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Inspector Gesicht
Oct 26, 2012

500 Zeus a body.


What other games have secrets on par with two entire levels hidden behind two false walls from you-know-what?

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bawk
Mar 31, 2013

Inspector Gesicht posted:

What other games have secrets on par with two entire levels hidden behind two false walls from you-know-what?

La-Mulana. Just the whole drat thing.

FactsAreUseless
Feb 16, 2011

Inspector Gesicht posted:

What other games have secrets on par with two entire levels hidden behind two false walls from you-know-what?
The SNES Donkey Kongs

Edit: Mario World has a ton of these

Edit 2: Kirby Superstar

Der-Wreck
Feb 13, 2006
Friday nights are for Wapner!

FactsAreUseless posted:

The SNES Donkey Kongs

Edit: Mario World has a ton of these

Edit 2: Kirby Superstar

It took me over 10 years to find Soda Lake.

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻
Bomberman 64 has an entire sixth secret world that you unlock by finding the 100 gold cards in the main 5 worlds.

haveblue
Aug 15, 2005



Toilet Rascal
There are two secret computer terminals in Marathon Infinity that each contain pages and pages of garbage data. If you extract both of these and combine them, they form a compressed file can be decompressed into a new map.

Saint Freak
Apr 16, 2007

Regretting is an insult to oneself
Buglord


:smug:


(Getting 6 takes like 20 minutes if you know what you're doing)

CJacobs
Apr 17, 2011

Reach for the moon!

John Murdoch posted:

But RPGs regularly disincentivize doing that through some method or another, usually diminishing returns on XP. You're also never not climbing towards max level just by playing the game anyway. All that said, yeah, RPGs should probably reduce rewards to zero after a point to discourage that type of obsessive grinding.

My problem is squarely with the implementation in this case. A 1% chance of an already-invisible and therefore hidden chest spawning followed by a similarly small chance of actually containing anything is an equally abusive and pointless slot machine with a terrible payout. If 99.9% of players will never engage with it at all, either knowingly or unknowingly, and the last 0.1% will have a miserable and tedious time of it then at best it might as well not exist and at worst actively detracts from the game.

JRPGs already do the whole extra-hard bonus boss thing and I've generally got no problem with those. Similarly if it was literally just a cheekily-placed invisible chest somewhere that would be more palatable (though I can't shake the image of some sad soul pressing the interact button on every inch of empty space in the game). But horrible drop-rate bullshit is rotten as hell and one of my least favorite mechanics to begin with; suffice to say I'm rather sensitive when it comes to gambling-esque poo poo and its effects on people with compulsion issues or who are otherwise non-neurotypical.

Counter point: If you even know that it is possible to find this invisible chest, the only reason you'd even be attempting to find/open it is because you want the weapon, and at that point it doesn't matter what its drop rate is because you've already decided you want to get it. Because of the nature of how you get the item, people who don't want it will never try to get it, and people who do want it will try until they succeed.

edit: Also, the reason it has an additional drop rate for the legendary thing and the requirement of wearing a specific piece of equipment is so that it's not possible to get it by accident under any circumstance.

CJacobs has a new favorite as of 19:36 on Mar 18, 2019

Oxxidation
Jul 22, 2007

CJacobs posted:

Counter point: If you even know that it is possible to find this invisible chest, the only reason you'd even be attempting to find/open it is because you want the weapon, and at that point it doesn't matter what its drop rate is because you've already decided you want to get it.

you think "because you can" means "you have to" and so on and et cetera

John Murdoch
May 19, 2009

I can tune a fish.

CJacobs posted:

Counter point: If you even know that it is possible to find this invisible chest, the only reason you'd even be attempting to find/open it is because you want the weapon, and at that point it doesn't matter what its drop rate is because you've already decided you want to get it. Because of the nature of how you get the item, people who don't want it will never try to get it, and people who do want it will try until they succeed.

edit: Also, the reason it has an additional drop rate for the legendary thing and the requirement of wearing a specific piece of equipment is so that it's not possible to get it by accident under any circumstance.

Tbh I don't see how that's a counter point to what I said.

RareAcumen
Dec 28, 2012




Inspector Gesicht posted:

What other games have secrets on par with two entire levels hidden behind two false walls from you-know-what?

