[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 36 KB, 640x480, 31691-super-mario-bros-3-nes-screenshot-spitting-plant.jpg [View same] [iqdb] [saucenao] [google]
5735271 No.5735271 [Reply] [Original]

No saving in this game. It's better that way, no?

>> No.5735276

>>5735271
I would have appreciated having a save feature at the time when the game was new, but it's better that the gameplay doesn't rely on a battery that would need to be replaced now.

>> No.5735279
File: 4 KB, 256x224, ss_smb3_01.gif [View same] [iqdb] [saucenao] [google]
5735279

Sorry for the dog shit thumbnail

>> No.5735282

>>5735271
Not really. As a kid I would either use warp whistles and make the game tragically short, or I would leave the NES running on pause for days at a time so that I could leave and come back to my long run. Not being able to save is a pain in the ass that limits options. No reason to feel nostalgia for a feature that was tolerated and not enjoyed.

>> No.5735286

>>5735271
I'm not sure I ahree. It makes playing the whole thing in one sitting kind of long so inevitably people use warps, but that's just cutting out parts of the game for yourself.

A roguelike save system would work and I don't know why they're not more common. Save when you want to stop and then loading the save deletes it.

>> No.5735295

I have Star Wars for NES. No save feature. No codes. The only way to get further was to start at the beginning again. It was a long game, and it make the NES run hot. Imagine my dismay when the game froze when I finally got past the trash compactor. I haven't picked the game up again since.

>> No.5735323

>>5735295
>and it make the NES run hot
If you mean the cartridge getting warm, that has to do with the type of ROM used in them since some throw off more heat than others.

>> No.5735328
File: 5 KB, 256x224, ss_smb3_04.gif [View same] [iqdb] [saucenao] [google]
5735328

You can beat the game easily in one sitting using whistles. And you can just reach any part of the game you want to play through in a single play session using the whistles. They want to encourage their use them by making it easy to reach all three in the first two worlds. The levels are short and quick to get through anyway. I see it as a design point and I like it. Don't leave your nintendo on for days.. ya dongus

>> No.5735329
File: 2 KB, 220x220, Super_mario_brothers2-1.png [View same] [iqdb] [saucenao] [google]
5735329

At least you get unlimited continues unlike this piece of shit rng fest game.

>> No.5735343

>>5735323
If the game froze at the trash compactor, my educated guess is that the cartridge PCB buckled slightly due to the thermal environment and came loose in that lovely flakey toaster NES slot.

>> No.5735347

SMB3 tends to get hot when you've run it a while, it's the only game in my personal collection I know does it.

>> No.5735351
File: 4 KB, 256x224, ss_smb3_19.gif [View same] [iqdb] [saucenao] [google]
5735351

Also, this game might be overrated. I do love it, but SMB 1 might be better.

>> No.5735352

>>5735328
Designing a game where skipping big chunks of it is expected seems like bad design to me. I never understood the appeal of turning on a game like Mario and then skipping half the levels with warps. It's like people who collect wings so they can just fly through the last levels. Why waste your time like that?

>> No.5735354

>>5735352
How is it a waist of time for me to warp to world 5 and have FUN

>> No.5735361
File: 15 KB, 198x197, Dogbert.jpg [View same] [iqdb] [saucenao] [google]
5735361

>>5735347
>collectorfags

>> No.5735363
File: 49 KB, 128x128, 1553625917943.gif [View same] [iqdb] [saucenao] [google]
5735363

Eh just save state at the beginning of a world and reload it if you run out of lives.

>> No.5735365

The SNES version of SW actually doesn't have the trash compactor. Maybe they were short on time or maybe they decided to have some mercy on the player.

>> No.5735371
File: 59 KB, 500x362, 0fa.jpg [View same] [iqdb] [saucenao] [google]
5735371

>>5735363
you don't mean what i think you mean... do you?

>> No.5735373
File: 142 KB, 540x244, 1552041106607.png [View same] [iqdb] [saucenao] [google]
5735373

>>5735371
>being rational is trolling
come on now

>> No.5735376 [DELETED] 
File: 52 KB, 1543x308, 678568996.png [View same] [iqdb] [saucenao] [google]
5735376

Here's a thread on NESDev mentioning the "hot cartridge" thing and yes it does have to do with the use of NMOS ROMs which run hotter than CMOS ROMs.

