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What other games have secrets on par with two entire levels hidden behind two false walls from you-know-what?
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# ? Mar 18, 2019 19:05 |
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# ? Jun 8, 2024 14:40 |
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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.
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# ? Mar 18, 2019 19:07 |
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Inspector Gesicht posted:What other games have secrets on par with two entire levels hidden behind two false walls from you-know-what? Edit: Mario World has a ton of these Edit 2: Kirby Superstar
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# ? Mar 18, 2019 19:12 |
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FactsAreUseless posted:The SNES Donkey Kongs It took me over 10 years to find Soda Lake.
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# ? Mar 18, 2019 19:16 |
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Bomberman 64 has an entire sixth secret world that you unlock by finding the 100 gold cards in the main 5 worlds.
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# ? Mar 18, 2019 19:19 |
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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.
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# ? Mar 18, 2019 19:23 |
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(Getting 6 takes like 20 minutes if you know what you're doing)
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# ? Mar 18, 2019 19:29 |
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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. 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 |
# ? Mar 18, 2019 19:30 |
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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
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# ? Mar 18, 2019 19:39 |
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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. Tbh I don't see how that's a counter point to what I said.
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# ? Mar 18, 2019 20:06 |
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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
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# ? Mar 18, 2019 20:18 |
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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.
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# ? Mar 18, 2019 20:18 |
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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 |
# ? Mar 18, 2019 20:22 |
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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.
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# ? Mar 18, 2019 20:26 |
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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.
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# ? Mar 18, 2019 20:39 |
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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.
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# ? Mar 18, 2019 20:40 |
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Son of Thunderbeast posted:I don't-know-what either. 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.
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# ? Mar 18, 2019 21:04 |
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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.
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# ? Mar 18, 2019 21:12 |
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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.
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# ? Mar 18, 2019 21:12 |
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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. 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
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# ? Mar 18, 2019 21:16 |
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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.
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# ? Mar 18, 2019 21:30 |
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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...
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# ? Mar 18, 2019 22:21 |
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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. 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.
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# ? Mar 18, 2019 22:22 |
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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. It was taken out of the NA translation on the PSOne but put back in for the PSP. I've never tried it, though.
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# ? Mar 18, 2019 22:30 |
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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.
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# ? Mar 18, 2019 22:52 |
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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.
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# ? Mar 18, 2019 23:10 |
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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.
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# ? Mar 18, 2019 23:16 |
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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. 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.
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# ? Mar 18, 2019 23:17 |
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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. 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.
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# ? Mar 19, 2019 00:51 |
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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?
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# ? Mar 19, 2019 07:43 |
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Kennel posted:Driver. The Hoaxes and Urban Legends thread is thataway, Chief... ->
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# ? Mar 19, 2019 08:40 |
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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.
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# ? Mar 19, 2019 10:20 |
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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.
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# ? Mar 19, 2019 10:47 |
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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.
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# ? Mar 20, 2019 00:08 |
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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.
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# ? Mar 20, 2019 00:48 |
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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.
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# ? Mar 20, 2019 00:58 |
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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. lol imagine writing this post about a game you've never played
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# ? Mar 20, 2019 01:29 |
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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.
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# ? Mar 20, 2019 01:30 |
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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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# ? Mar 20, 2019 01:48 |
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# ? Jun 8, 2024 14:40 |
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i had no idea there was more than one for some idea i was under the impression that warioland shake it was the first sequel
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# ? Mar 20, 2019 02:08 |