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-   -   Annoying hazards in 16-bit games? (http://www.nuklearforums.com/showthread.php?t=36769)

TARDIS 12-17-2009 06:19 PM

Annoying hazards in 16-bit games?
 
What hazards have you come across in 16 bit games that are truly annoying? Some have become infamous.

I'll start out with 2 from the Sonic games.

1. Carnival Night zone's Barrel of Doom. THEY GIVE NO F**KING INDICATION ON HOW TO GET PAST IT!" YOU JUST HAVE TO *KNOW*!
2. Mystic Cave zone's spike pit. No way out without debug mode. OVER 9000 times as annoying if you fall in as Super Sonic/Knuckles (no, you can't climb out with Knuckles (Sonic & Knuckles locked with Sonic 2 allows you to play through Sonic 2 as Knuckles.))

Nikose Tyris 12-17-2009 06:26 PM

I actually had to google what the "barrel" problem was. Seriously? that caused anyone difficulty?

Regardless, it'll never happen again, thanks to the rules with Sony/Microsoft/Nintendo compliance making every circumstance where you use a new control a 'required position to detail player actions.'

2. Pretty much the same thing. the death-spike pits are meant to be instant death traps. I loved them. sure, you can get stuck in super mode, but super mode runs out, unless your cheating- if you're cheating, you're already breaking the boundaries of the game so yes, it is possible to get stuck.

Green Spanner 12-17-2009 06:30 PM

Quote:

Originally Posted by Nikose Tyris (Post 998573)
I actually had to google what the "barrel" problem was. Seriously? that caused anyone difficulty?

Yes. Yes it did.

Like TARDIS said, there was no indication of what to do, and there were no puzzles like it at any point beforehand.

And God help you if you had Tails controlled by the computer...

It was a dick move on the part of the designers, pure and simple.

TARDIS 12-17-2009 06:30 PM

Quote:

Originally Posted by Nikose Tyris (Post 998573)
I actually had to google what the "barrel" problem was. Seriously? that caused anyone difficulty?

Regardless, it'll never happen again, thanks to the rules with Sony/Microsoft/Nintendo compliance making every circumstance where you use a new control a 'required position to detail player actions.'

2. Pretty much the same thing. the death-spike pits are meant to be instant death traps. I loved them. sure, you can get stuck in super mode, but super mode runs out, unless your cheating- if you're cheating, you're already breaking the boundaries of the game so yes, it is possible to get stuck.

I was one of those who got stuck on the barrel. The pit however, I don't have trouble with. I have to go out of my way to even risk falling in.

Kyanbu The Legend 12-17-2009 06:34 PM

The barrel trap was the ONE reason why I could never beat S3/S3&K. I had to look it up just to figure out of to get past it.

TARDIS 12-17-2009 06:42 PM

you ARE allowed to post what hazards YOU think are annoying, you know. you don't have to just discuss the Barrel of Doom or that spike pit.

Green Spanner 12-17-2009 06:47 PM

Quote:

Originally Posted by TARDIS (Post 998585)
you ARE allowed to post what hazards YOU think are annoying, you know. you don't have to just discuss the Barrel of Doom or that spike pit.

But how many annoying hazards are there that are found solely on 16-bit games?

TARDIS 12-17-2009 06:57 PM

Quote:

Originally Posted by Green Spanner (Post 998590)
But how many annoying hazards are there that are found solely on 16-bit games?

It doesn't have to be FOUND in only 16-bit games, it just has to be only annoying in them.

Nikose Tyris 12-17-2009 06:57 PM

I hated the Just-barely-possible jumps that you could rarely find in Super Mario World. They usually weren't too bad and this is probably just me bitching but sometimes if you aren't going juuuuuuuuuuust perfectly you'd fuck it all up.

Yeah that's more user based.

Aerozord 12-17-2009 07:18 PM

ever see "I wanna be the guy"? yea, basically that


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