>> No.5735382

>>5735354
Because worlds 2-4 should also be fun to play. The game shouldn't make you want to skip them.

>> No.5735383
File: 52 KB, 1543x308, 678568996.png [View same] [iqdb] [saucenao] [google]
5735383

Here's a thread on NESDev mentioning the "hot cartridge" thing and yes it does have to do with the use of NMOS ROMs which run hotter than CMOS ROMs and it does seem more likely to happen on larger games, which would include Star Wars and SMB3.

>> No.5735389

>>5735323
>>5735343
It doesn't matter. Those are 1980's problems that I don't have to put up with anymore. The cart lives in a shoebox, and I can emulate at will and quick-save if I like. One of these days maybe I will load it up and play again.

>> No.5735402

>>5735389
The game came out in 1992 though.

>> No.5735403
File: 24 KB, 400x304, 1179696895_1.jpg [View same] [iqdb] [saucenao] [google]
5735403

>>5735373

>> No.5735406
File: 31 KB, 307x343, 1558545594753.jpg [View same] [iqdb] [saucenao] [google]
5735406

>>5735382
On Tuesday I'll play world 2 and on Wednesday I'll play world 3 ok?

>> No.5735408

>>5735271
What do you want? Adding a battery backed save would have pushed the cost of the game up to $70.

>> No.5735414

>>5735402
Doesn't matter. Lack of save is a 1980's problem.

>> No.5735429

>>5735343
I've played some pretty long SMB3 sessions that resulted in the cartridge getting toasty and it never crashed on me, though my hands were about to give out by World 7 and the controller was soaked in sweat. They have the warps for a reason.

>> No.5735434
File: 75 KB, 640x640, 1552349717311.jpg [View same] [iqdb] [saucenao] [google]
5735434

>>5735408

>> No.5735435

>>5735408
SMB3 was 65$ on launch wasn't it? I doubt a little battery would have added 5$.

>> No.5735436

>>5735435
The battery plus a save SRAM probably would have added at least $10 to the purchase price.

>> No.5735442

At least a password save? Could we have asked for that much?

>> No.5735446

Kirby's Adventure was 768k+MMC3+battery save but it also came out half a decade after SMB3's original Japanese release so the price of hardware had dropped considerably since then.

>> No.5735458

>>5735406
It's still poor game design in my eyes, but I never liked Mario a ton in the first place.

>> No.5735465

Nothing is as cheap and poorly thought out as Star Wars. There was like one time ever when I even made it to the Death Star and then I had no clue what to do when I got there.

>> No.5735469

I read somewhere that you can bypass the asteroid level on the NES version. You have to kill the third Greedo in the Cantina and the run through a wall or something. I can find Leia, and after you get her you eventually have to fight the monster in the garbage compactor. The part is easily beaten with the use of a light saber, however the next level cannot be beaten, at least not without a Game Genie anyway. I don't think the game was designed to be beaten. And when I die there it says, on the continue screen that I've only completed 50% of the game.

>> No.5735471

>>5735271
Hell no. Almost every level has optional areas that you'll run right past if you're trying to rush to the end.

>> No.5735472

BTW it really helps if you have an auto fire controller, especially with the asteroid stage.

>> No.5735473

>>5735465
How long was it? One of the things I liked a lot about the first Super Star Wars was it takes about as long as watching the movie to play through.

>> No.5735476

>>5735473
Depends. Tatooine is rudimentary open world. You're supposed to find teammates and upgrades before leaving, but you can skip some of it.

>> No.5735485

I say Empire Strikes Back was the ultimate bullshit and like SW there was no save game feature, neither a battery save nor a password. I mean if you jumped in the wrong part and landed in a electrical thingie, you died. And had to start the level over that took you about an hour to get that far anyway. I remember getting to Vader once at the very end and dying. _That_ pissed me off.

>> No.5735486

>>5735276
A lot of people make a big deal out of something that takes 5 minutes to do once something like every 25-50 years. All of my NES games still have working original batteries.

