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/vr/ - Retro Games


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File: 6 KB, 256x240, metroid-bombs.png [View same] [iqdb] [saucenao] [google]
6061691 No.6061691 [Reply] [Original]

I don't mean Metroidvania. I mean games that encourage exploration and discovery in the way that 1986 Metroid does: bombing walls and floors, looking for hidden passages that lead to treasure (or dead ends).

That thrill of discovering secrets through trial and error is something that I've been missing my whole life; only Metroid and The Legend of Zelda have ever been able to scratch this itch. Cave Story came close--I'd be lying if I said part of Metroid's appeal for me wasn't the whole underground labyrinth aspect of it all--but I really want something where I can spend hours digging into every nook and cranny and be rewarded occasionally. Does such a /vr/ game exist outside of Metroid and Zelda or am I SOL?

>> No.6061701
File: 183 KB, 320x203, ValkyrienoBouken_boxart.png [View same] [iqdb] [saucenao] [google]
6061701

Valkyrie no Bouken and Guardian Legend are games that I find closer to the original Zelda One.

Even other NES games like Crystallis and NES Willow, already feel like a closer relative to LttP than Zelda One.

>> No.6061706

Dragon Slayer IV, Golvellius and Maze of Gallious

>> No.6061708

castlevania is basically a metroid clone you should try it out

>> No.6061715

>>6061706
Dragon Slayer IV is known as Legacy of the Wizard in inferior pigskin culture.

>> No.6061718

>>6061701
Hmm, Valkryire no Bouten looks interesting, I'll have to check that out. Thanks for the recommendation. But from the gameplay video I just watched of Guardian Legend it doesn't look very conducive to exploration and secret finding.

>> No.6061728

Hexen

>> No.6061736

>>6061706
>Dragon Slayer IV
>Maze of Gallious
These both look great and definitely would appease my maze game fetish, but I'm really looking for something that not only has a lot to explore but also has plenty of obscure secrets a la LOZ and Metroid with its bombable walls and burnable bushes. It's that spirit of not only exploring a huge world but actively digging around for secrets that I'm looking for.

>> No.6061750

>>6061728
seconding this

>> No.6061787

You are the first one here praising bomb exploration.

>> No.6061815

>>6061691
Super Pitfall

>> No.6061816

>>6061787
Unlikely. Even if I were, this isn't the first time I've done so on /vr/.

>> No.6061823

>>6061691
With survivor stuff ? ehhh....

Non-inspired

post-doom shooters

>> No.6061870
File: 135 KB, 1090x680, Milons_Secret_Castle_Coverart-3.jpg [View same] [iqdb] [saucenao] [google]
6061870

>>6061736

>> No.6062156

>>6061691
Have you played La Mulana?

>> No.6062173

Exile for computers from 1988.
https://www.youtube.com/watch?v=Mp78yel2p9A
>It is often cited as one of the earliest examples of a Metroidvania style game and featured "realistic gravity, inertia and object mass years before players understood the concept of a physics engine... an astounding level of AI, stealth-based gameplay, a logical ecosystem governing the world's creatures and a teleportation mechanic that feels startlingly like a predecessor to Portal.
>Exile contains a physics model with gravity, inertia, mass, explosions, shockwaves, water, earth, wind, and fire. The game engine simulates all three of Newton's laws of motion, with many puzzles and gameplay elements emerging from a few physical principles. For example, the player may experience difficulty when attempting to lift a heavy boulder across a windy shaft with a jet pack, or of trying to keep a glass of water from spilling while being pushed around by a pestering bird.
>The large subterranean world is procedurally generated. This is achieved using a compact but highly tuned pseudorandom process with a fixed seed number to generate the majority of the caverns and tunnels - augmented with a few custom-defined areas.

>> No.6062183

>>6061691
just play La-Mulana (original PC version) and forget about everything else

>> No.6062212

>>6061718
>Valkyrie no Bouken
Great game. It has a day/night cycle.

