once again, you could have a walk button and it would offer the same amount of control.

>>1630493
I've never felt any need to go slow while playing the game. I've never had any problems making precise jumps or dodging projectiles or whatever while holding the run button. If your experience differs, I can only assume that you are terrible at this game you claim to love.
>>
Anonymous 05/18/14(Sun)21:27 UTC+1 No.1630527 Report

>>1630469
My first priority would be making the first stage less long and slow and dull and easy, but that's good too.
>>
Anonymous 05/18/14(Sun)21:31 UTC+1 No.1630541 Report

>>1629583
The GBA version did exactly that iirc...
>>
Anonymous 05/18/14(Sun)21:34 UTC+1 No.1630553 Report

>>1630527
I honestly don't even understand how the first stage turns out that way. I -has- a lot of stuff happening in it. Is it just waiting for the rotating parts that makes it feel too long? Phalanx stage 1 is of similar length but it doesn't feel this way.
>>
Anonymous 05/18/14(Sun)21:39 UTC+1 No.1630565 Report

>>1630541
But
>no intro
>no smart bombs
>no holding two weapons at once
>smaller resolution so you can't see stuff coming as well
>worse music
>they just threw in two levels from Hard Corps with no changes to graphics and no efforts to rebalance them
>>
Anonymous 05/18/14(Sun)21:39 UTC+1 No.1630568 Report

>>1630497
>There are many "definitions" but a generally accepted form is people who want their games to play themselves for them
Nah, that's the /v/ revisionism definition.
>>
Anonymous 05/18/14(Sun)21:45 UTC+1 No.1630583 Report

>>1630568
You're right, everything you don't agree with is /v/. This demonizing around here is really getting really old.
>>
Anonymous 05/18/14(Sun)21:52 UTC+1 No.1630602 Report

>>1629583
Why bother trying to fix this game, I mean Hard Corps did it better than 3 could ever hope to achieve.
>>
Anonymous 05/18/14(Sun)21:57 UTC+1 No.1630617 Report

I know it might sound stupid, since it's like the whole plot of the game to save your uncle from aliens. But damn. I love this game to death and replayed it multiple times until the part where you enter the alien ship and then I always quit.

I just want it to be an epic adventure where you fight snakes and ghosts and a big ass squid and get eaten by a whale
>>
Anonymous 05/18/14(Sun)22:15 UTC+1 No.1630663 Report

>>1630602
I prefer Hard Corps, but it's not like it's Alien Wars but better. It's a very different, and in some ways worse, game.
Levels hardly exist and are pretty mediocre in Hard Corps, the game is basically nonstop bosses (not saying that's a problem), while Alien Wars is more like 50/50 levels and boss fights.
Hard Corps has more levels but they feel very short, Alien Wars has very few levels but they have more satisfying lengths.
Hard Corps is fast paced but often interrupted by unskippable mission briefings, dialogues, boss intros, and so on, while Alien Wars is much slower but is more or less constant action.
>>
Anonymous 05/18/14(Sun)22:33 UTC+1 No.1630706 Report

>>1630663
Well I didn't mean it was a better version of Alien wars but I could see someone reading it that way. I meant it was just a better Contra game and that you'd have to be a serious nintendo fanboy to prefer it over HC :)
>>
Anonymous 05/18/14(Sun)22:41 UTC+1 No.1630717 Report

>>1630706
Alright, well, I chose Alien Wars because it has one huge obvious flaw that the game would be massively improved by fixing, and this isn't as true with other Contra games.
Hard Corps for instance just has a bunch of tiny niggling issues. There's no one change that would do a lot to improve the game.
It's no more complicated than that.
>>
Anonymous 05/18/14(Sun)22:52 UTC+1 No.1630739 Report

>>1630717
It's a pretty good fix if that makes you feel better
>>
Anonymous 05/18/14(Sun)23:01 UTC+1 No.1630761 Report

>>1630441
You are an utterly disgusting human being.
>>
Anonymous 05/18/14(Sun)23:04 UTC+1 No.1630771 Report

>>1630706
Guess I'm a "serious Nintendo fanboy" then. Eat a dick, SEGA fanboy. III just has better no-nonsense action. HC action is constantly interrupted with these masturbatory boss animations and dialogue.
>>
Anonymous 05/18/14(Sun)23:09 UTC+1 No.1630782 Report