>> No.5735491

I never beat SW on the NES. The asteroid field was some kind of Skinner box disguised as a game. I did beat the Gameboy version but I couldn't ever find Leia, so she died when the Death Star blew up.

As for ESB, I couldn't get past the first Dagobah level.

>> No.5735492

>>5735485
And then the SNES had the nerve to sell the whole trilogy again.

>> No.5735494

>>5735486
The longevity of the batteries varies somewhat but some cartridges seem to use them up faster than others. It's probably due to the type of SRAM used. Nintendo got them from wherever (whatever supplier offered them a good deal) so some chips are more power-hungry than others.

>> No.5735501

>>5735476
That part is top-down, right? I think I played that game once or twice at a friend's place.

>> No.5735502

>>5735486
Running out of juice isn't a real problem. A battery with a leak is a problem.

>> No.5735503

>>5735501
The map is top-down, driving the speeder. You use it to enter several caves and buildings, which are the side scrolling platform levels.

>> No.5735504

>>5735492
ROTJ wasn't on the NES because it came out in 1994. So, SNES and Gameboy only.

>> No.5735513

I played all three of them on the SNES. I almost beat Star Wars, but I was stuck on the second part of the last level on the trench run thingie.

I got to the Vader fight in ESB and didn't beat him.

ROTJ was the easiest of the trilogy, I beat that one.

>> No.5735521

>>5735471
I've seen places where I'ved missed things. Replay value

>> No.5735527
File: 130 KB, 1459x713, ss29.png [View same] [iqdb] [saucenao] [google]
5735527

>> No.5735529

>>5735504
NES got double helpings of New Hope, with the Namco release that predated the Beam version that everyone has been talking about.

>> No.5735595

>>5735271
Yes, no save feature gave the warp pipes a purpose.

>> No.5735598

Problem is if you get greedy and try to warp to World 7 too quickly, you won't have enough accumulated extra lives and power ups to survive.

>> No.5735605

>NES star wars games
Play them with the "Easy" hacks from romhacking.net. That's how those games would have been if designed by competent people. Just don't take the name literally, they're still hard as fuck, just not ridiculously so.

>> No.5735623

>>5735527
>And for the asteroid field just stay in a corner
If only my 11 year old self had known that...

>> No.5735631

>>5735605
>hacks
But I wasted so much time "getting good". What will I do with all this good?

>> No.5735634
File: 150 KB, 640x480, post-20973-0-52047300-1304181645.jpg [View same] [iqdb] [saucenao] [google]
5735634

>>5735486
>All of my NES games still have working original batteries.
not for long, and you should change them before they leak and fuck whole PCB

>> No.5735651

>>5735605
Ok then I see it was like Battletoads where incompetent design decisions made the games three times harder than they needed to be.

>>5735634
Try not storing your games on the shampoo rack in your shower.

>> No.5735653

>>5735598
hmmm. valid point.

>> No.5735660

>>5735598
3 lives are enough for anyone.

>> No.5735661

>>5735651
>Try not storing your games on the shampoo rack in your shower.
batteries wont last forever retard

>> No.5735668

>>5735661
You tried to help him, and it didn't take. Leave him to his earned karma.

>> No.5735670

>>5735661
That PCB was clearly exposed to moisture.

>> No.5735683

>>5735271
https://www.romhacking.net/hacks/2886/

>> No.5735689

Trust me, if you have like two mushrooms and one feather in your power up box and six lives, you're not going to last in Worlds 6 and 7 for very long.

>> No.5735690

>>5735689
Get good.

>> No.5735696

>>5735361
they play it you idiot summerfag

>> No.5735702

From World 3 onward a lot of levels I've taken 10-12 attempts in a row before I beat them. You'll burn through lives and power ups like crazy every fucking time Boss Bass has you for a snack or you die on one of those auto scrolling levels.

>> No.5735706

>>5735702
Think how much worse Japanese kids had it since their version Mario also shrinks to Small Mario instead of just losing his power up.

>> No.5735717

>>5735651
And dog bless the guys who made these patches because the NES SW games were big, late-era MMC3 epics and not easy to disassemble and figure out.