>> No.6062324
File: 4 KB, 256x224, Legend_of_Zelda_NES.png [View same] [iqdb] [saucenao] [google]
6062324

>>6061815
This definitely has the spirit of what I'm searching for, but unfortunately it's a terrible glitchy mess of a game. Though I enjoyed it as a kid for whatever reason.
>>6061787
Okay, it's been hours and I already responded to you once but you baited me and now I'm taking it: What the fuck is your problem with bomb exploration? I'm resisting the urge to call you one of those zoomers who needs hints and maps to find anything and am giving you the benefit of the doubt that maybe you have a legitimate reason for hating how these games hid their secrets.
>>6061870
YES! This is exactly the sort of thing I'm looking for! No lie, reading the back of that box got my blood pumping. Thanks!
>>6062156
>>6062183
La-Mulana has been on my radar for years (love that MSX look and sound) but for whatever reason I've never checked it out. But if you guys think it has that Metroid/Zelda-ish exploration/hidden room feel I shall remedy that. Thank you both!
>>6062173
Oh jeez, I was 200% on board with everything here until I read this
>The large subterranean world is procedurally generated.
I'm the only person I know and probably the only person you'll ever come across who doesn't like procedurally generated games. I avoid them on principle simply because I hate the feeling of everything being new every time I play the game. To me, exploring a video game world means exploring something that was designed, not randomly generated. I feel like I have to be able to revisit places I've been in order to really appreciate that game's world.

>> No.6062348

>>6061691
You might want to try King's Field on PS1, then. That one's full of walls that are hidden and require you to either use or hit the wall with your weapon (I haven't played it myself so I'm not sure.)

>> No.6062351

>>6061691
If you have the willpower to draw maps, I honestly suggest deadly towers. That game is a nostalgia trip and a half for me. The opening music takes me back to being 12 again. Didn't realize in 92 that it was made pre zelda.

>> No.6062374

>>6062324
You might like Shadow Tower/Shadow Tower Abyss where any suspicious wall or dungeon feature and even some almost seamless sections of stone might be a secret passage that you can activate to make slide open or bash to make collapse, and you can only deduce their existence and placement by referencing the layout of the area and realizing there's an empty space or semi visible inaccessible area or by hearing the skritch scratching of monsters on the other side of the walls.

Some pretty cool shit there

>> No.6062376
File: 369 KB, 620x539, Swords_and_Serpents_Spider.png [View same] [iqdb] [saucenao] [google]
6062376

>>6061691
Pic related. Or maybe Wizardry. Be prepared to draw your own maps and be careful where you step...

>> No.6062397

>>6061870
>Warload

>> No.6062437

>>6061691
A lot of people here might think this is fucked, but simons quest.
Just throw holy water everywhere and trial-and-error your ass off

>> No.6062462

>>6061691
If you are okay with roguelikes then give Spelunky and Binding of Isaac a try. If you really want to explore then don't look up too much stuff to begin with.

I definitely wish there were more games with freedom of exploration. While they're not exactly the same I would also recommend Dragon's Dogma and Kingdom Come Deliverance for 3D open world-ish games.

>> No.6062635

>>6061708
not even close.

>> No.6062832

>>6062324
>Oh jeez, I was 200% on board with everything here until I read this
Keep on reading.
>with a fixed seed number to generate the majority of the caverns and tunnels - augmented with a few custom-defined areas.
This is only the case for the 8-bit MicroComputers. The Amiga and Atari ST version are not generated.
https://www.youtube.com/watch?v=l6rbjU8sCP0

>> No.6062840

Goonies 2 is very Metroid-like.
Goonies 1 not so much though.

>> No.6062950
File: 105 KB, 500x519, lamulana.jpg [View same] [iqdb] [saucenao] [google]
6062950

>>6062324
>But if you guys think it has that Metroid/Zelda-ish exploration/hidden room feel I shall remedy that.

Dude, it really is the only thing comparable. It think it's possibly the densest game in existence in terms of how tightly designed and how packed with crazy obscure shit it's levels are.

>> No.6063034

>>6062950
Play like shit

>> No.6063054

>>6062635
>hurr they're not the same game one is vampires the other is aliens!

>> No.6063079

>>6062324
>a terrible glitchy mess of a game
The aniversery romhack fixes all that and is amazing in every way, but it does remove the invisible, jump into random nooks part.

>> No.6063210
File: 73 KB, 820x461, axiom-verge.jpg [View same] [iqdb] [saucenao] [google]
6063210

Just to piss everyone off.

>> No.6063887

>>6062950
yep, La-Mulana 1 & 2 are the closest you can get to Metroid (though it has more of an Indiana Jones theme).

>> No.6063903

>>6061715
>pigskin
Japs look way more like pigs

>> No.6063930

>>6062173
Sounds incredible.

