|
Post by lupianwolf on Apr 11, 2016 18:13:37 GMT -5
How common were they?. I want to play some older arcade games, but I would naturally be playing it on MAME and the difficulty turns to nothing if you can just keep putting in virtual quarters. I don't really feel like I'm learning or getting better when I play a game like Metal Slug. I want a platformer/beat em up/run and gun game like Castlevania that has sends you back to the beginning of the stage or the room you were in. I think Rastan is like this.
|
|
|
Post by Vokkan on Apr 11, 2016 18:40:38 GMT -5
R-Type and Gradius both use checkpoints.
|
|
|
Post by Ace Whatever on Apr 12, 2016 1:28:47 GMT -5
The original Strider and Osman aka Cannon Dancer. You're also working against a timer in those two games.
|
|
|
Post by lupianwolf on Apr 12, 2016 6:51:04 GMT -5
I remember playing Osman, but I'm pretty sure I stopped playing because it has what I don't want. Don't you start exactly where you died when you get killed?.
|
|
|
Post by Ace Whatever on Apr 12, 2016 7:04:51 GMT -5
Ok I might be remembering wrong, I'm sure however that in the last stage or so if you die you're sent back to the start of the stage.
EDIT: Just checked Youtube and yeah, in the final stage if you die before a certain point you get sent back to the start.
|
|
|
Post by lurker on Apr 12, 2016 8:32:07 GMT -5
Aero Fighters has checkpoints, to an extent.
|
|
|
Post by Discoalucard on Apr 12, 2016 10:08:16 GMT -5
The Shinobi and Shadow Dancer have checkpoints too. As do the Rolling Thunder games (the arcade ones, anyway).
|
|
|
Post by Kubo Caskett on Apr 12, 2016 11:08:05 GMT -5
I'm not sure why would you want to have the kind of stuff where you go back to the beginning of the stage? I find that practice to be out-dated quite honestly.
|
|
|
Post by Discoalucard on Apr 12, 2016 11:38:44 GMT -5
Because it forces you to really learn the level, the enemy patterns, etc. It's really gratifying to truly understand how things work and beat them, as opposed to just dying and moving on.
It doesn't work in every time of game though, it needs to be balanced for it. For example, the XB port of Metal Slug 3 restarted you at the beginning of the stage when you ran out of lives. This wasn't too bad, except for the end stage, which is incredibly long, which made it almost impossible to beat.
Arcade games that implement checkpointing also work better outside of their setting, since there's a barrier to progress. Outside of the arcade, divorced from the setting they were created, your options are either to credit feed (at which point the game becomes trivial), beat it on one credit (which requires a level of dedication and skill beyond most gamers, depending on the game), or set an arbitrary credit limit (which is what a lot of 32-bit arcade ports ended up doing).
|
|