>> No.5735725

>>5735717
http://bootgod.dyndns.org:7777/profile.php?id=739

256k

http://bootgod.dyndns.org:7777/profile.php?id=1023

And 512k

>> No.5735728

>>5735725
>SW has an extra SRAM but no save feature
Odd.

>> No.5735734

>>5735728
Probably some extra work space they needed.

>> No.5735765

>>5735271
it only takes a few hours to beat.
>>5735351
>SMB 1 might be better
fucking how

>> No.5735787

>>5735765
I suppose it is subjective but I like the level design in 1 a little better because the environments are more sparse and it's probably a little higher in difficulty. The mechanics feel more solid to me, as you can't maneuver anywhere and everywhere so quickly or easily. So the physics are more robust and slower. These are things I about it. 3 also has more "gimmicks" or distractions between the mini-games, the world map, and the item inventory. Mario 1 is just basic toughing it through a bleak world, and with 3 being all a stage play decorated in vibrant colors, the former to me conveys a world with more grounding than the latter.

>> No.5735791

SMB has a higher amount of cheap/poorly thought out level design in it especially in World 8.

>> No.5735804

>>5735787
i think mario 3 is way harder than 1. 1 is pretty much a cakewalk compared to some of 3's harder levels. i don't see how mini-games, maps, and inventories are gimmicks, they add to the game. and i have no clue what you mean at the end there. you like mario 1 because it's grounded in reality?

>> No.5735809

>>5735791
>>5735804
With 1, it's just a matter of memorizing some enemy movement patterns and World 8 can be powered through pretty easily. Also you can warp from World 1 to 8 and beat the game without too much difficulty, while as I said earlier good luck in SMB3 trying to warp from World 1 to 7 and survive.

>> No.5735812

>>5735804
If you want pure platforming the extra stuff in 3 do amount to distractions. I don't dislike them but I don't miss them in their absence from 1, due to how the flow of the game is impacted (or rather, isn't impacted). It's hard for me to judge how difficult these games really are. What some people consider hard I can deal with pretty easily. I like the setting and visuals in 1 more than 3 by a tiny bit. All in all I'm feeling an urge to rank 1 slightly above 3 but I love them both.

I have to go to bed

>> No.5735813

It seems to me like in SMB, you're more likely to get in trouble from the timer expiring than in SMB3. I don't run into time trouble on 3 that much, maybe occasionally, and SMW just about never.

>> No.5735815

>>5735812
LOLno. In no way is 1's primitive, ugly brown/orange graphics better looking or easier on the eyes than 3's graphics. It's even worse if you were playing on a real machine as opposed to an emulator because 1 looks like a fuzzy mess. With 3 you can tell they learned a lot about how to improve the definition of the graphics and cut down on blur and dot crawl.

>> No.5735828

>>5735809
if you use a whistle already in the warp zone you go straight to world 8
no need to beat world 7

>> No.5735835

It's better to warp to World 2 or 3, beat it, accumulate some lives and power ups, and then maybe 6, 7, or 8 than trying to go right from 1 to 7 or 8. Besides if you only did World 1 you'll miss a lot of the power ups like the hammer suit that aren't found until mid-game.

>> No.5735848

>>5735835
I always disliked the suits in SMB3 because they're not easy to come by (especially the hammer and Tanooki suit) and you're likely to lose them almost as fast as you get them.

>kick ass! I have the hammer suit. Now nothing can stop...
>gets hit by some stupid Buzzy Beetle or falls off a moving platform about ten steps later
FFFFFF.....

>> No.5735882

>>5735465
>>5735469
https://www.youtube.com/watch?v=WL755MO_8BY

Love the low key music and minimalist presentation, it adds to the atmosphere. Also did they even need the MMC3 for this other than animated tiles? It doesn't look like there's a lot going on here that couldn't have been done with one of the lesser mappers.

>> No.5735886
File: 76 KB, 1603x768, ssw.png [View same] [iqdb] [saucenao] [google]
5735886

>>5735295
Wait, this happens in Super Star Wars too? Cripes, Beam Software, did you even playtest these games at all?

