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/vr/ - Retro Games


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File: 251 KB, 500x377, gng.png [View same] [iqdb] [saucenao] [google]
6406589 No.6406589 [Reply] [Original]

What do you think of new game+, or games with second loops? Is it just padding?

>> No.6406597

>>6406589
I really like it. I remember getting Kirby for Gameboy for a road trip we were going on and I beat it my first try before we even got in the car. That extra mode was a lot more interesting.

>> No.6406739

>>6406589
With Ghosts n Goblins its just punishing but it does make a man out of you if you just barely managed to hammer your way through the first loop.

Honestly though I don't think a game is ever a 10/10 without some post-completion content and it's one of my biggest complaints about modern games. I don't know if it's devs assuming that because there are so many releases now that players are going to be anxious to move on to the next game or if it's their egotism that their games are a complete narrative experience and adding additional content beyond their grand conclusions would compromise their artistic vision but most of the time these days when I find a game I really enjoy playing I end up disappointed by there not being a NG+ mode with secrets to discover or bonus items or score attack or SOMETHING

>> No.6406746

>>6406589
I have no idea why people keep whining about GNG/MM second loop. What, you don't want tot play the game anymore or something? What the fuck is the rationale? You've mastered this beast. Isn't the most natural desire to test you skill against it one final time? And if you dind't enjoy your first loop, why the fuck do you care about the existence of the second one?

I understand that people feel robbed of a sense of closure, but do you really require closure so early and so strongly that testing your skill on a harder difficulty mode, with additional unlockable content, is a hard no for you?

>> No.6406808

>>6406589
fun fact: further loops of gng past the 2nd change things even more

>> No.6406831

>>6406808
Tell us more

>> No.6406840

New Game+ can feel like the way to go in easy games. I love the Kirby's Dream Land 1 for instance.

>>6406746
It just feels a little like trite padding to outright force you. Even if just I deal with it when I play the games I personally cannot and will never respect it becauset at its root it was just a very lame quarter munching decision.

>additional unlockable content
You gotta be kidding me. I really hope the piss easy "true" final bosses in these games don't qualify as that. I really, really hope that is not what you mean and there's something I'm missing.

>> No.6406841

I have pretty fond memories of sitting in front of Super Ghouls n Ghosts (a SNES anyway, but it was one of the most popular games to play on your turn) with like a dozen other kids taking turns trying to beat the thing for months on end. Not an efficient way to get good, but a great game to bash heads against as a group, studying other players' turns for traps, warning each other about memorised threads and mocking fags who fucked up.

Definitely about the journey. If anyone had actually ever gotten past the second loop that woulda sucked.

>> No.6406850

>>6406840
>there's something I'm missing.
There's a magic bracelet weapon, anon.

>> No.6406852

>>6406850
Yes and at least on the SNES one, it's made to suck dick against the actual hardest boss in the game and generally be cumbersome as fuck on purpose. It's more of a punishment than anything.

>> No.6406901

Castlevania Bloodlines loop 2 is really fun

>> No.6406912
File: 492 KB, 808x633, Screen Shot 2020-05-07 at 7.10.16 AM.png [View same] [iqdb] [saucenao] [google]
6406912

>>6406589
So there's a thing about games that most people don't like to admit. Most people don't finish games.
It's not that they hate all the games they play, they just move onto something else, and just weren't invested enough to see the ending

>> No.6406969

>>6406589
Cost effective and easy way to give you a bit more entertainment bang for your buck. Honestly no complaints, you can just complete it and switch off without doing a second run if you don't want.

>> No.6406973

>>6406912
It's that games are really hard in the later levels and I'm really bad. It takes a loooong time to learn to get good for someone like me, and I only do that with the few games I'm obsessed with.

>> No.6406991

>>6406840
But why do you feel that it's somehow forcing you? You beat the game, done. Then there's incentive to replay it if you feel like it: a new level of difficulty and a new weapon. You are not forced to do it. you've already beaten the game and seen 95% of what it has to offer. If you don't want to play it anymore, you're DONE, that's it. The second loop is for those who want more or thsoe who want to test their newly acquired skills at the game.