>>1630771
>no nonsense
>over head stages

Stop making the good nintendo fanboys look bad
>>
Anonymous 05/18/14(Sun)23:12 UTC+1 No.1630787 Report

>>1617969
>>
Anonymous 05/18/14(Sun)23:20 UTC+1 No.1630798 Report

>>1618137
The only thing that game needs is the spike invincibility fix and to balance out the difficulty of Fire Man and the Yellow Devil so that you don't need the select glitch. The game is quite short enough to beat in one sitting and it isn't that hard in general.
>>
Anonymous 05/18/14(Sun)23:27 UTC+1 No.1630817 Report

>>1630798
>balance out the difficulty of Fire Man and the Yellow Devil so that you don't need the select glitch.
I never needed it or even knew about it the many times I'd beaten the game before. They're fine.
>>
Anonymous 05/18/14(Sun)23:27 UTC+1 No.1630818 Report

>>1630771
I could give HC shit for its cutscenes and its fucking obnoxious rainbow seizure boss fights, but III's overhead stages make me want to stop playing every time.
>>
Anonymous 05/18/14(Sun)23:28 UTC+1 No.1630823 Report

>>1630782
They're not as good as the side-scrolling levels but they're still not as bad as the near-constant pace killers in Hard Corps.
>>
Anonymous 05/18/14(Sun)23:50 UTC+1 No.1630853 Report

>>1630823
Yeah, they're not as bad, they're worse.
>>
Anonymous 05/19/14(Mon)14:17 UTC+1 No.1632008 Report

>>1630461
>I like how Metroid Fusion clued me in as to where to go next
you're putting it very lightly
>the wall jumps were too tedious to execute
so many people think the exact opposite
there's even a thing called super metroid redesign that makes it significantly harder because of how easy it was to skip large portions of the game with it
>>
Anonymous 05/19/14(Mon)14:24 UTC+1 No.1632014 Report

>>
Anonymous 05/19/14(Mon)15:44 UTC+1 No.1632081 Report

>>1632008
Redesign doesn't just make it slightly harder to time, but it also makes it completely context-sensitive, only working on special walls. So it almost eliminates its sequence-breaking abilities except for certain ledge edges that can be climbed over with some effort. Not my favorite part of Redesign to be honest, wall jumping is one of my favorite things about Super.
>>
Anonymous 05/19/14(Mon)15:46 UTC+1 No.1632083 Report

>>1632008
>there's even a thing called super metroid redesign that makes it significantly harder because of how easy it was to skip large portions of the game with it
That still seriously annoys me. If he doesn't want people sequence breaking, the better way to prevent it would be to have level design that isn't shit, not to butcher perfectly good mechanics.
>>
Anonymous 05/20/14(Tue)01:46 UTC+1 No.1633053 Report

>>1632081
>wall jumping is one of my favorite things about Super.
>>1632083
>the better way to prevent it would be to have level design that isn't shit
i disagree, honestly
in the original game you could easily go up any single wall with little to no effort
in redesign the wall needs to be rough, the jumps have a much smaller timing window, and the jumps need to be executed more because of the higher gravity, but it's still perfectly possible in most cases
i don't think the level design was bad at all in redesign, it's just that it's so huge that nothing in particular sticks out
i mean, if you designed the map around the original walljump, you'd need HUGE overhangs over basically anything you don't want to be easily sequence-broken
having cliffs in almost every area, aesthetically, would only serve to make the map design a lot more redundant
>>
Anonymous 05/20/14(Tue)01:49 UTC+1 No.1633062 Report

>>1633053
to summarize, i consider nerfing walljumps as a lesser evil compared to designing the map around it
>>
Anonymous 05/20/14(Tue)05:44 UTC+1 No.1633574 Report

>>
Anonymous 05/21/14(Wed)02:26 UTC+1 No.1635484 Report

>>1633053
>in the original game you could easily go up any single wall with little to no effort
I don't really see how this is a problem.
>>
Anonymous 05/21/14(Wed)03:02 UTC+1 No.1635565 Report

>>1630232
Do you not know about the bajillion DOOM mods that do all that?
>>
Anonymous 05/21/14(Wed)03:21 UTC+1 No.1635605 Report

>>1627131
I didn't mind them. Hell, I even emulated it recently on a tablet using fucking touch screen controls and didn't have any problems.