>> No.6063935

>>6063887
>La-Mulana 1 & 2 are the closest you can get to Metroid
Have you even heard of the game in the post above yours?

>> No.6064020

>>6063935
yeah, Axiom Verge is garbage.
Plus the stupid developer thinks he's great at writing fiction. There's a ton of completely retarded dialogue.

>> No.6064026

>>6063210
the game is kind of gross but not really bad at all

I appreciate that the main character has a fetish for enormous cybernetic elder god women

>> No.6064512

>>6062348
>>6062374
These both look great! Hidden and suspicious walls, secret passages? Exactly what I'm looking for--thanks!
>>6062351
>>6062376
Maps and booby traps? Yes and yes. Thank you for the recommendation!
>>6062840
>Goonies 2 is very Metroid-like.
I played Goonies 2 years ago and really enjoyed it a lot. Been meaning to play the first one but it sounds like I'm not missing out on much.
>>6062950
I just downloaded it! I look forward to starting it soon, thanks again. :)
>>6062832
Well then, I guess I will have to check this out. Thanks for another great recommendation!

>> No.6064813

>>6064512
oh I don't know how you are with gore but about half of Doom's gameplay is about finding secret areas with powerups and weapons to withstand the horde of enemies you face, Duke Nukem 3D, Wolfenstein, Quake, and Turok all give a similar experience of hunting down secrets while blasting fools and monsters

>> No.6064815

>>6062397
More like gaylord

>> No.6064887

>>6063054
Gameplay is nothing alike.

>> No.6065013
File: 326 KB, 1040x1400, image.png [View same] [iqdb] [saucenao] [google]
6065013

>>6061715

>> No.6065260

>>6062324
>What the fuck is your problem with bomb exploration?

Hi I'm not in the Bad Evil Scary Tribe (zoomers) because I'm 39, and I'm not the anon you're responding to either, but I don't like that try-breaking-every-wall exploration so I'll tell you why I don't: It is a job for a machine, and I am a human. I want to do new things that require me to learn. Poking at every section of wall is something a robot can do perfectly for hours without ever needing to modify its simple script. If somebody were paying me to do this then I might feel okay about it, though I still wouldn't enjoy it. I mean I like finding new passages and stuff, but I'm not willing to repeat myself by placing bombs in a hundred wrong places just to get the reward of one new passage. It isn't fun for me. It's work. Watching you ask for it is like watching somebody eagerly try to find a company that accepts volunteer floor-moppers. Like, who wants to mop a floor for FUN?

But yeah I'm not criticizing or trashtalking. You're being constructive here, you're getting lots of leads on things you might enjoy, and it's nice to see. I'd like seeing more threads like this. I'm just saying your taste is alien to me.

>> No.6065275

>>6065260
>floor mopping simulator when??

>> No.6065356

>>6065260
Is not that Alien. Consider jrpgs where you keep fighting the same encounters all the time with no space for variety in tactics, yet it is the most popular genre.

>> No.6065394

>>6064020
>yeah, Axiom Verge is garbage
Or:
>muh subjective opinion is objective reality
Hm.
>There's a ton of completely retarded dialogue
Because everyone plays Metroid for the talky shit... I think you're missing the point of the rest (vast majority) of the game if that's your only criticism. Cogent argument for why it's bad, or GTFO.

>> No.6065401

>>6065275
Isn't that the appeal of Pac Man/Crystal Castles in a nutshell?

>> No.6065404

>>6063210
Not retro but yeah, definitely the best metroidvania to come out in decades

>> No.6065431
File: 58 KB, 512x480, robo-warrior.png [View same] [iqdb] [saucenao] [google]
6065431

>>6061691
Robowarrior on NES has tons of secret rooms that you can only find by bombing every wall. Sounds right up your alley, OP. The music is some of the catchiest I've ever heard, too.

https://youtu.be/aNsaZKN6tiE

>> No.6065504
File: 775 KB, 1400x1748, image.png [View same] [iqdb] [saucenao] [google]
6065504

>>6062324
It goes beyond saying, but if you liked Zelda 1, you might enjoy Golden Axe Warrior.

>> No.6066019

>>6065504
Or the Neutopia games.

>> No.6066054
File: 77 KB, 375x500, stanley spadowski.jpg [View same] [iqdb] [saucenao] [google]
6066054

>>6065260
>Like, who wants to mop a floor for FUN?