>> No.6407018

>>6406746
If the text after loop 1 said that you saved the princess and loop 2 was just hard mode, nobody would even be mad

>> No.6407020

>>6406991
You're speaking like that to the wrong guy. I said I deal with it. I have beaten the second loop a couple times and I know a lot about the game. But locking the credits behind shitty design IS forcing people to it. And it's not even like Contra 3, were you can select Hard mode and get the ending if you beat it, or like Maldita Castilla, which has several endings and secrets you can get towards achieving that extra content (and MUCH more content than in any GnG I'm aware of). No, you HAVE to beat the game twice in a row if you wanna play the piss easy ass final boss.

Padding. Quarter-eating carry-over. Lame design.

>> No.6407031

>>6407020
>But locking the credits behind shitty design IS forcing people to it
>Padding. Quarter-eating carry-over. Lame design.
You get N stages for beating the game normally and N+boss if you care to beat the second loop. How is that forcing you? Nobody is entitled to seeing 100% of the game. Just go through a loop if it's all you want. You know there's just one more optional boss on top of that and the game tells you how to find it too. Either play it again some other time, in a few years maybe, or just move onto other games if you're really fucking done with GNG.

>> No.6407041

>>6406589
Second loop in most games: nothing.
Second loop in GNG/MM games: additional content. Suddlenly, autists are on life support because they want the content but don't want to keep playing and therefore feel somehow cheated out of something or other.

>> No.6407043

>>6407018
And additional content and a story incentive should have made people even happier, but of course people who hate the game and want it to just fucking end can't be pleased.

>> No.6407047
File: 62 KB, 470x293, 1463515438375.jpg [View same] [iqdb] [saucenao] [google]
6407047

>>6407031
>N stages
This is where I know you're improvising because there are no such stages and there have never been. The arcade original didn't even give you a new final boss, just Astaroth again. Mastering and replaying hard games to earn their ending is one thing anon, but what GnG offers is just pointless padding.

Padding that's always been shit, and more so as the games got longer.

>> No.6407064

>>6406912
That's because people forget what makes it a game: a win-lose state, and as a general rule most people are sore losers and would rather quit if they aren't winning. It's also why achievements are gay. They're the participation trophies of video games.

>> No.6407068

>>6407047
There are different amounts of stages in various MM games, which is why I said N. What the fuck are you on about?

>> No.6407074
File: 48 KB, 675x580, 1578663053003.jpg [View same] [iqdb] [saucenao] [google]
6407074

>>6407068
The fuck you mean MM, MakaiMura or something else? I'm the one who's confused now, are you drawing a comparison between the games now? Genesis/Arcade 2, SNES and as far as I remember, Arcade 1 too, had always the same number of stages in both the first and second loop.

And no, a single showdown with a crappy final boss is not a new stage.

>> No.6407084

>>6407074
Makaimura. I have to resort to the jap name because Western names are all over the place. The number of stages between the games is different, dipshit. My post referred to all fo them, but I couldn't jsut say "6 and 6+boss" because other games have more stages.
How the fuck are you so retarded?

>> No.6407094
File: 398 KB, 605x459, alan_moore.png [View same] [iqdb] [saucenao] [google]
6407094

>>6407084
>between the games
What the fuck does that even matter then. Of course they do. What does it even have to do with the fact you have to play them all twice in a row? I do not comprehend. These irrelevant, meaningless factoids provided by your superior intellect are clearly too much for my sesame-seed sized brain, you will have to explain their relevance in the discussion to me.

>> No.6407102

>>6407094
Are you fucking retarded? I was making a statement about the whole series. Because the whole series does the two-loop thing.

>> No.6407113
File: 268 KB, 680x385, EUVY-erWsAEVAjt.png [View same] [iqdb] [saucenao] [google]
6407113

>>6407102
I hope one day I can stop being retarded, maybe, just maybe, on the day of my un-retardance, I will be able to see why does that statement matter at all in the two-loop thing.

Until then, anon.

>> No.6407126
File: 14 KB, 640x480, Castlevania - Bloodlines021.png [View same] [iqdb] [saucenao] [google]
6407126

>>6406901
Bloodlines doesn't loop. You're back at the title screen.