>> No.5735912

Nintendo supposedly required game devs to submit video of the game ending to prove it was properly finished and beatable and there were no game breaking bugs.

>> No.5735949 [DELETED] 

Regarding the painful difficulty of many NES games--Satoro Iwata said "Everyone involved in the production would spent multiple hours playtesting the game so we all got very good at it. As a result, the games tended to end up exceptionally difficult because we wanted to challenge ourselves."

>> No.5735952

>>5735949
And that's coming from the mouth of a notoriously casual pussy. Anyone who complains about NES difficulty is embarrassing.

>> No.5735953

Regarding the painful difficulty of many NES games--Satoro Iwata said "Everyone involved in the production would spend multiple hours playtesting the game so we all got very good at it. As a result, the games tended to end up exceptionally difficult because we wanted to challenge ourselves."

It does seem by the SNES era Nintendo's first party titles at least saw their difficulty level toned down a bit.

>> No.5735964

>>5735953
That was after Nintendo Power's letters to the editor was full of 11 year olds whining dis game's too hard. Though I wouldn't be surprised if Japanese magazines had similar complaints.

>> No.5735970

>>5735953
You definitely notice by Kirby's Adventure which is a very easy game compared to most everything before it.

>> No.5735995

>>5735352
When the game was new you might not have known about the whistles. As you play and progress, you get better at the game and you can easily breeze through the stages that earlier gave you difficulty and you will end up finding secrets like the whistles. The game was never meant to be completed on one sitting on a first try. Nintendo games where alternatives for arcades and they were expensive. The devs wouldnt have wanted to make a too easy game, because the games were meant to have replayabilty and challenge.

>> No.5735997

>>5735689
Spoken like a true casual.

>> No.5736453

>>5735494
Some cartridges definitely use them faster than others. Pokemon Gold/Silver/Crystal had an RTC that was also powered by the battery. As a result my Silver cartridge died as early as 2006

>> No.5736481

Super Mario World had no saves, at least my 7 in 1 cart couldn't save

>> No.5736489

>>5735276
Why didn't more cartridges have ferroelectric RAM like Sonic 3?

>> No.5736491

>>5735995
I'm not talking about beating it on your first try but that designing a game so that it encourages the player to skip levels is poor design.

>> No.5736568

>>5735276
>it would suck if this game had a save feature, because imagine how shitty it will be to play when the battery dies and you can’t save
???

>> No.5736641

>>5735352
>Designing a game where skipping big chunks of it is expected seems like bad design to me.
probably because you're lazy and not thinking it through.
Skipping big chunks is expected under certain conditions, not necessarily something that always happens. On Saturday morning in the middle of winter and you had nothing else to do that day, maybe you'd play through everything and not use any whistles. Meanwhile if you just wanted to play for a few minutes you'd whistle to whatever level you felt like.

In many ways it's more elegant than even a battery-backed "levels you have unlocked" feature since you can take it with you to any copy of the game needing nothing but knowledge.

>> No.5736650

>>5736491
>designing a game so that it encourages the player to skip levels is poor design.
Why?
It is not self-evident to me that such a design is bad, especially in a game meant to be replayed multiple times.
(Even if it's true that SMB3 "encourages" you to skip levels which I'd argue it absolutely does not.)

>> No.5736921

>>5736650
I think the inclusion of many warps and ways to skip levels along with the length of the game if you don't skip any levels and the lack of a save feature meaning the game should be beaten in a single sitting is an indication that the developers intended players to skip sections of the game each time they play.

>> No.5736968

>>5736921
>the length of the game
With reasonable competence, the game takes about 2.5 to 3 hours to beat. It's not that long unless you die a lot in which case you might use the warp whistles to go practice the level you're having trouble on.

>> No.5737000

>>5736650
SMB3 doesn't have bad design because of the warp whistles by themselves. It's a bad design because the game has a special item inventory system and warping doesn't allow you to collect a lot of the useful power ups that you'd ordinarily get by playing through the game the long way, nor does it allow you to collect extra lives by hitting the stars at the end of each level.

