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/vr/ - Retro Games


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748850 No.748850 [Reply] [Original]

What are some of the more unconventional retro games you've enjoyed?

I've been playing this lately and the gameplay is really refreshing.

>> No.748860

Incredible Crisis
Trap Gunner
Intelligent Qube

>> No.748870

EVO
Pacman 2
Haunting starring Polterguy
Treasures of the Deep
Mr. Domino
Jumping Flash 1 & 2

>> No.748896

on a related note, does anybody know the name of that mutiplayer PS1 game where you collect resources on the map to create weapons to kill your enemies to get more resources and so on?

>> No.749651
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749651

>> No.749660
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749660

>>748850
I personally loved the first game the most. Egads, it was gloomy.

>> No.749667
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749667

>>748850

Play Trapt after this if you can. It's much smoother.

>>749660

How did this game get away with a T rating again? You practically made a deal with Satan and brutally murdered people who came into your house, including a husband and wife trying to earn money for their sick daughter.

>> No.749669

>>749667
You also lept their souls in coffins and made demons out of them.

>> No.750784
File: 32 KB, 291x346, 2012-08-22_234349.jpg [View same] [iqdb] [saucenao] [google]
750784

>>749669
>capture invaders
>drain their soul
>use their bodies to build monsters
>mfw I made a dragon out of a bunch of soldiers and a mage

>> No.750826

>9 fucking blocks on the memory card

>> No.750849

For the life of me, I almost always miss my traps when I play Tecmo's Deception (the first one). They just avoid it at the last second...

>> No.750857
File: 49 KB, 365x312, doukoku-f.jpg [View same] [iqdb] [saucenao] [google]
750857

This game is unconventional if you consider where it cames from. There are not many japanese adventure games focused on puzzle solving, add waifu mechanics and the result its pretty unique.

>> No.750879

>>750857
>There are not many japanese adventure games focused on puzzle solving
what?
isn't that the focus of... all of them?

>> No.750895

It's wasn't uncommon among NES games, but I love how barebones the original Metroid. There's no menu, no map, all indication that you have certain upgrades is visual, it doesn't even tell you the names of the upgrades when you get them. I'm not sure if they were aiming for immersion here, or if there simply wasn't enough space left in the ROM for a few lines of text and a display routine. You get the sense that it was a huge accomplishment to make such a complex game with only the bare minimum of space to work with, and every superfluous system stripped out.

Something similar: I haven't played many 8 bit home computer games, but I read that it was pretty common for role playing games to have the whole story printed in the manual. To save space in the game, dialogue scenes would just say "go read the page."

>> No.750909

>>750895
*would just say "go read page X"

>> No.750969

>>750895
The intro to Phantasy Star 1 is mostly detailed in the manual, but I don't think any games did what you said, or people would just skip ahead and spoil the whole story.

>> No.751041

>>750969
I'm struggling to remember any games that did, but
>people would just skip ahead and spoil the whole story
You can skip to the last page of an actual book, too.

>> No.751069

>>751041
Good point, but books don't get you stuck.

>> No.751073

>>751069
Tell that to James Joyce.

>> No.752006

>>750879

Japanese adventure games dont have puzzle solving, not in the same sense as west adventures, Doukoku Soshite has puzzles and inventory like a western adventure.