Expert Mode difficulty is unlocked however. I just beat it 5 mins ago in fact, and was rewarded with an extra piece of ending which mountains in the background don't even loop proplery

>> No.6407130

>>6406589
If the main game is of sufficient length and variety, passing on a harder remix for people who complete the core experience is good in terms of adding more gameplay, plus it allows people aiming for a high score more room to improve their max.
_____
Fuck China, and have a blessed day.

>> No.6407131

>>6407126
>proplery

You well, guess I failed too

>> No.6407216

>>6406912
I dont think I ever not finish a game I owned, even if I put it down for some time Id eventually go back to end it. Am I autistic?

>> No.6407247

The best examples of NG+ in /vr/ games are shmups. Second loops usually play like a completely different game.

>> No.6407267

not retro but the ratchet and clank games on ps2 had my favorite use of new game plus

>> No.6407302

They were good in arcades because they served several purposes like giving the player more playtime per session and allowing score competition in games with simple systems. But in a home setting it makes far less sense and difficulty modes are preferable. It's not bad in short games like GnG where a single loop is only 15 minutes though, but being able to start on higher loop difficulty would be better.

>>6407020
Are you retarded? You people just use everything like a buzzword without thinking about what you're saying. It's the EXACT opposite of quarter eating, it's giving you more play time for free if you are decent at the game. It's the perfect design for arcades.

>> No.6407316

>>6407041
It's amazing lots of people don't even remember that Castlevania and Contra both had infinite loops and they got noticeably more difficult in the loops too. A tiny poorly translated string of text is apparently more important than anything else to these dipshits.

>> No.6407323

>>6406589
I think they're fine in relatively short games. A few extra hours of gameplay for those who haven't had enough is great.

Today though you get new game + in 60 hour JRPGs requiring you to play through the entire fucking game again to get the true hidden secret ending, that shit's awful.

>> No.6407337
File: 285 KB, 550x363, 1556207054359.png [View same] [iqdb] [saucenao] [google]
6407337

>>6407302
>if you are decent at the game
Most people weren't. And those people's quarters would still be munched all the same, because most people would kept pouring the dough until they saw the end. So yeah I know what you mean but it makes absolutely zero difference and Capcom knew lmao. To suggest Capcom did that to make people be able to play more for free. My sides. They wanted to dangle the carrot in front of the kids playing for them to play even more.

People who played well were the anomaly, or ones that had already poured huge ammounts of money into the game already anon. They did not matter one bit when making these decisions.

>> No.6407350

>>6407337
>Most people weren't. And those people's quarters would still be munched all the same
Second loop is free. You don't have to pay to continue to the second loop.

>> No.6407372
File: 91 KB, 532x652, 1555486885783.jpg [View same] [iqdb] [saucenao] [google]
6407372

>>6407350
Missing the point, it also provides further chance to fuck up and pour in another quarter, and ample chance at that, what with the crappy weapon you're encouraged to use on the second loop, anon. Think like a stupid kid who wants to save the princess in the funny underpants knight game fren, not like a 20, 30 something guy who's been playing games his whole life. That didn't even exist when the original GnG was made.

>> No.6407374

>>6407372
>Missing the point, it also provides further chance to fuck up
As opposed to the game just ending and no further gameplay happening at-fucking-all? The fuck are you on about?

>> No.6407380

>>6407374
Again, missing the point anon. I guarantee you, 90% of the gameplays happening in those machines would end much, much sooner than they ever got to that point. That decision was made with those in mind.

>> No.6407385

>>6407380
The decision was made with "making the second loop more rewarding by creating additional content for it rather than just increasing difficulty" in mind and nothing else. Autists and OCD sufferers were not Capcom's target audience.

>> No.6407387

>>6407337
But that's nonsense which you could apply to literally any aspect of a game that encourages repeated play INCLUDING quality, difference is with loops that repeated play is ostensibly free whereas with, say, 1 loop games with deep scoring you have to pay if you want to play more than the 15 minute it takes. It's also a false premise because the second loop is with some exceptions the same as the first one, if you have what it takes to clear loop 1 then you can play loop 2 for free for quite a good while. If you can clear loop 2 then you can probably do 3-4 loops until it speeds up too much by loop 5. FINALLY the casuals who didn't play these games long term weren't individually that important because while their numbers meant good profit, the retention was so low that they could not be relied on.