SMB1 doesn't have such a system, so warping as a pseudo continue system doesn't cost you anything except possibly extra lives you may have accrued.

>> No.5737039

>>5737000
it's not "bad design" unless you're explicitly presuming that a save system is "good design."
The inventory specifically incentivizes playing through the whole game rather than skipping, which really isn't that long once you're good at it. Plus you have multiple whistles there are a variety of ways you can skip if you want to collect power-ups for the last level. 2 whistles from anywhere gets you to the last world and there are 3 to find.

>> No.5737085

>>5736968
>the game takes about 2.5 to 3 hours to beat
>SMB3 isn't that long
Bitch, I've done playthroughs without warps where I've gone from World 1 to 8 that took at least six hours and my hands were about to fall off. It's not as easy as some Youtube celebrity told you.
>It's not that long unless you die a lot
And you will in every world from 3 onward.

>> No.5737093

>>5737085
Congrats on 90th place :-)

https://www.speedrun.com/smb3#100

>> No.5737095

>>5736641
>On Saturday morning in the middle of winter
In Australia there's no such thing as this thing you call "winter". It's "winter" here currently and today's high expected around 16.

>> No.5737096

>>5737085
>>5737093
Or did you mean any% warpless?

https://www.speedrun.com/smb3#Any_Warpless

WTFrick is that 19 hour run?

>> No.5737097

>>5737085
Don't even get me started on how the arrow moldings on the NES D-pad start to dig into your thumbs after a while.

>> No.5737102

>>5737096
No warps. It can take hours since from World 3 onward you'll die and have to redo many levels an average of 6-10 times.

>> No.5737223

>>5735271
I was pretty shocked to see fucking NES racing games that have save features but their biggest title don't.

>> No.5737295

>>5737223
Al Unser Jr. Turbo Racing has a save feature, don't know of any others.

>> No.5737313

Some baseball titles like Baseball Stars II and Choujin: Ultra Baseball have a save feature as well.

>> No.5737326

>>5736968
> 3 hours
The game actually takes about twice that:

https://howlongtobeat.com/game.php?id=9373

>> No.5737331

>>5737313
>Baseball Stars II and Choujin: Ultra Baseball
You just had to demonstrate how much of a weeb you were, didn't you.

>> No.5737332

>yfw save features for console peasants were hit or miss while PC master race always had this feature accessible any time

>> No.5737334

>>5737326
git gud, the slowest submitted 100% run is under four hours, and most longplays are closer to two

https://www.speedrun.com/smb3#100

>> No.5737337

>>5737332
We also had roguelikes, which were not possible with cartridge games :D

>> No.5737354

>>5737337
And, well, anything that uses a keyboard.

>> No.5737365

>>5737354
There were work-arounds. SNES had SimCity. What I meant was not much procedural generation could be done on consoles because the cartridge was both the storage and most of the working memory.

>> No.5737368

On a computer the game is stored in RAM not ROM so you can do self-modifying code and other l33t haxor tricks.

>> No.5737389

>iD Software came up with a prototype SMB3 for the PC and presented it to NOA, who rejected it because they had no interest in the PC market
IDGI. It was ok for Sega to license PC games but not Nintendo?

>> No.5737407

>>5737085
>And you will in every world from 3 onward
so what?
The game is still beatable in one sitting. The fact that you, personally, can't do it, doesn't mean the design is bad.
>Bitch, I've done playthroughs without warps where I've gone from World 1 to 8 that took at least six hours
Sure.
>>It's not that long unless you die a lot
>And you will in every world from 3 onward.
The first time you play it maybe. Nobody says a game has to be beatable in one sitting the first time you fucking play it and you die constantly.

>> No.5737409

>>5737389
Nintendo is very wise to not allow PEBKAC to happen with their products.

>> No.5737416

>>5737409
Also, the sunk cost fallacy is very powerful. You can get three PC AAAs for the price of one Nintendo card.

>> No.5737436

>>5737389
What about Mario Teaches Typing?

>> No.5737438

>>5737337
You've never heard of Fatal Labyrinth?

>> No.5737443

>>5736968
>With reasonable competence, the game takes about 2.5 to 3 hours to beat

For a single setting game that's too long in my opinion.

