What's new

Super Rudy Block

Man, it's like people here have never played old 8-bit games. No save points, no ability to continue, no password system, touch any object and it kills you, you have 8 points of health but every enemy takes at least 4 when it hits you(why not just have 2 points then and each hit takes one?), you can't change direction once in mid-air, traps are never intuitive or even remotely predictable, every new area you get to is essentially trial-and-error until you learn the pattern, and you generally consider it generous when a boss only has 10 times your HP because hey, it's usually even more.

Super Rudy Block is exactly the kind of game you would've played in the late 80s. I mean, geez, hasn't anyone played Punchout?

If you play it hours a day for several months you'll build the muscle memory needed to win.

Crazy times playing games in the 80s. There was a reason Zelda was such a smash hit. Instead of dodging, ducking and shooting at the exact right time (which was NOT intuitive) you just had to solve puzzles and minimally dodge enemies.
 
Punch Out is likely 10 times more sophisticated than Super Rudy Block. Super Rudy Block is an app game akin to Angry Birds. It has very little connection to 80s games save for its graphical look.

I'm talking about the part where Punch-out required millisecond reactions and a single pixel could make or break you.
 
Man, it's like people here have never played old 8-bit games. No save points, no ability to continue, no password system, touch any object and it kills you, you have 8 points of health but every enemy takes at least 4 when it hits you(why not just have 2 points then and each hit takes one?), you can't change direction once in mid-air, traps are never intuitive or even remotely predictable, every new area you get to is essentially trial-and-error until you learn the pattern, and you generally consider it generous when a boss only has 10 times your HP because hey, it's usually even more.

Super Rudy Block is exactly the kind of game you would've played in the late 80s. I mean, geez, hasn't anyone played Punchout?

Even in Punch Out Glass Joe would miss a ton of punches.
 
Even in Punch Out Glass Joe would miss a ton of punches.
Also if Tyson knocked you out you didn't have to start back at glass joe and go through em all again to get back to Tyson
 
Man, it's like people here have never played old 8-bit games. No save points, no ability to continue, no password system, touch any object and it kills you, you have 8 points of health but every enemy takes at least 4 when it hits you(why not just have 2 points then and each hit takes one?), you can't change direction once in mid-air, traps are never intuitive or even remotely predictable, every new area you get to is essentially trial-and-error until you learn the pattern, and you generally consider it generous when a boss only has 10 times your HP because hey, it's usually even more.

Super Rudy Block is exactly the kind of game you would've played in the late 80s. I mean, geez, hasn't anyone played Punchout?
I hate 8 bit video game snobs. Games were too brutal for their own good back then because of technical limitations. I like challenging games but games like that aren't very fun without checkpoints.

Sent from my SM-N915V using JazzFanz mobile app
 
I hate 8 bit video game snobs. Games were too brutal for their own good back then because of technical limitations. I like challenging games but games like that aren't very fun without checkpoints.

Sent from my SM-N915V using JazzFanz mobile app
Also, people didn't know how to make video games back then. There are waaaaaay too many Nintendo games back then that had either: no continues, no checkpoints, no passwords/saves, 1 hit deaths. All of those are generally okay, but not for longer games or super difficult games.

I grew up with atari and the NES, there are classics on both systems, but I sure as hell (generally) like newer games than those mainly because people know how to make a game today

Sent from my SM-N915V using JazzFanz mobile app
 
Also, people didn't know how to make video games back then. There are waaaaaay too many Nintendo games back then that had either: no continues, no checkpoints, no passwords/saves, 1 hit deaths. All of those are generally okay, but not for longer games or super difficult games.

I grew up with atari and the NES, there are classics on both systems, but I sure as hell (generally) like newer games than those mainly because people know how to make a game today

Sent from my SM-N915V using JazzFanz mobile app

Actually, all RPGs and most platformers used at least a password system so you could restart where you roughly left off. Then batteries built onto the PCB were used to save progress. I don't think it was a matter of 'technology not being there', it was simply lazy development, which was very common as the NES took the market by storm.
 
It wasn't lazy development, it was that you were supposed to put some effort into beating the game. Original Castlevania was hard, but it was supposed to be hard. It wasn't impossible though, and no, you weren't supposed to beat the game on the first run through like you can with many modern games.
 
It wasn't lazy development, it was that you were supposed to put some effort into beating the game. Original Castlevania was hard, but it was supposed to be hard. It wasn't impossible though, and no, you weren't supposed to beat the game on the first run through like you can with many modern games.
Lazy development. That it's hard isn't the problem. Its that there is no room for error combined with having to start at the beginning every time. It discourages game play.
 
Lazy development. That it's hard isn't the problem. Its that there is no room for error combined with having to start at the beginning every time. It discourages game play.

Okay, name NES games that had no room for error and had to start at the beginning every time?

You're not going to find any.
 
Back
Top