What would you change about the controls?
>>
Anonymous 05/21/14(Wed)03:47 UTC+1 No.1635664 Report

>>1630287
Give it Zero Mission's controls.
>>
Anonymous 05/21/14(Wed)04:43 UTC+1 No.1635835 Report

>>1630341
Good news for you,the game is on WiiU's VC

OR YOU COULD TRY EMULATION
>>
Anonymous 05/21/14(Wed)04:45 UTC+1 No.1635840 Report

>>1632014
Too bad,the studio that made those games died by the time Minish cap was released

Im still mad we didnt got a third Oracles gam
>>
Anonymous 05/21/14(Wed)04:56 UTC+1 No.1635859 Report

>>1620364
Play the PSP version then...
>>
Anonymous 05/21/14(Wed)05:02 UTC+1 No.1635865 Report

>>1635664
So turn it to dumbed down shit?
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Anonymous 05/21/14(Wed)05:21 UTC+1 No.1635883 Report

>>1630441

So... You want the game to tell you where to go and when, locking, unlocking relevant doors for you on the way and spoon feeding you a pointless plot the whole way?

Try Other M, it seems like your kind of game...

Super Metroid is about exploration. In other words, you have to look around and figure things out on your own. Not to mention that it's VERY linear to begin with. You literally can't get to most areas before you're supposed to. It's just that the game doesn't overtly tell you when to progress. You have to figure it out yourself with a little logic and experimentation.

And if you think Super Metroid is bad, then play the original Metroid or Return of Samus.

Metroid 1 has no map, environments are huge and there's literally NO plot or sense of direction at all. You literally just wander till you figure it out.

Metroid 2 is fucking HUGE and there's still no map. Though it does open areas for you at the appropriate times.
>>
Anonymous 05/21/14(Wed)05:30 UTC+1 No.1635893 Report

>>1617969
I have a few:

>Game
Resident Evil 1
>Fix
Add a hard mode where enemies do mega damage and there's even less ammo and healing items around

>Game
Tomb Raider 2
>Fix
make the whole thing about twice as long with a larger variety of environments and an atmosphere closer to TR1.

>Game
Nightmare Creatures 2
>Fix
more Paris levels and an actual fucking final boss and ending.

>Game
Legacy of Kain: Soul Reaver
>Fix
I just wish that they'd finished the entire thing to begin with. Like the entire plots and environments of SR1, SR2 and Raziel's side of Defiance in one complete game. All with SR1's gameplay, controls, weapon system and graphics.

>Game
Resident Evil 4
>Fix
An option to play a "classic mode" with actual puzzles, classic RE camera system, no item shop, actual horror theme and substantially harder difficulty level.

>Game
Resident Evil Remake
>Fix
I just want a brutal Doom style version of REmake that's soul crushingly hard and weeds out all but the best players.

>Game
Metal Gear Solid 2
>Fix
None of that Big Shell crap ever happened and instead Kojima just finished the game he started making with the Tanker chapter. I don't care about the plot or Raiden or anything. It's just that the level designs, pace and overall design of the Big Shell is absolute shit and needs to be fixed very badly (No, I don't buy that "postmodern" bullshit. It's just a shit game, sorry.)
>>
Anonymous 05/21/14(Wed)06:53 UTC+1 No.1635996 Report

>>1635865
No, I think he means make it not a clunky piece of shit.
>>
Anonymous 05/21/14(Wed)07:03 UTC+1 No.1636008 Report

>>1635893
>ONE retro game fixing wish
>any ONE thing that you perceived as wrong with a retro game can be instantly fixed
>proceeds to do more than half a dozen games, almost half of them not even retro, and change multiple things with some of them
>on top of that, too lazy to even make an image
Dude, come on.
This thread has a topic, and it's not "HERE'S ALL THE THINGS I WOULD CHANGE WITH ALL OF THESE RANDOM GAMES TO MAKE ME LIKE THEM MORE".
>>
Anonymous 05/21/14(Wed)10:01 UTC+1 No.1636236 Report

