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/vr/ - Retro Games


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File: 4 KB, 248x240, megaman6-05.png [View same] [iqdb] [saucenao] [google]
4523430 No.4523430 [Reply] [Original]

ITT: Cool details or secrets you found on later playthroughs

Playing Megaman 6 again and I never realized that each stage has multiple color palettes. It's a really cool detail and gives some incentive to revisit the stages.

>> No.4524304

>>4523430
>each stage has multiple color palettes.

Only the 4 ones which hold BEAT letters.

>> No.4525207

>>4523430
Bonk's Revenge has a pretty intricate score system. It's actually very hard to max out 999999. Closest I've ever gotten is 600k

What makes it tricky is that when you get at least 50 smilies, you warp past the next stage. This means you miss out on a ton of potential point,s but the more smilies you earn that better you get. Earning 80 smilies on the first level can net you an extra 300k points

There's also a lot of hidden collectibles you can earn by bonking on the ground, as well as hidden bonus levels

Winning a bonus level nets you 10k points, on top of an extra 10k points for getting a perfect score.

none of the later sequels had a system like Bonk 2 did

>> No.4525220

In Decap Attack, you can skip the stage 2 boss by walking on the platforms above the room and falling onto the exit to the far left.

Pang on the PC Engine has an extremely difficult extra stage (exclsuive) on the moon that you can access if you play through the whole game on one shot. I could never beat this level. If you use the level select then the game ends after Easter Island like the arcade.

In Galaga 88 if you don't shoot any bugs during the Bonus stages, you get a Pacifist bonus.

>> No.4525529

Holding the B button (jump) in Castlevania IV locks you in place when you're on the ground, making it easier to whip diagonally without moving, if you're near a ledge. Also works on stairs.

>> No.4525587
File: 327 KB, 640x480, A0CC08A0F6CE12C5B1ADC876D9D15B6F62E4E082[1].jpg [View same] [iqdb] [saucenao] [google]
4525587

You can move past this barrel.

>> No.4525597

>>4525587
i will never understand why this barrel was some kind of obstacle to people. i never even would have noticed it if it wasn't for people on /v/ whining about it.

>> No.4525810

>>4525597
It must be the most believed post in video game history. This one dude had a problem with the place, and EVERYBODY jumped on it like they had that issue too, they forgot the "down" button existed
I had trouble with sonic 2 and getting past the rotating underwater blocks. that had a normal amount of responses, but this guy, his situation got so much attention everybody else pretended they had it too

>> No.4526372

>>4525810
Had it as a kid with little to no internet access and just the game. Almost managed to pass it with the bounce but would always mess up that last jump. That was what killed every run for Sonic 3 vanilla since I didn't know about the level select code either. I went and played S&K instead.

Sorry (not really sorry) anon, bad game design is not a social construct.

And before you mention that, that ↕ sign in Hydrocity background tiles near the ceiling that appears for like two seconds doesn't count as a remotely useful "hint". Would be a clever one for hidden, very well hidden, secret areas, but not the fucking main path.

Had no problem with either underwater blocks in the second and third levels of S2, just the arrows in the latter. Not hard to time the jumps.

>> No.4527974

>>4525587
>>4525810
Just because you don't remember getting stuck there for more than a second doesn't mean it never happened

>> No.4527987
File: 55 KB, 460x800, CcehOyZWEAUnegk.jpg [View same] [iqdb] [saucenao] [google]
4527987

>>4525529
How's that even possible?

>> No.4527993

>>4527987
Not accidentally holding down the whip button while pressing around on the D-pad, that is.

>> No.4528013

>>4527993
By pressing the whip button.

>> No.4528040

>>4528013
Oh, wait... what? Had to read that again now properly. Goddammit, I didn't know that one either! I thought you mean the limp-whipping move where you hold down the whip button and mess around on the D-pad. This PDF manual didn't exactly help with the confusion by referring to B as the whip button on page 10 after mentioning the correct defaults on the previous page... :D
http://www.gamesdatabase.org/Media/SYSTEM/Nintendo_SNES/Manual/formated/Super_Castlevania_IV_-_1991_-_Konami.pdf

>> No.4528067
File: 11 KB, 823x773, 98569856.png [View same] [iqdb] [saucenao] [google]
4528067

>>4525587
I played this blind and finally figure it out after about 30 mins of rage.
I think it is a design flaw.

>> No.4528084
File: 17 KB, 1054x743, e3m6-z.gif [View same] [iqdb] [saucenao] [google]
4528084

The damn Blue Key is in different locations in E3M6 depending on difficulty. This is the only instance where this happens in either Doom or Doom II iirc.

>> No.4528102

>>4528067
no you're just a retarded faggot. we all managed fine when we were 8

>> No.4528176

>>4528102
Maybe it's just cause I rented a lot of games without instructions but whenever I came across something like the barrel first thing was to just try pushing all the buttons and see what happens

>> No.4529365
File: 4 KB, 300x300, cf753ea459461cc46586057416dc92f0.png.d60ddedc1fe1ed5a100427417d071354[1].png [View same] [iqdb] [saucenao] [google]
4529365

Those multi-coin blocks were based on a timer, not number of coins.

>> No.4529453

>>4529365
I thought this was common knowledge.

>> No.4529480

>>4525597
>>4525810
what is a meme

>> No.4530592

>>4529453
>BU-BU-BUH I TOTH IT WUZ COMMON KNOWLEDGE DURRRRRR

>> No.4531412

In some of the old Delta Force FPS games, if you screw up sometimes there was a secondary placement of some items and stuff to help make things interesting.

>> No.4531473

>>4525597
>>4525810
>>4528067
>>4528102
The problem with this barrel is that you actually met two of those barrels before, and you could get past them by just timing your jumps (so each jump made the barrel bounce down and up more intensely). So, the game made you believe all you had to do was jump on the barrel with a rhythm. Then this third barrel appears, and no matter how good your jumping rhythm is, you'll never get past it.

The designer himself said it was bad game design, and said he was sorry for it.