Please tell me more about that, I remember once having a weird level warp in MM on the Mega CD in stage 1 that I could not reproduce.
This. NES games (and even some 16-bit games) are absurdly short. The brutal difficulty covers that up and dramatically extends the playtime, so you wouldn't feel short-changed by your purchase or just rent it from Blockbuster for the weekend instead.
This seems to have left some people with a difficulty fetish you can see in modern games like Dark Souls, but that's a whole 'nother story, lol.
sure, watch this video, yes i know the title says Sonic, but that's because the dev did the same for Sonic 3D blast and explains the Mickey Mania situation.
The easiest way to do it in MM was in the auto scrolling wheel table section in "The Mad Doctor", you could spam marbles to make the game spawn too many sprites sending you to the level warp screen.
Imagine being a middle to lower class parent buying a 50 dollar games in the 90s and then your kid beats it in a weekend?
sure, watch this video, yes i know the title says Sonic, but that's because the dev did the same for Sonic 3D blast and explains the Mickey Mania situation.
The easiest way to do it in MM was in the auto scrolling wheel table section in "The Mad Doctor", you could spam marbles to make the game spawn too many sprites sending you to the level warp screen.
They did not want people renting the game and beating it in a few days.
To artificially lengthen a game.
because games were also an hour long if you didn't fuck up at all
Legacy Arcade game design tactics
Lengthen the game so they couldnt be beaten in one sitting
Oh wow to people try to get refunds on games they beat?And the famous steam refund fear in indie games is basically the renting one
1. kids have more patience
2. difficulty masking relatively short games
Western designed ones (for kids or adults) often had crappy mechanics, like bad hit detection, stiff and/or laggy controls, slippery physics and badly designed levels. They were hard because they were badly designed, 'unfair' hard games. Comes from the non-professional hobby coder tradition of Spectrum/C64 era where 1-2 people made a game and it got published and distributed for cheap on a tape.
Japanese designed cartoon games were probably not 'for kids' they were 'for everyone' much like Mario. Because Japan had a more mature industry that knew all ages would be interested in eg Disney stuff. That said, some of them may have been hard too, but usually in a more clever way, not crap controls.
Oh wow to people try to get refunds on games they beat?
Of course not all, Rare/Ultimate were always a good example of an exception. But a much higher percentage were.Not all Western developed games were badly designed to the point of being hard. The Donkey Kong Country series for example was very, very tough and wasnt badly designed and wasnt considered a bad series. DKC2 is notoriously hard as nails in particular.
This is the real answer and has been confirmed by devs
I beat those games fine as a youngster. You done got soft OP
They actually weren't that hard back in the day. But people have gotten so used to games spoonfeeding them everything today that it makes older games seem much harder in comparison.
As an example I barely had any issues with Megaman X as a kid, but I tried playing it not too long ago and had trouble beating more than 1 level
I'd argue that difficulty doesn't really "cover up" the length of a game, nor is it artificial. If you plug in Castlevania and it takes you eight hours to complete the game, it was genuinely an eight-hour long game - it doesn't really matter that an experienced player can power through the game in thirty minutes.
Not to defend poor games like Lion King and Toy Story - but making games condensed and challenging wasn't always a cynical move, nor was it something developers couldn't do because they hadn't figured out how to make more expansive games yet.
In the book Joystick Nation, JC Herz talks about a kids' game that was playtested so long that the testers kept saying it was too easy and to make it harder, so the devs did
I actually really disliked selectable difficulty in games. How to know which was the one that it was designed around? Metal Gear Solid and Devil May Cry 3 for example were tuned for what was called 'Easy' in the western releases.How could they be so stupid. In case of doubt, implement an Easy/Normal/Hard Mode.
They did not want people renting the game and beating it in a few days.
I always prefer games that have internally balanced difficulty selection by scaling up difficulty as you progress
This is the real answer and has been confirmed by devs
30 minutes to 1 hour to be exact!Because most games back then could be cleared in 30 minutes or so once you learn it well enough
I get what you're saying, but in some cases they were definitely used to artificially lengthen a game. Since the OP mentioned it, Beethoven's 2nd is a great example of this. It has 4 chapters and two levels per chapter. The current speedrun holder can complete the game in just under 5m. And that's without any glitching. Just rushing through every level since each level can be completed in seconds. The length of the game is entirely built around it being difficult.
No idea, only game I there I didn't really have trouble with was lion king. It took a bit of practice but then it was definitely not the hardest game I owned. That belonged to spiderman /x-men. God damn was that game annoyingly hard.
We have lost focus, this thread is not about Ninja Gaiden or Contra, it's more about games aimed at 9+ year old gamers back in the 90's!