>> No.6407413

>>6407372
With this you're missing the bigger picture entirely since loops were commonplace in most arcade games at the time, there's nothing special about GnG besides that little kiss scene. What are we left with, GnG's second loop being a quarter muncher while nearly every other loop being exactly what I'm talking about - a way for the player to continue enjoying the game past the credits if they're good enough?

>> No.6407416
File: 37 KB, 450x338, 1937581847513.jpg [View same] [iqdb] [saucenao] [google]
6407416

>>6407385
>The decision was made with "making the second loop more rewarding by creating additional content for it
Yeah I bet anon, it sure was. Developers and arcade manufacturers thought like that back then. I am sure.

>>6407387
>their numbers meant good profit
You sure are underestimating their numbers anon. And you keep thinking like an arcade god rather than all the arcade-goers in between. What is nonsense is to think there was more than a very limited number of people who were good enough to do those things to be even noticed by the people who made those machines and tended to these arcades... and even then who'd want to ever think about them? Your way of thinking was developed AFTER getting good at the game rather than by any developer who wanted to keep the money pouring in.

Also in my experience arcade gods were the ones who just made the line longer and were eventually kicked out of the damn place lmao.

>> No.6407417

>>6407413
They're legit upset that the second loop has additional content. It makes them want to play the second loop but at the same time they don't want to. It's the idiot's logic.

>> No.6407420

>>6407416
>Yeah I bet anon, it sure was. Developers and arcade manufacturers thought like that back then. I am sure.
Developers who produced the creme de la creme of the arcade era, one out of a thousand, the games that stood the test of time for 30+ years onward, did think exactly like this, yes.

>> No.6407436
File: 214 KB, 500x500, uncomfymechrio.png [View same] [iqdb] [saucenao] [google]
6407436

>>6407413
>there's nothing special about GnG besides that little kiss scene
This is extremely important, anon. It was for the people going for the arcades and it sure was for the people making the games. You're thinking too cold and too efficient for the average joe. What you people don't get is that there were like, what. 3 or 4 of regular arcade goers like you, while there was also a shit ton of worse people and kids struggling to even get there. I seriously do not get why this is so hard to grasp.

>>6407420
Can I get a developer quote like this, please? From the 80s, if possible. Thanks.

And even then I guess developers and publishers/arcade owners would have clashing opinions on the matter.

>>6407417
>It's the idiot's logic.
Correct anon. Now think for a second about how many idiots are there, and think about one, or several coins per idiot who keeps dying to the two unicorns in stage two with the shield.

You're almost there.

>> No.6407438

>>6407416
You didn't address the reality of the game you're talking about, where loop 2 is near identical to the first one. This renders your entire point about GnG moot, and you haven't made good points about loops broadly.
>and even then who'd want to ever think about them?
The developers lmao, are you serious? These more dedicated players were always acknowledged by devs, who later even worked WITH them. By the 90's this became very explicit because the casual crowds started waning and developers relied more and more on their core target audience, making games even harder and more complex. You think that was done for casuals who don't even know how things like scoring works?
>experience
Depends on where you were, American arcades were scummy as shit and the players were huge retards with deep pockets

>> No.6407441

>>6407436
>This is extremely important, anon.
Ah but then if you're talking about this game specifically then your point is irrelevant because as I said, the second loop is near identical to the first with only 1 stage being significantly different. Same applies to Ghouls N Ghosts. Meanwhile games which got significantly harder with each loop didn't feature any such ending or any extra content to speak of, just increased challenge through things like enemy speed and extra spawns.. Interesting, right?

>> No.6407442

>>6407436
>Can I get a developer quote like this, please? From the 80s, if possible. Thanks.
Sure. "We make good game but no for future idiot please understand."