Tactics Ogre: Let Us Cling together

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus

Inspector Gesicht posted:

What other games have secrets on par with two entire levels hidden behind two false walls from you-know-what?

I think I might have mentioned it before, but Wizardry IV Gaiden has a second hub town with two more dungeons in it hidden behind a teleporter in a single tile locked room partway through the seemingly final dungeon.

Ittle Dew 2 has a hidden postgame boss/dungeon that requires finding and translating several coded messages which are themselves hidden in secret areas.

CJacobs
Apr 17, 2011

Reach for the moon!

John Murdoch posted:

Tbh I don't see how that's a counter point to what I said.

It's not abusive and pointless to have those very slim chances because it serves the dual purpose of not rewarding (or only slightly rewarding) people who might stumble across it on accident, while requiring dedication on the part of people who actually want it even though they know it screws up the game balance. You're choosing to invest your own time in finding a completely superfluous item, one that you already know is superfluous because you have to know what it is and does in order to know how to get it. There is nobody being abused. You already know exactly what you are in for and how long it might or might not take.

edit: But even if you do disagree with that, the tedium involved in getting it also dissuades people from doing it every single time or doing it on their first playthrough. If you knew the item was there and that if you followed the steps you'd get it every time, would you do it even if you didn't want it or even if you weren't gonna use it? That's the kind of attitude the random chance is intended to push out of your mind- it may take quite a while, so it's not worth collecting every single thing that can be collected, etc.

CJacobs has a new favorite as of 20:27 on Mar 18, 2019

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

haveblue posted:

There are two secret computer terminals in Marathon Infinity that each contain pages and pages of garbage data. If you extract both of these and combine them, they form a compressed file can be decompressed into a new map.

Marathon Infinity does some fun stuff with its plot and terminals. Basically the player is stuck in a time loop going through different timelines and you need to figure out alternate exits to levels to get to the right track, as well as figure out you need to do this in the first place. The instruction manual even opens with a little short story about the player shooting through a level, except what it describes never happens in the game itself - it's another dead timeline. The 'hub' levels' terminals tell a story that doesn't seem to have anything to do with the game but is actually thematically in sync.

Some of the maps in single and multiplayer take advantage of non-euclidean geometry as well. It's great.

Rockman Reserve
Oct 2, 2007

"Carbons? Purge? What are you talking about?!"


Inspector Gesicht posted:

What other games have secrets on par with two entire levels hidden behind two false walls from you-know-what?

I have no idea at all what "you-know-what" is and there's tons of examples from lots of games.

Wario Land for the original Game Boy had at least one whole hidden world with some of the coolest levels in the game based around a random alternate stage exit.

Son of Thunderbeast
Sep 21, 2002

Inspector Gesicht posted:

What other games have secrets on par with two entire levels hidden behind two false walls from you-know-what?

Doom 2?

I don't-know-what either.

Rollersnake
May 9, 2005

Please, please don't let me end up in a threesome with the lunch lady and a gay pirate. That would hit a little too close to home.
Unlockable Ben

Son of Thunderbeast posted:

I don't-know-what either.

:darksouls:

Inspector Gesicht posted:

What other games have secrets on par with two entire levels hidden behind two false walls from you-know-what?

It's easy to overlook since it's the game that put the vania in Metroidvania and everyone knows about the inverted castle now, but the entire second half of Castlevania: Symphony of the Night was hidden content.

Kennel
May 1, 2008

BAWWW-UNH!

Inspector Gesicht posted:

What other games have secrets on par with two entire levels hidden behind two false walls from you-know-what?

Driver.

If you beat the garage, there's an entire campaign mode.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

Rollersnake posted:

It's easy to overlook since it's the game that put the vania in Metroidvania and everyone knows about the inverted castle now, but the entire second half of Castlevania: Symphony of the Night was hidden content.

In a sense, yeah, but you pretty clearly get a bad ending if you don't find the inverted castle.

This discussion is reminding me of the "secret worlds" in Metroid 1, though, which could be reached by using the gate glitch to clip through the floor/ceiling in certain rooms. They weren't so much hidden content as the game interpreting garbage data as room data, though.

Mazerunner
Apr 22, 2010

Good Hunter, what... what is this post?

food court bailiff posted:

I have no idea at all what "you-know-what" is and there's tons of examples from lots of games.

Wario Land for the original Game Boy had at least one whole hidden world with some of the coolest levels in the game based around a random alternate stage exit.

