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Why was checkpoint-based respawning even a thing in arcade games? It's not as if using them usually implied a less cheap design style, and from a basic business perspective, it discouraged or straight out alienated casuals and cut on the quarter-munching potential of the games—which could hardly be counterbalanced by potential "hardcore" appeal.
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Checkpoint based arcade games are the only viable arcade games to replay.

>Dude just 1cc Simpsons arcade

Fuck off retard I'm not doing that.
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>>12118668
Casual appeal in arcades was more of a late 80s thing, most golden era games don't even allow continues, 1 coin 1 run, as simple as that, back when games were about high score and not about "beat the game" nonsense.
>it discouraged or straight out alienated casuals and cut on the quarter-munching potential of the games
This generates another problem though, the casual will never touch the game again if he's able to clear it with 3 or 4 bucks, so you need countermeasures for that. I like Sega's approach of allowing continues until they cockblock you on the final stage.
As for checkpoints, they are barely a problem, shit recoveries are.
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>beating the game is nonsense
>high scores aren't despite how they're always horribly implemented and sometimes don't even work
OK /vr/
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>>12118749
t. 0 score zoomer
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It set up a pathway to reasonably collect powerups versus being up Shit Creek without a paddle, particularly if it means you go down to a fixed movement speed on death
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>>12118668
Contrary to what /vr/ wants to believe, devs did not follow rigid design guidelines in the 80s.
>quarter-munching
oh, you're one of them. wish I had not even replied
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>>12118774
>Contrary to what /vr/ wants to believe, devs did not follow rigid design guidelines in the 80s.

This is probably the truth which is why playing the console ports is often less of a hassle, as it's hard to suss out what's reasonable for an arcade game. I generally don't believe in 1CC and anyone that does is trying too hard, but at the same time, it's possible that some were really designed with 1CC in mind and were fair yet challenging.
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>>12118778
NTA Anon but personally my philosophy with arcade games is that you should input the number of credits you are trying to beat the game with ahead of time and stick to it. While this is heavily dependent on the game I'd say that with 3 lives per credit, beating the game with 5 credits is good, 7 credits is fine, 9 credits is pushing it and 3 credits or less is amazing. Also it is fine to set the difficulty to easy since easy in arcade settings is basically still normal or hard in a console port, not that you shouldn't challenge yourself to higher difficulties if you like the game. Of course not all arcade games are created equal in terms picking your pockets so selecting the number of starting credits depends on the game.
Running out of credits and restarting is to me an essential part of the experience, if you pump in 40 coins in then beating the game is going to make you feel like shit when you end up continuing 30+ time towards the end of the game. It's so much better to restart and realize how much you've improved over your previous play through and get farther and farther each time until you win.
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>>12118668
I prefer checkpoints, respawn always felt to cheap for my taste because you can brute force your way using money instead of actually learning how to beat the challenge.
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>>12118675
FPWP
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>>12118774
>wish I had not even replied
so why did you do so after writing this? kys attention whore
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>>12118668
What game?
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>>12121175
Super R-Type which is kind of a mishmash of R-Type I & II, that boss on screen is reused from II. If you want to play it know that it has tremendous slowdown(there is a fast rom patch for that) and the most brutal checkpoint system of any game, die and it is right back to the start of the level.
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checkpoints or farther just segmented games like donkey kong or pacman are kind of nice. it gives you a smaller bite sized challenge to complete. unless you're trying for a 1cc difficulty in the traditional credit respawn system is very vague. play until your money runs out is the only metric you have.
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>>12121217
Thanks. Maybe i'll just play the original with slowdown, if it really is that relentlessly hard.
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>>12118675
Fpbp.

No one's 1cc a cheap arcade game, everyone wastes like 3 credits just to get to level 2 or 3 and even then the game gets boring and repetitive
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>>12118778
>I generally don't believe in 1CC
Because you are a fucking retard maybe? 1 credit runs are the meat and bones of arcade games, continues only beca me a thing in the late 80s to milk casuals, and even in those games you can disable continues in the dips witches.
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>>12118668
i fucking hate checkpoint respawning so much, it is the most retarded game-ruining bullshit ever conceived. if you need significant powerups to advance or even survive more than 10 seconds, it's effectively a game over, moreso the further along you are. Truxton II, Grind Stormer, and others: good or even great games diminished by this mechanic.

and before you say it's a skill issue, yes and no: obviously the goal is to never die, but what's the point in even having extra lives if the game is virtually over after 1 death? with normal respawning, at least i can grab a bunch more points or finish the level or even game. it's just so fucking stupid and i hate any developer that does this.

and before you say you can "brute force" your way through by putting in more quarters, no serious player continues after a game over since you lose all your points. sure, if you want to just beat the game you can do that, but frankly it's a meaningless feat. 1cc or bust
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>>12121749
To be fair early 80's were mostly score chasing games.
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>>12121750
That's cool, but you're only talking about shoot em ups, that isn't the case for many other check point based arcade games.
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>>12121765
Which is a good thing, clear cut endings just lead to shit players spoiled by console gaming, they do the bare minimum and put 30 credits just to see some dumbass ending screen.
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>>12121771
yes, i fully concede that.
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>>12118668
INSERT MORE COINS
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>>12121880
good games don't let you do that >>12121796
this
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>>12121749
You're trying too hard, like all 1CCers.
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>>12123348
>playing the game is trying too hard
I've had it with you zoomers.
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>>12123430
The fact that you don't know some arcade games are poorly designed and aren't reasonably 1CCable means you have gained no wisdom despite your age.
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>>12123432
>bro it's okay to be a lazy shit player because of a couple jew midway arcades
No it's not.
.
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>>12118668
>Why was checkpoint-based respawning even a thing in arcade games?
They were designed by grownups who made highly profitable products instead of an underage tard who's so mad it can't git gud that it's utterly humiliating itself with pathetic pseud cope.
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>>12123348
Trying hard is a good thing. More people need to try harder at things.
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>>12123712
you should try harder at shutting up
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12125549
Make me, faggot.
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Irem were good...
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>>12118668
Shmups with checkpoint respawn are cancer. Robotron 2084 is an exception, but that's because there are no powerups, and each stage is only a single screen.
>>12121749
>1 credit runs are the meat and bones of arcade games
Only for tryhards who want to show off. Continue systems exist because they make more money, and making money is why arcade games exist.
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>>12128172
>hurr durr 1 credit games suck I love muh continues
>post robotron 2084
What an absolute fucking retard.
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>>12128172
just embarrassing
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to increase grind time instead of giving bosses way too much hp.
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>>12118668
>>12121750
>>12128172
If you don't lose your powerups upon death, then what's the fucking problem? Like nigga, just let me keep my powerups and checkpoints become a literal non-issue.

In fact, checkpoints are probably better at making you git gud at the game than letting you die but allowing you to brute-force a section anyway. Also >>12121750 losing a single life in most instant-respawn games doesn't restart your score, are you retarded? Losing all your lives and continuing does. Do you think a no-miss and a 1CC are the same thing?
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>>12118675
This. Ideally, its:
1 credit= 3 lives
Lose a life, instant respawn
Lose all lives, return to start of stage (and maybe limited continues for the entire game)
I wish when consoles started getting straight up arcade emulation compilations, they had included a mode for a "console" experience, like older ports of arcade games got. It's why i enjoy the xbox version of metal slug 3 which followed a similar concept.
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>>12121749
What a retarded statement. No one was trying to 1cc games at a time when the majority were designed around score, and the incredibly small niche of turbo arcade geeks of the era that had any concept of a kill screen, were not considered at all when companies made those games.



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