>> No.6407449
File: 1.24 MB, 500x369, 1554275274769.gif [View same] [iqdb] [saucenao] [google]
6407449

>>6407438
>American arcades were scummy as shit and the players were huge retards with deep pockets
YES. This anon, this, this is all I'm trying to say. It was the same everywhere anon, maybe not in Japan or whatever but if you think all the princess kiss wasn't made to capitalize on it, I urge you to think a little broader.

>>6407441
>Ah but then if you're talking about this game specifically
That has been my point since the beginning hours ago anon.

Read what I said about Contra 3 and Maldita Castilla. Shmups would apply too.

>>6407442
Okay thank you.

>> No.6407456

>>6407436
>Can I get a developer quote like this, please? From the 80s, if possible.
Like what specifically? For example, if you read the Shmuplations Toaplan Q&A they say that they wanted to basically make entirely new enemy placements for loop 2 to make it exciting for players. Ghouls N Ghosts interviews reveal that they wanted branching paths, with the second loop featuring stages you didn't pick (Gradius had this idea too iirc). It's very clear if you actually read interviews AND play the games that the developers cared about the players, but you do neither and only go off your basic assumptions.

>> No.6407457

>>6407449
>That has been my point since the beginning hours ago anon.
No it wasn't, read the rest of the post. If you're talking about GnG then it's the opposite of quarter munching too beecause loop 2 is identical to loop 1. So it doesn't matter if you're speaking about GnG or second loops broadly, your arguments don't work either way.

>> No.6407471

>>6407456
Yeah okay but like I said, clashing opinions between developers and the other people who made money off the games. Also please link those GnG interviews, not out of any malicious intent, now I'm legimately curious.

>>6407457
The second loop has a princess kiss at the end and people cared more about it than seems rational. People bitch about that because that's what most of them thought, and the fact that I get to call them "most" means they made a lot of money.

It is and forever will be a quarter munching decision.

>> No.6407483
File: 36 KB, 602x134, loop 2.png [View same] [iqdb] [saucenao] [google]
6407483

>>6407471
Read this interview about the original design :
http://shmuplations.com/makaimura/
Also pic related is pretty amusing, that's a developer talking about 2-ALL'ing a previous entry he wasn't involved in. Developers are known to be rather shitty at the games they make btw even arcade devs.

>> No.6407489

>>6406589
Blatant filler if it's mandatory. Harmless if not

>> No.6407497

>>6407471
By the same token you can call just about everything a quarter munching decision even having an ending or stage progression at all, it's completely unreasonable. Answer me this, do you think making a game challenging is inherently "quarter munching design"?

>> No.6407515
File: 46 KB, 500x206, makaimura07.jpg [View same] [iqdb] [saucenao] [google]
6407515

>>6407483
>Therefore, in a sense, you could say that Red Arremer is the real protagonist of Makaimura!
I knew Firebrand was something special from the beginning. No wonder he got his own games eventually. That was interesting, I had no idea about pic related either. I'll read some more interviews from there, thanks for the link anon.

>>6407497
No anon. No. No. Having stage progression is gonna obviously make you want to play the game more anon what even does that mean. I have no clue anymore. Look I know seeing the credits of a game once is not the end of a game forever, specially an arcade one but most people don't think like that, anon.

Okay. Have you played Ninja Spirit, anon? There's a really difficult section right at the end. It's much difficult than anything else in the game, and what comes after is also much easier by comparison. Please. Think why would anyone want to put such a difficulty spike that at the end of a game rather than peppering the game with a few sections like that. Please. And even better imagine for a second most people are not used to beating games at all, and how would some of those people react if confronted with such a section, right at the end of their journey. Even if the developers knew some people would figure their game much better than others.

I beg you.

>> No.6407524

>>6407515
>Having stage progression is gonna obviously make you want to play the game more anon what even does that mean.
Yes, is that "quarter munching design" by your standards? It incentivizes players to continue playing and putting in quarters even after they fail. So what exactly is it that distinguishes them from loops and makes it more "fair" or whatever?
>Have you played Ninja Spirit, anon?
Yes and the memo heavy section near the end IS an example of what I would call quarter munching design because it's a huge and rather deliberate difficulty spike that's requires far more memorization than most of the game. That's not even remotely relevant to GnG, it doesn't have these kinds of sections besides maybe stage 3 where you have to learn how to deal with the several red arremers back to back but again that has nothing to do with loops.