Dark Souls, probably. Either finding the big tree that leads to Ashen Lake in the first game, or Dark Firelink (and the emote required to get to the Dragon Shrine) in the third

The Moon Monster
Dec 30, 2005

Salt and Sanctuary has a lot of optional areas/bosses/sanctuaries that you won't find unless you're constantly looking for ways to use your movement options to the fullest. Of course it was made by 2 people so there's nothing in there quite as impressive as the great hollow or whatever.

and yeah, the SNES DKCs, particularly 2 and 3, were great for this.

Sally
Jan 9, 2007


Don't post Small Dash!

Mazerunner posted:

Dark Souls, probably. Either finding the big tree that leads to Ashen Lake in the first game, or Dark Firelink (and the emote required to get to the Dragon Shrine) in the third

Yeah, it's 100% Dark Souls. If we're talking about two false walls, then we're talking about the area in Blighttown that leads to the Great Hollow and Ash Lake.

EDIT: The original Persona had an entirely separate branching storyline, yeah? I have a copy of the PSP version but I still haven't played it...

John Murdoch
May 19, 2009

I can tune a fish.

CJacobs posted:

It's not abusive and pointless to have those very slim chances because it serves the dual purpose of not rewarding (or only slightly rewarding) people who might stumble across it on accident, while requiring dedication on the part of people who actually want it even though they know it screws up the game balance. You're choosing to invest your own time in finding a completely superfluous item, one that you already know is superfluous because you have to know what it is and does in order to know how to get it. There is nobody being abused. You already know exactly what you are in for and how long it might or might not take.

edit: But even if you do disagree with that, the tedium involved in getting it also dissuades people from doing it every single time or doing it on their first playthrough. If you knew the item was there and that if you followed the steps you'd get it every time, would you do it even if you didn't want it or even if you weren't gonna use it? That's the kind of attitude the random chance is intended to push out of your mind- it may take quite a while, so it's not worth collecting every single thing that can be collected, etc.

People who literally poopsock for a chance at a rare drop in MMOs also know what they're getting into. People who walk into a casino and blow their life savings on a bad bet also ostensibly know what they're getting into.

Rockman Reserve
Oct 2, 2007

"Carbons? Purge? What are you talking about?!"


Blind Sally posted:

Yeah, it's 100% Dark Souls. If we're talking about two false walls, then we're talking about the area in Blighttown that leads to the Great Hollow and Ash Lake.

EDIT: The original Persona had an entirely separate branching storyline, yeah? I have a copy of the PSP version but I still haven't played it...

It was taken out of the NA translation on the PSOne but put back in for the PSP. I've never tried it, though.

Lunchmeat Larry
Nov 3, 2012

In Tugs of the Tugster, there's an entirely separate (if shorter) story arc where you almost never suck off anyone, but it only unlocks if you transfer a save.

The Moon Monster
Dec 30, 2005

food court bailiff posted:

It was taken out of the NA translation on the PSOne but put back in for the PSP. I've never tried it, though.

Oh yeah, that poo poo is really cool. Too bad the game feels so archaic it's nearly unplayable these days.

ImpAtom
May 24, 2007

Obscure PS1 RPG Vanguard Bandits actually had an entire second different plotline hidden behind getting the main protagonist to an abnormally high level before the third or fourth stage in the game, which itself had two different route splits depending on which character your protagonist romanced.

OGS-Remix
Sep 4, 2007

Totally surviving on my own. On LAND!

RBA Starblade posted:

Marathon Infinity does some fun stuff with its plot and terminals. Basically the player is stuck in a time loop going through different timelines and you need to figure out alternate exits to levels to get to the right track, as well as figure out you need to do this in the first place. The instruction manual even opens with a little short story about the player shooting through a level, except what it describes never happens in the game itself - it's another dead timeline. The 'hub' levels' terminals tell a story that doesn't seem to have anything to do with the game but is actually thematically in sync.

Some of the maps in single and multiplayer take advantage of non-euclidean geometry as well. It's great.

The first time I played Marathon Infinity I just happened to take the right path until almost the very end. I was very confused and replayed it a ton not realizing what I was doing wrong. That game was a ton of fun back in the day.