>> No.6066084

>>6066054
Upboated for the VHF reference, I freaking love that movie

>> No.6066096

>>6066084
Thank you anon, I love UHF.

>> No.6066196

>>6066084
vhf...

>> No.6066315

I know this isn't exactly what you are looking for OP but Ultima series (assuming you didn't spoil yourself by getting tips or obtain knowledge about it ahead of time) could give that exploring vibe you want. More of a RPG but kinda weirdly act like a puzzle as well. Without getting into it and spoiling it for you outright I will say some of their games outright discourage grinding/combat as much as possible. I wish I could give examples of what the series does but literally would be spoiling the best bits of what you are looking for. The best way I can explain it is that they play like a D&D campaign where you want to avoid combat and you are given an exact goal but are on your own as the DM is super anti-railroad type of guy. Like explore and hope you learn shit soon enough. The early games are super dated so most of your time would be spent learning what the hell to do and how to do it than actually playing the games. A speedrun knowing exactly what to do can complete the games in matter of minutes. I really wish I can explain more of what I liked about the series but I don't want to remove the enjoyable of you discovering the series for yourself.

>> No.6066553

>>6064020
This. I was never less interested in a metroidvania story. I just remember agreeing with what the last boss says before you fight him, and thinking the main character is being a bitch.

>> No.6066686

>>6066553
the main character is actually an assassin programmed by the rusalka to love them and fight for their protection, the guy you kill is the real you

>> No.6066695

>>6063210
I didn't like how spongey many of the enemies were or how there were so many weapons, most of which being completely situational. I also didn't like how the best weapon you can get has to be found in a random spot each playthrough. Really liked the art and the rest of the upgrades, though.

>> No.6066732

>>6062324
>I'm the only person I know and probably the only person you'll ever come across who doesn't like procedurally generated games. I avoid them on principle simply because I hate the feeling of everything being new every time I play the game

I don't know if it's the case for this game but the levels can be procedurally generated without being different each time, like in Daggerfall for example

>> No.6067169

The Divide: Enemies Within is one of the first 3D metroidlikes in which you can get utterly lost.
https://www.youtube.com/watch?v=H3JE8iuwIog

>> No.6067337

>>6061691
Environmental Station Alpha

>> No.6067376

>>6061708
Only a small minority of Castlevania games fit the mold of Metroidvania. But in reference to OP, Castlevania games in general usually have a lot of breakable walls and secrets tucked away. But the older ones have time limits on stages and are completely linear so it's probably not what he's looking for.

>>6062437
Simon's Quest had a lot of nice gameplay innovations that would be brought back into the series much later, it just suffered from some awkward execution.

>>6065275
I wouldn't be surprised if there already is one.

>> No.6067384

>>6065275
I think there's some modern game where it's your job to mop up the mess left behind after Doomguy kills all the monsters on a space station

>> No.6068924
File: 33 KB, 294x367, Space_Quest_I_-_Roger_Wilco_in_The_Sarien_Encounter_cover.jpg [View same] [iqdb] [saucenao] [google]
6068924

>>6065275
>>6067384
Roger Wilco, space janitor extraordinaire at your service.

>> No.6070952

bump because I also love this type of game

>> No.6072070

>>6063210
Axiom Verge is a steaming pile of shit. It promises at the outset to be a throwback to old Metroids but the non-linearity is an illusion and you quickly realize that you can't really go anywhere the dev didn't intend you to go next.

>> No.6073114

>>6072070
t. someone who never played axiom verge

>> No.6073581

>>6067384
"Shadow Warrior: Viscera Cleanup Detail"

>> No.6073652

OP you will probably enjoy Hollow Knight.

>> No.6073695

Scale of exploration bullshit

Level 0: Game contains no breakable walls.

Level 1: Game contains breakable walls that are visually noticeable to a significant extend (ex: different color).

Level 2: Game contains breakable walls that are visually noticeable to a minor degree (ex: tiny cracks) which the player can easily miss if their attention is elsewhere.

Level 3: Game contains breakable walls that look the same as any other walls. However the game offers indirect visual clues that mark the area as suspicious (ex: signs, arrows, footsteps, skeletons, a dead end)

Level 4: Game contains breakable walls that look the same as any other walls with no apparent nearby clues. However the game also features a method to discern their presence (listening for sound, a scanning ability, a tune plays near secrets, breakable walls are hinted on map ). This secondary method is notably faster than hitting every wall in the game but slower than confirming by sight alone like in the previous approaches.