>> No.6407528

>>6407524
>it's a huge and rather deliberate difficulty spike that's requires far more memorization than most of the game
So does using the bullshit shield/bracelet you're welcome.

>> No.6407536

>tfw not good enough to beat ghouls and ghosts

>> No.6407538

>>6407528
Not really, the shield is a bit counter-intuitive but you can't lose if you don't pick it up, you just repeat the last 2 stages like normal where it's a guaranteed drop. The game doesn't suddenly get much harder with the shield either, you're still using the same strategies but tighter since you have shorter range. MOST IMPORTANTLY it has nothing to do with loops because you use the shield/cross to finish loop 1. Psycho Cannon on the other hand? That shit downright makes the game easier.

>> No.6407549
File: 99 KB, 870x241, TdMsKF6.png [View same] [iqdb] [saucenao] [google]
6407549

>>6407536
Learn the secret chest location and the item spawn order so you can recover armor and get decent weapons. Keep in mind that you only have to uncover chests to go one step in the cycle, you don't have to actually break them. Also standing in place and shooting up at the right time makes Red Arremers easy as fuck. If you can 1cc one loop, you can 1cc both of them.

>> No.6407580
File: 350 KB, 480x360, 1587676777631.gif [View same] [iqdb] [saucenao] [google]
6407580

>>6407538
>it has nothing to do with loops
I'm. What. You need it to end a loop anon, it has everything to do with loops. Not having it can take you back in a loop. It is closely tied to loops. Using a specific item that's intentionally gimped to make your life miserable to lock a loop behind has a lot to do with loops. And more so with every next version of the weapon.

You yourself said it limits your range, and I feel you're not making a big deal enough out of this. It's a downright worse weapon. The Psycho canon is not as bad because you can shoot faster and up, but every other version of this weapon feels absolutely miserable in comparison with the daggers.

>you can't lose if you don't pick it up
The very fact you can lose, not any weapon, but just a weapon needed to progress at all in the game, is bullshit of a pretty high level anon. You eventually learn those things but on the meantime it is confusion and quarter munching time. It screws with you in every way imaginable. People beat shoot 'em ups with default weapons all the time, but in here it's literally impossible. You need this weapon. Why does this game get a pass for this bullshit?

I just don't get it. I'm tired.

>> No.6407602

>>6407580
>I'm. What. You need it to end a loop anon, it has everything to do with loops. Not having it can take you back in a loop. It is closely tied to loops.
You're jumping through hoops and avoiding talking about the second loop itself. Let me put it this way : if I agree that the shield is an instance of quarter munching design, that doesn't justify your claim that loop 2 is quarter munching because the shield is a common element in both loops. It's actually way less of an issue in loop 2 because you already know about the mechanic by then, so this just shifts the discussion towards something unrelated. What's even the logic here, that because you have one such example, that every decision in the game is done with the purpose of munching coins? Come on.
>You yourself said it limits your range, and I feel you're not making a big deal enough out of this.
Because it isn't a big deal, most of the combat is done at short range, and it comes with the benefit of blocking projectiles. As I said, you will use more or less the same strategies as you did with other weapons when you use the shield. The Psycho Cannon isn't just not bad it's incredible, the main benefit isn't that you can shoot it fast (you can shoot the shield/cross FAR faster at close range), it's that you get a massive damage boost point blank turning a lot of tricky enemies like the wall ogres into jokes.

>> No.6407647

>>6407602
>You're jumping through hoops and avoiding talking about the second loop itself. Let me put it this way
Anon no. No. By mentioning all these things deeply tied to the second loop have I not been, by extension, criticizing it? These things pretty much only exist in benefit of that second mandatory loop, anon. Anon please.