Pooncha
Feb 15, 2014

Making the impossible possumable

The Moon Monster posted:

Salt and Sanctuary has a lot of optional areas/bosses/sanctuaries that you won't find unless you're constantly looking for ways to use your movement options to the fullest. Of course it was made by 2 people so there's nothing in there quite as impressive as the great hollow or whatever.

and yeah, the SNES DKCs, particularly 2 and 3, were great for this.

2 and 3 were pretty tame compared to DKC1's bonus room inside a bonus room. DKC2 did try to emulate that, but it's not the same when there's a hint specifically covering it.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Captain Lavender posted:

It's been patched since release, all chests in SC have comments now. 3 too I think, if that was in question.

...was the PSP version patched too? :suspense:

Robert J. Omb
Dec 1, 2005
The 'J' stands for 'AAARRGH!'

Kennel posted:

Driver.

If you beat the garage, there's an entire campaign mode.

The Hoaxes and Urban Legends thread is thataway, Chief... ->

Convex
Aug 19, 2010

Inspector Gesicht posted:

What other games have secrets on par with two entire levels hidden behind two false walls from you-know-what?

Wario Land 2 had a whole other set of levels if you don't bother getting out of bed.

rodbeard
Jul 21, 2005

Front Mission 3 has a completely different plot depending on whether or not you go hang out with your friend at the mall at the beginning of the game.

John Murdoch
May 19, 2009

I can tune a fish.

Convex posted:

Wario Land 2 had a whole other set of levels if you don't bother getting out of bed.

On that note, Wario Land 2 had a number of branching paths and alternate endings plus an extra-long bonus level if you managed to collect every last map piece. Kind of impressive for a GB/C game and I always thought it was a shame that they never really went back to that sort of structure, AFAIK.

Rollersnake
May 9, 2005

Please, please don't let me end up in a threesome with the lunch lady and a gay pirate. That would hit a little too close to home.
Unlockable Ben
The original Wario Land was one of my favorite original GB games, but I never ended up playing any of the sequels. I'm beginning to think that was probably a terrible mistake.

nael
Sep 10, 2009

Alhazred posted:

I just fought my first super mutant behemoth in Fallout 3 and I liked that Dogmeat's AI is good enough to make him run away when he got his rear end kicked by it.

I think I fought that behemoth once the intended way before realizing there was a doorway too small for him to walk through right next to me.

ArtIsResistance
May 19, 2007

QUEEN OF FRANCE, SAVIOR OF LOWTAX

John Murdoch posted:

But RPGs regularly disincentivize doing that through some method or another, usually diminishing returns on XP. You're also never not climbing towards max level just by playing the game anyway. All that said, yeah, RPGs should probably reduce rewards to zero after a point to discourage that type of obsessive grinding.

My problem is squarely with the implementation in this case. A 1% chance of an already-invisible and therefore hidden chest spawning followed by a similarly small chance of actually containing anything is an equally abusive and pointless slot machine with a terrible payout. If 99.9% of players will never engage with it at all, either knowingly or unknowingly, and the last 0.1% will have a miserable and tedious time of it then at best it might as well not exist and at worst actively detracts from the game.

JRPGs already do the whole extra-hard bonus boss thing and I've generally got no problem with those. Similarly if it was literally just a cheekily-placed invisible chest somewhere that would be more palatable (though I can't shake the image of some sad soul pressing the interact button on every inch of empty space in the game). But horrible drop-rate bullshit is rotten as hell and one of my least favorite mechanics to begin with; suffice to say I'm rather sensitive when it comes to gambling-esque poo poo and its effects on people with compulsion issues or who are otherwise non-neurotypical.

lol imagine writing this post about a game you've never played

Len
Jan 21, 2008

Pouches, bandages, shoulderpad, cyber-eye...

Bitchin'!


Ff8 is a bad game because I know that I can get the Lionheart on disk 1 and therefore I have to get the thing.

John Murdoch
May 19, 2009

I can tune a fish.

Rollersnake posted:

The original Wario Land was one of my favorite original GB games, but I never ended up playing any of the sequels. I'm beginning to think that was probably a terrible mistake.

They all feel pretty different from each other and, while I'm an odd one out for not liking 4 very much, they're all well-regarded.

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Sally
Jan 9, 2007


Don't post Small Dash!
i had no idea there was more than one :psyduck:

for some idea i was under the impression that warioland shake it was the first sequel

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