[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vr/ - Retro Games

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


Janitor acceptance emails will be sent out over the coming weeks. Make sure to check your spam folder!


[Advertise on 4chan]


File: mfw super mario world.png (230 KB, 1228x1150)
230 KB PNG
>save the game
>extra lives are not kept
>restarting the console brings lives back to a measly 3 or 5, even though there is been more than enough SRAM/battery/etc. space to also store extra lives should the developers have bothered to program it
>>
>>12685139
name 3 examples of games that do this
>>
that's kino though, mario should not be allowed to hold more than 3 lives at a time, and if you lose them all it should delete your progress and play a cutscene of bowser gaping peach's anus
>>
>>12685139
>things that have never happened
>>
>>12685142
Donkey Kong Country, Super Mario World, Crash Bandicoot 1
>>
Good thing I use savestate
>>
>>12685139
>Arcade-inspired game wipes your resources when you use what is basically the equivalent of a continue
If you don't want the game to be challenging you can always use save states.
>>
>>12685139
>he thought he could grind extra lives in anon-jrpg
Why do grinders exist
>>
>>12685142
• Super Mario World — save all 96 exits you want; reload and you’re back to 5 lives
• Super Mario All-Stars — added battery saves to the NES trilogy, but lives still reset
• Yoshi’s Island — back to 3 on every load
• Donkey Kong Country 1–3 — banana hoarding was pointless across sessions; reload puts you at 5
• Super Mario 64 — always boots you at 4 lives regardless of how many you had
• Sonic 3 & Knuckles — the save keeps emeralds and level progress, but lives and continues reset
• Kirby’s Adventure — battery save, lives reset
• New Super Mario Bros. (and its sequels) — decades later, still resetting you to 5

The likely reasoning: designers treated lives as a per-session resource, part of the arcade DNA where lives measured how far you could get in one sitting. Saving them would let players trivially stockpile 99 lives and remove any tension, so most studios deliberately excluded them from the save data rather than forgetting to.
>>
>>12685150
>I don't play any retro games, the post
>>>/v/
>>
File: top croak.gif (65 KB, 125x133)
65 KB GIF
>>12685139
>amass so many lives that the counter overflows
>game over on next death
>>
>>12685240
Hoarders BTFO
>>
>>12685180
This thread was a hell of a trap for fake gamers.
>>
>>12685176
In SM64 it's so totally pointless too, because the only progress you can ever make in that game is getting stars, and you always get to save after getting a star, so getting a game over literally never loses you any progress. It just makes you waste a few seconds going through the title screen and walking from outside of the castle back to whatever stage you were at.
>>
>>12685404
At that point game overs were a holdover mechanic from previous titles, it was literally impossible to lose
>>
>frognigger
begone
>>
>>12685404
Agreed, I never understood the point of lives in SM64. Then again the game over screen is classic.
>>
>>12685139
>even though there is been more than enough SRAM
That's volatile, idiot.
>>
>>12685145
>that's kino though
That means movie theater, though.
>>
>>12685176
Thanks a lot, ChatGPT.
>• New Super Mario Bros. (and its sequels) — decades later, still resetting you to 5
That's not even true. I can't remember about the DS game, but the Wii one definitely saves your lives. Those are the only two I've played, but I highly doubt they'd change it afterward.
>>
>>12686642
i'd say ludo but it never caught on :(
>>
>>12685150
Man there are a lot of negative things you could reasonably say about OP's post but this is not one of them.
>>
>>12686758
It sort of did, though.
>>
>>12687035
maybe i suffer from ludokino dissonance
>>
>>12685145
I would never make it past the first stage
>>12685176
On the one hand, saving lives would trivialize the difficulty of some of those games, but on the other, not saving them makes some of the 1UP mechanics seem pointless. Even a below average gamer isn't going to have too much trouble in the early stages of SMW, so a lot of those early 1UPs are pretty pointless, especially for said average/below average gamer who is more likely to play the game in short sessions, meaning any lives they've accumulated will just get wiped out when they pick it up again. But by the time they make it to the end of the game, when they might actually want a bunch of lives in reserve, they're going to keep having them reset when they play again, and either lose them all because they keep dying, or go back to earlier stages to farm for extra lives.
If they wanted to have lives reset as a balancing mechanic, they should have kept some sort of cumulative total or something, and have that cumulative effect impact how many lives you start with, like for every 10 extra 1UPs you accumulate in excess of your starting life count, your starting life count goes up by one.
>>
>>12685176
Being able to forever stockpile hundreds of extra lives defeats the point of even having them. Heretic force reset your inventory for each item to 1 and removed item breaking items like the wings of wrath because carrying them over breaks the design of levels even more than weapons and ammo do. If you don't want to engage with mechanics, just be honest about your intention and cheat. The surplus lost when loading/passwords/etc made for an incentive to continue playing to keep your momentum rolling, and were superfluous to the game's balance in every single one of those examples.
>>
>>12687197
>The surplus lost when loading/passwords/etc made for an incentive to leave your console overnight, instead of actually using saves
FTFY
>>
>>12687203
Nah, I had it right the first time. They're a safety window that you build up by playing well, that gets taken away by interrupting your momentum. Since the default values are well within reasonability (and in many cases, grinding is available for autists like yourself) wasting electricity to not give up your safety blanket is actual child behavior.
>>
>>12685139
>yoshi: here is 99 extra lives
>me: ok *resets n64*
>>
>>12685139
You shouldnt be able to stock up on 1ups to begin with. Platformers are unique in allowing you to rack up double digits. Cap should be no higher than 9
>>
1UPs were a game designer's crutch. In a game like the original Super Mario Bros, they were a useful pickup, because the game was fairly challenging, which meant that losing all your lives tended to be a meaningful a real possibility for most gamers, not to mention losing all your lives could be a meaningful setback, so 1UPs were a pickup worthy of pulling off multi-kills, finding hidden blocks, or collecting coins. But in something like Donkey Kong Country, a game with reusable, persistent save points, extra lives aren't too important, and quickly start to feel like a bonus given to the ppayer because the devs could not think of a better reward. Some of the bonus rooms are hard enough to find, that a gamer dedicated enough to find them probably won't give a shit about getting a 3UP balloon beyond the novelty. Fortunately RARE realized this and introduced the Lost World in DKC2, thereby rewarding dedicated players with bonus levels and the true ending, as opposed to showering them with nearly useless extra lives.
>>
>>12687364
>1UPs could be a game designer's crutch
>>
>>12685176
Anybody who complains about lives in Super Mario World is a faggot.
That game is constantly giving you free lives.
>>
>>12685139
Such a non issue if you savestate like a normal person
>>
>>12687364
If you were new to platformers when you started DKC the one ups were useful. There are stretches of levels where getting a game over and having to replay some levels you already beat is a hefty punishment.
Any pro gamer though can blitz through most of the game and end up with like 60 lives by world 4 or so.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.