Level 5: The player must hit every wall in the game.

HARD MODE: the player must hit every wall in the game with a tool that has limited uses (ex: bombs).

>> No.6073697
File: 24 KB, 220x219, 220px-Wario_Land_II_NA_Box_Art.jpg [View same] [iqdb] [saucenao] [google]
6073697

>>6061691
OP, to me it seems you are basically asking for Wario Land 2. The core fun of the game is exhaustive exploration of the levels to find unique treasures or money. This is obtained by combining platforming, puzzle solving and the mechanic you love so much of trial and error wall smashing.
This is a great game, imo one of the best on gbc, i higly recommend it to any wario land fan.
Play the gbc enhanced version

>> No.6073703

>>6073697
I might also add that this game does not encourage mindless wall smashing but helps the player build a sense of "that wall looks sospicious, there could be some treasure behind it". The level design is really clever

>> No.6073880

>>6073695
Level 3 is the only way to do it, its the perfect balance of both extremes

>> No.6074427

>>6073695
There are no Level 5 games. In Metroid and Zelda, the two examples OP mentions, there is always some logic to where you should bomb. In Metroid bombable floors are never in the center of the screen, for example. Bombable walls are always in reach of a bomb jump. And in Zelda bombable walls are virtually always a quarter of the way into the left or right side of the screen; like Metroid’s floors, you should never bomb in the center.

>> No.6074434

>>6074427
Also, in Zelda dungeons the bombable walls can be detected by hitting them with your sword and listening for a ‘clink’ sound. If you can remember that and you can learn to recognize the patterns of whereabout hidden doors and staircases are in the hidden in the overworld, you can learn to find them without bombing and burning literally everything like your mythical “Level 5” category proposes.

TL;DR: Use your mental faculties and stop being such a basic bitch.

>> No.6074545
File: 287 KB, 1268x701, bomb.jpg [View same] [iqdb] [saucenao] [google]
6074545

>>6074427
>>6074434
defend this

>> No.6074629

>>6074545
1. There are only 6 tiles on that screen that could conceal a hidden door.. Only flat tiles bordered by other flat tiles are breakable. Rocky or uneven sections can be ignored 100% of the time.
2. Surprise surprise, it's not in the dead center of the screen!
3. Again, the game has a tendency to place doors and staircases on the left and right quarters of the screen. If there are a handful of wall titles to check out in that area--check it out. If it LOOKS like somewhere a game developer might put a normal door (think back to the first screen of the game where you enter a cave on the CORNER of a mountain)--CHECK IT OUT.

Seriously, this isn't rocket science. I found almost every hidden room in LoZ not by consulting a guide or by bombing/burning in random spots, but by paying to attention to where doors and staircases were usually placed and then finding the right tile by process through a simple process of elimination. AKA "intuition".

>> No.6074631
File: 960 KB, 1268x701, just for (You).png [View same] [iqdb] [saucenao] [google]
6074631

>>6074629
Forgot my pic.

>> No.6074650
File: 213 KB, 4352x1408, ZeldaOverworldMapQ1.png [View same] [iqdb] [saucenao] [google]
6074650

>>6074629
Not that anon but it's a bad feature in the game. And if you're a kid that is prone to getting hard-stuck for not having enough hearts, the game is borderline impossible. Remember the Nintendo Helplines?

>> No.6074663

>>6074650
>swashbuckling adventures shouldn't have well-hidden secrets
Is basically what you're saying. If you think it's a "bad feature" to have to poke around a little and maybe gamble with your bombs in order to find extra, completely optional boosts like heart containers and 100 rupies, you have been spoiled by handholding in more modern games. I really do truly pity any "kid" who finds the game borderline impossible even after figuring out the door placement patterns that that I figured out my own (which is largely backed up by that map you just posted, so thanks).

>> No.6074689

>>6074663
To simplify my bombing and burning philosophy re: The Legend of Zelda: If it looks like the map designer could have hidden something there, you should probably check it out. Pic related is one of the only secret shops I found either by accident or seeing it in NP. You normally don't see a door or staircase hidden at the very edge of a wall like that.