>if I agree that the shield is an instance of quarter munching design
Then you agree with me basically, everything about locking the princess kiss behind all this crap you have to learn to deal with instead of just playing is akin to dodging one of those horrible ninjas from the pit in Ninja Spirit. Wether you like it or not, wether you know or not those things, the fact you are REQUIRED to do all these things to see the princess kiss is what caused the general opinion of these games and makes me call the mandatory 2nd loop and everything to do with it a quarter muncher. It's intent was manipulative and not just in the name of challenge. And the proof is in the fact people took a long, long ass time to figure all those things out and in the meantime, their quarters were munched into some arcade owner's pockets. Wether you like it or not, no matter how perfectly you or me or anyone can play these games, that was what happened, and it was the intended effect.

>regular 2nd loop/hard mode = good
>GnG brand of mandatory 2nd loop hid beneath all sorts of weird shit and trickery = bad

Learning difficulty requires quarters anon, I KNOW THAT, but think about this. Gradius shows you a base blowing up at the end, this game is like "lol go back". Please think about it, anon. Think about why most arcade games didn't bait and hamper you with all this garbage at the end of their first loop. That's the difference, and what gave these games their infamy. I don't know what else to tell you.

>> No.6407675

>>6406746
Because it feels cheap. They could have thought a better justification

>> No.6407678

>>6407647
>By mentioning all these things deeply tied to the second loop have I not been, by extension, criticizing it?
No, it's like me asking "what's your problem with hard mode?" and you reply "the character loses armor after 1 hit". Silly example but the point's the same. Also these things don't exist to benefit loop 2 what in the world are you talking about? Are you under the impression that you have to get the shield ONLY in loop 2 like in the later games? Because that's not the case, you need to do the same thing in both loops so if anything this game is less of a quarter muncher than its sequels by your standards. Ghouls changes it but the Psycho Cannon is so easy to get and so powerful that it's not really an issue.
>And the proof is in the fact people took a long, long ass time to figure all those things out
And your proof of this? Judging by other, harder arcade games people probably figured it out in no time flat, and if they didn't immediately then magazines would make it clear. A fucking Dodonpachi 2-ALL took like a week of the game being out, for christ's sake!

Anyway I don't think the cryptic shit was even intended to be some kind of quarter munching manipulation since it's not effective at that compared to just raw difficulty. At the time Tower of Druaga was very popular and people loved discovering various secrets and sharing that info around, it's very likely Capcom simply wanted to capture a little bit of that community aspect.

>> No.6407704

>>6407678
>these things don't exist to benefit loop 2 what in the world are you talking about
I'm going to go insane. You need to get the shield. The only point of the shield, and pretty much all those weapons is to make that loop happen.

>And your proof of this?
The game's reputation like I said. And no its reputation is not just "it's hard". And you know it.

>Anyway I don't think the cryptic shit was even intended to be some kind of quarter munching manipulation
Well, I really disagree there. Goodbye anon. I'm gonna rehearse pic's related coreography, it looks like a fun dance.

>> No.6407715
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6407715

>>6407704 (me)
Forgot gif, don't I look like a retard. farewell

>> No.6407723

>>6407704
>The only point of the shield, and pretty much all those weapons is to make that loop happen.
Lol no, they exist to beat the game, and they would still exist with or without loops wtf is this?
>The game's reputation like I said
Don't fall for modern day reputation of games because most of the time it's a product of the internet rather than people playing games. AVGN shaped so many people's perception of the game it's fucking insane. Same reason why people still think Contra is incredibly difficult and shit, it's just late millennials who get experience with games in a second hand fashion for the most part.

>> No.6408457
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6408457

>>6406912
>>6406973
Unlike you youtube zoomers a lot of us actually played these kinds of games when they were new, the way they were meant to be played.

They were meant to be hard as shit and take forever to actually beat. Sitting on a shelf unbeaten is actually their VALUE and many were designed with this in mind.
Especially games that came directly from the arcade like GnG. They literally didn't want you to ever win because economically their biggest players were also their biggest cash cows, but they needed to be hypothetically beatable (and ideally not so literally impossible that you wouldn't know some kid who knew some kid whose uncle did it) or the drive would be lost.
Some games were literally unbeatable though, due to oversights that blended in with their virtual unbeatability, and in some cases nobody even noticed for a long time.