>> No.5737457

>>5737326
>>5737334
> the slowest submitted 100%
Exactly lol. And watch the actual runs that take more than 3 hours: https://www.speedrun.com/smb3/run/y23qpg5m
Doesn't even feel like a speedrun. Just some guy playing and recording his segments.

>> No.5737467

Trust me from experience. An average player under normal conditions can easily take over six hours to get through SMB3 without warps.

>> No.5737495

>>5737443
3 hours? That is only slightly longer than a long movie, and probably around the average play session length for kids at the time the game was released.
Plus the 2-player co-op is built into the game meaning you can share that 3+ hours with a friend/sibling.

>> No.5737512

>>5737467
>can easily take
so? that's not the point
the metric isn't to make the game able to be reliably beaten by the "average player" under "normal conditions" (whatever the fuck that means) in a single sitting.
It's perfectly reasonable to expect the game to be able to be beaten in a single sitting only by a reasonably GOOD player who has played through the entire game already multiple times.

>> No.5737546

1hr - Autistic speedrunner tier
2hr - Expert tier
3hr - Competent tier
4hr - Casual tier
5hr+ - Git gud tier

>> No.5737549

>>5735329
rng how?

>> No.5737560

>>5735329
SMB2 isn't that hard. Actually of the 8-bit Marios it probably has the most balanced difficulty. I can play through the whole thing without warps and it's pretty easy, I rarely end up redoing levels 6-8 times in a row like with SMB3.

>> No.5738208

>>5737102
dafuq? Get good faggot. I breeze through just about every level except the fortress in world 7. Including the small airship in world 8. You want tough? Play Kaizo Mario World

>> No.5738212

Warps is a stupid argument for replacing saves. Whistles are a hidden secret. You guys are acting like its a normal part of the game.

>> No.5738225

>>5738212
>Warps is a stupid argument for replacing saves
It's not when you consider how much it would have cost to add a battery save to SMB3. Enjoy your almost $80 game.

>> No.5738241

>>5738225
Use a password system then.

>> No.5738246

They could have done that, maybe they were short on ROM space (a password save does require an additional code routine) or maybe they didn't like the idea of lengthy passwords.

>> No.5739092

>>5738225
>Enjoy your almost $80 game.
$173.22 adjusted for inflation.

>> No.5739125

>>5738212
/vr/ autists pull this shit all the time. They take all their knowledge for granted and are incapable of putting themselves in anyone else's shoes. For example, one time someone told me that no player should ever grind for rupees in Zelda 1 because they should just know where to find all the unmarked hidden rupees throughout the map.

>> No.5739132

>>5738246
>maybe they were short on ROM space (a password save does require an additional code routine)
Shouldn't be much out of a 256k cart. The real data consumption in these games is more tha graphics.
>or maybe they didn't like the idea of lengthy passwords.
Character 1 for world number, character 2 for opened paths, character 3 for to invalidate guessed passwords. Sure you'd lose your items but it'd be better than warps and a HELL of a lot better than entering 16 random numbers and letters where the O and 0 as well as l and I were indistinguishable and if you entered it wrong it would all clear.

>> No.5739160

>>5739125
Probably because you'd phrased it as some asinine criticism of the game. The fastest ways to grind rupees in Z1 outside of getting lucky with secrets to everybody, are:

1. Clear out the graveyard (spawn max number of ghosts then kill the leader).
2. Go re-clear Level-2 and Level-3 which have high rupee-dropping enemies inside (Ropes and Zols respectively).

Odds are, you are probably a retard who was running around killing octorocs and complaining that it was taking forever to get the 250 necessary for the blue ring or because you kept dying in level 6 and needed to buy tons of potions.

>> No.5739659

>>5735279
>post a "better" image
>its smaller and blockier

wew lad. better luck next time

>> No.5739891
File: 57 KB, 540x720, 1554502532321.jpg [View same] [iqdb] [saucenao] [google]
5739891

>>5739659

>> No.5739972

>>5739132
>Shouldn't be much out of a 256k cart. The real data consumption in these games is more tha graphics.
Technically 384k (256k PRG+128k CHR).