>>1633574
This guy gets it
>>
Anonymous 05/21/14(Wed)13:19 UTC+1 No.1636412 Report

>>1635484
too easy to sequence break
>>
Anonymous 05/21/14(Wed)13:34 UTC+1 No.1636423 Report

>>1624367
>>1624440
I thought it had something to do with countries and regions making either or the norm to spell it a certain way
>>
Anonymous 05/21/14(Wed)18:42 UTC+1 No.1636793 Report

>>1636412
Not really seeing how sequence breaking is a problem.
>>
Anonymous 05/21/14(Wed)18:43 UTC+1 No.1636798 Report

>>1636793
it's not, easy sequence breaking is
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Anonymous 05/21/14(Wed)18:45 UTC+1 No.1636804 Report

>>1636798
Why?
>>
Anonymous 05/22/14(Thu)21:01 UTC+1 No.1639351 Report

>>1630787
...That might actually make the boss harder because because you won't have the benefit of being able to go through the level again and stock up on power ups.
>>
Anonymous 05/22/14(Thu)21:29 UTC+1 No.1639418 Report

>>1620676
I didn't know this existed. Thank you so much.
You are doing God's work.
>>
Anonymous 05/22/14(Thu)21:47 UTC+1 No.1639443 Report

>>1617986
I agree with that. I'm not sure what it is, but the jumping in that game always felt so awkward.
>>
Anonymous 05/22/14(Thu)21:53 UTC+1 No.1639460 Report

>>1630332
I don't go to Doom threads, because I'm not a faggot, but there's no argument. The Doom was literally meant to be played without freelook, period. There is nothing to discuss. It expects you to play with a keyboard, adn vertical aim is automated.
>>
Anonymous 05/23/14(Fri)20:57 UTC+1 No.1641364 Report

>>1620494
>>
Anonymous 05/23/14(Fri)21:10 UTC+1 No.1641386 Report

>>1624239
>Sephiroth kills her, it's established he used an extremely rare venom that is immune to phoenix down

Phoenix Down doesn't cure death.
>>
Anonymous 05/23/14(Fri)21:31 UTC+1 No.1641420 Report

>game
Quake 2
>fix
Make it a sequel to Quake.
>>
Anonymous 05/23/14(Fri)22:07 UTC+1 No.1641501 Report

>>1624367
Firefox_en_GB disagrees.

Although it's really stupid because the Oxford English Dictionary recommends using the US spelling for computer terms (program, disk, etc.).
>>
Anonymous 05/24/14(Sat)00:14 UTC+1 No.1641737 Report

>>1641364
Why not just take the first game and make the action much better?
>>
Anonymous 05/24/14(Sat)00:20 UTC+1 No.1641750 Report

>>1641420
Didn't they have mission packs that were sort of that anyway? Besides the story would just be "the return of demons and brown".
>>
Anonymous 05/24/14(Sat)00:52 UTC+1 No.1641829 Report

>>1633574
Fun fact: there was originally a paddle planned for the Jaguar, so T2K's programmer included an option to use the paddle. This option is still accessible using a cheat, so if you build a homebrew paddle then you can use it for Tempest.
>>
Anonymous 05/24/14(Sat)01:36 UTC+1 No.1641914 Report

>>1641750
Yeah and I want more of that and none of this stupid Strogg business. More eldritch horrors and Lovecraft pantheon, please.
>>
Anonymous 05/24/14(Sat)05:39 UTC+1 No.1642514 Report

>>1617986
I actually really liked this game and have beat it many times, but I did always find the sprites to be on the clunky side.
>>1618137
The only thing I agree with in this is the footholder glitch. Everything else isn't really a problem, the game is otherwise fine the way it is.
>>1620615
Fucking this
>>1630232
nah
>>1630341
Totes, have a friend who actually managed to shell out $150 for this game, but I'd say it was a worthwhile purchase.
>>1632014
>>1633574
yes
>>
Anonymous 05/25/14(Sun)18:28 UTC+1 No.1645462 Report

>>1630461
This. Those wall jumps in Super Metroid are a real ball-breaker.

>>1632014
Oh, and this, too.
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