I'll admit to being the kind of autist who would finish one game completely before moving onto the next one from the SNES era throughout the next couple generations, but that shit didn't apply before that era and nobody thought that way.
Actually beating a hard game was an accomplishment, not something you expected to be able to do in the arcade era when many games didn't even have endings, you faggots.


>>6407064
You simultaneously have a good point about achievements and are spouting bullshit idiots have been regurgitating since Cave Story. "Games" as a mathematical/sociological construct have a particular definition, sure. "Games" as an electronic entertainment medium are what we call things which beep and boop when you push buttons, half-brain. That's it. I can't fathom walking around with that pseud opinion and never testing it by actually thinking about how it applies to the actual real-world industry.

>> No.6408497

>>6406589
>games that include a 2nd quest just because
Cool, it's there if I want it
>games that lock the "real ending" behind the 2nd quest
Fuck that

>> No.6408521

>>6408497
maybe you should learn to appreciate the friends you made along the way

>> No.6409529

>>6408497
the best second loops have a true final boss at the end with a special true ending sequence

>> No.6409617

>>6406808
sounds like a good setup for some shitty creepypasta

>> No.6409760
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6409760

>Also, we originally had a far grander design in mind for Daimakaimura. After the second stage, each stage would have branching A and B routes, and you’d get to choose your path after every stage. Then on the second loop you’d be forced to play the stages you didn’t choose the first time around. Unfortunately, we ran out of memory and time so those extra stages had to be cut.

>> No.6409825

>>6409760
I love it when games do that, or generally let you choose your own stage order. Usually certain stages are harder if left until later but are much better for score, so it provides way more replayability for survival players that transition to a focus on score after getting more practice.

>> No.6409990

>>6406746
>You've mastered this beast. Isn't the most natural desire to test you skill against it one final time? And if you dind't enjoy your first loop, why the fuck do you care about the existence of the second one?
After spending tons of hours and attempts trying to beat a game, only up get to the end and be told "Haha, that wasn't the real game, go do it again!" and then to die only to have to start over from the beginning knowing you'll have to beat the game TWO times can be really demoralizing. It's not this black and white enjoy/not-enjoy dichotomy you're thinking of.

>> No.6409997

>>6407043
You sound actually autistic.

>> No.6410163

>>6409760
I know the GBA port has a Special Remix mode. Maybe they put it in that Version.

>> No.6410220

>>6407084
Kill yourself fag

>> No.6410247

>>6410220
Yeah? And how do YOU refer to the series, fucko?

>> No.6410271

>>6406746
because it makes you feel like you wasted your time. just have the harder second run be the game.

>> No.6410273

>>6410163
One of those rejected stages was the sunken ships one from SGNG. Some hackers even have found graphics fo that stage hidden in the arcade rom. It's a shame we are never going to see how were those lost levels with those great CPS1 graphics.

>> No.6410275

>>6407316
>Castlevania and Contra both had infinite loops and they got noticeably more difficult in the loops too.
they really aren't that much different. if you're good enough to beat the game normally, the changes are nothing the player can't handle. fucking retard.

>> No.6410325

>>6407216
No, i'm the same way. i can play a game and get into a good chunk of it and stop and move on. I eventually pick the game back up.

I.e, I played through doom 2016 til near the end point and stopped. I did beat it just before Doom Eternal came out.

>> No.6410332

>>6407131
>You well, guess I failed too
And agian

>> No.6410334

>>6410271
>please please PLEASE no additional content on second loop because I don't play those and am literally shaking if my single playthrough is not 100%

>> No.6410370

>>6408457
>youtube zoomers
Nah man, I'm 36, I just only played RPGs as a kid. I'm going back now and exploring the library I missed and getting my ass handed to me. I did beat Ninja Gaiden on NES yesterday though! That took me months lol

>> No.6412697

>thread about second loops
>most people only talk about GNG
Tons of games used to have second loops. Even SMB1 did.

>> No.6412709

>>6410275
Is this post supposed to disprove anything I said or contribute anything at all to the conversation? Because it does neither and its wrong as well, Super Contras second loop is VASTLY harder than the first you basically have to relearn parts of the game. Low IQ cock gobbling shitter