>> No.6074691
File: 4 KB, 324x167, secret.png [View same] [iqdb] [saucenao] [google]
6074691

>>6074689
D'oh, forgot my pic again. Anyway, once you know where not to bomb or burn the tiles to investigate decrease dramatically.

>> No.6074738

>>6074629
I also grew up with LoZ, I also found every secret without a guide, it's a good childhood game but that doesn't mean we need to defend every aspects of it. The secrets were bad. I'm afraid the nostalgia goggles are clouding your judgement my friend. Consider the following: in another post you mention the feature in other Zelda titles where you can poke walls and listen to the sound to find out whether they are bombable. I agree with you, it's a great feature. The first game does not have it. Was Nintendo wrong to add this feature?

>> No.6074841

OP here. I've been overwhelmed by the number of titles /vr/ has recommended me. I'm really grateful for it and I'm sorry that I haven't found the time to check all these games out yet and respond to you all. But as I was reading I came across >>6074738 and feel I have to respond.

Imagine for a moment there was a certain kind of game you played in your childhood that you really cherished and still do to this day. Now imagine that you'll never get a *new* game like this ever again because of arguments and reasonings that might as well be in another language because they make zero sense to you. Imagine that when you argue the merits for this type of game you are invariably told that nostalgia goggles are clouding your judgment.

>>6074629 is correct. There is a way to discern where items are hidden in The Legend of Zelda, and once you suss that out there should be no reason to complain. The secrets are not a "feature", they're aspects of a dangerous world that the designers made for you, the player, to explore. If bombing walls and burning bushes in places that look like they might be bombable or burnable is too tedious for the player, then either the game has failed to rope the player into the spirit of adventure (on a real adventure you would not expect 'X' to mark a spot) or the problem is with the player. And given the game's massive success and the lack of complaints regarding its secrets in the years following its release, I choose to believe the latter.

>> No.6074914

>>6074841
I will ask you the same that I asked in >>6074738. Was Nintendo wrong to add in subsequent zelda titles the mechanic to poke walls and listen to the sound to discern whether they are bombable?

>> No.6074916

>>6074914
That's not really what that anon is talking about considering a lot more tells than that got added over time. He just wants a classic experience that doesn't get made much if at all anymore. (The reasons WHY they're not made is pretty clear and I don't like them much myself, but he personally enjoys that sort of game and is allowed to and doesn't have to defend that.)

>> No.6074924

>>6074916
I don't think I'm asking something out of line or particularly outrageous. It's a simple question. Was it wrong for Nintendo to add this feature? People can like any kind of game they want. I'm not judging anyone. Zelda is one of my childhood game and I cleared it 100%. I am not looking to bash it randomly.

>> No.6074983
File: 27 KB, 1280x1056, Manji-Map.png [View same] [iqdb] [saucenao] [google]
6074983

>>6074738
>>6074914
I don't have a problem with that gameplay mechanic, Anon. What I have a problem with are people who demand it in the context of a 2D game like Legend of Zelda. Up to this point I think we were mainly arguing about the overworld, but since you seem keen on hammering in on this very dungeon-specific feature, let's talk about that.

Pic related is an example of a typical LoZ dungeon. On average, there are at roughly two doors in every room. Occasionally you'll reach a dead-end room that has only one exit. Therefore the worst case scenario you might find yourself in with regard bombs and secret rooms is that you have three walls to bomb. Logic dictates that since entries and exits are ALWAYS in the center you should therefore only bomb in the exact center of the wall. Therefore you will, at most, be asked to try out three bombs out of a maximum of 20 you can collect at the start of the game prior to any upgrades. This in a game where bombs are not the most effective weapon outside of clearing out Keese in a hurry or defeating Dodongos.

If you think that under the circumstances described above that the breakable dungeon walls in LoZ not having "tells" such as cracks or a special sound effect when you strike them with your sword is a flaw, you are, no offense, kind of pathetic when it comes to this game.

>> No.6075028

>>6074924
Sword clicking is no better, it just shorten the time required, but you are still required to grind.

I think that, as videogames became more popular and game companies needed to grow their user base, they lowered the requirements to play their games in order to sell more. In many aspects ALttP is a better designed game, but it is also more straightforward.

>> No.6075058

>>6064813
uhh hexen is like those but even more so with the exploration and stuff

>> No.6075326

>>6075028
Dark Souls shits on all of this. I don't think Zelda has ever had the balls to hide whole damn sections of the game along with their bosses behind obscure secrets that a great chunk of players would never know about.

>> No.6075864

>>6073695
>>6074427
>There are no Level 5 games.
Milon's Secret Castle. The game doesnt tell you jack shit about what walls you need to hit with bubbles, so you have to hit all of them.

>> No.6076602

>>6075864
Unironically based.

>> No.6077268

How about Deadly Towers? There are secret walls leading to places called Parallel Zones where you find items and upgraded weapons and armors. There are ten dungeons with 250 screens per dungeon so that’ll satisfy your maze craving.

>> No.6077678
File: 18 KB, 639x396, hydlide.png [View same] [iqdb] [saucenao] [google]
6077678

Hydlide. It's not very good (though not as bad as Youtubers say it is), but it's an early action-RPG filled with mazes, secrets, and other confusing crap, so it's everything OP craves. It got four sequels and quickly inspired better games like Ys and The Legend of Zelda.

>> No.6077681

>>6073695
>Scale of exploration bullshit
>Level 5: The player must hit every wall in the game.
>HARD MODE: the player must hit every wall in the game with a tool that has limited uses (ex: bombs).
This game here:
>>6065431

>> No.6077874

>>6077678
Or just play Super Hydlide on the Genesis, which is actually good.

>> No.6078117

>>6077681
>Level 8: The player must hit every wall in the game multiple times without any sort of feedback
>Level 9: Destructible walls are randomized
>Level 99: Wall isn't destructible before an arbitrary plot progression is reached. No logical indication is given though

>> No.6078292

>>6078117
>Level 100: Game must somehow be fun

>> No.6078628

>>6078117
>>6078292
>Level 1000: player has to call the company and give them the model number of their cartridge and coordinates of tile in game so they can then get a special hex digit number to unlock said tile with an item not specified to them.

>> No.6078702

>>6078117
Not even meming here, I’d play those games and like it.

>> No.6078706

>>6061691
Try the Zillion games on the Master System

>> No.6079721

>>6067376
>Simon's Quest had a lot of nice gameplay innovations that would be brought back into the series much later, it just suffered from some awkward execution.
I’ve always thought Simon’s Quest felt more similar to Zelda II than Metroid.

>> No.6081662

>>6065013
Gorgeous for a game released in 1987. I mean jeez, Nintendo’s own games that year looked like crap compared to this.

>> No.6083264

>>6073652
I agree he'd like it, but its not exactlty /vr/...

>> No.6083306
File: 44 KB, 444x400, shit.png [View same] [iqdb] [saucenao] [google]
6083306

>>6073697
>Coloring choices typical of early GBC ports.
>Saves aren't cross-compatible out of GBC.
>Missing an enemy.
Yuck, stick to original and play Super Game Boy. It's actually built for that and is one of the games that takes advantage of it fairly well.

>> No.6083321

Nigga play Turok 2. It has secrets and lots of winding levels you have to go back to to get artifacts and powers to get to the final boss.

>> No.6084042

>>6061787
okay TheGamingShit

>> No.6084049

>>6063210
im happy they're doing a sequel

>> No.6084459

>>6083321
Some of the devs went on to make Metroid Prime so no surprise there.

>> No.6084510

>>6063210
The Game is worth 1 playthrough. Start on Hard, dont return afterwords.

Play the Messenger instead.

>> No.6084514

>>6061708
>>6062635
Castlevania 2 does fit, and it does encourage heavy exploration. Later post-SOTN metroidvania entries don't necessarily do that, as they're designed to be much less obtuse.

>> No.6085192

>>6084459
Nigga metroid prime is the shit but it isnt retro so we cant have a dignified discussion of it right now, but hive of the mantids though...

>> No.6087014

>>6062212
do I need to know Japanese for this?

>> No.6087501

>>6084510
Isn’t the Message a new game?

>> No.6088353

>>6061691
>castlevania is basically a metroid clone
Was it autism?

>> No.6089434

>>6074983
>entire dungeon is a swastika
What did Miyamoto mean by this?

>> No.6089463

>>6062351
Damn what's it like being 40?

>> No.6090059

>>6089434
Manji =/= Swastika

>> No.6091017

>>6090059
What's the difference?
>>6089463
Not him, but I'll know in 4 years.

>> No.6091062

>>6091017
Usually, a manji turns at left angles, while a swatstika turns at right angles.