Hard ass game. Most often popiniski would be the one that got me. Sandman and macho were really tough. Beating Tyson required spoon bending abilities. Only did it once after countless hours of replay. The fact that I can’t put that on my resume is a shame as I invested way more time and concentration on this than most other life accomplishments.
I don’t have anywhere near the patience to play such repetitive sequence games anymore. I would be surprised if many younger people in this era would have the patience to make it to the bottom row of this graphic.
I would be surprised if many younger people in this era would have the patience to make it to the bottom row of this graphic.
That’s not a patience issue, that’s a design issue that has been eliminated in modern games.
There’s no reason to delay progress by making players repeatedly play through several trivial fights before getting back to where they are having a challenge. It was done in the NES era because they were operating under the philosophy that “the longer it takes to beat the game = the more hours of gameplay in it.” It didn’t matter if most of those gameplay hours were trivial digital chores like stomping Glass Joe yet again.
It’s more of a “This is all we had” than it is “people used to have more patience”. Looks at all the MMOs that are non-stop digital chores that people have the patience for.
Also the mindset of getting quarters out of gamer’s pockets was very much the standard way of thinking about game design, even if no quarters were involved.
Hard ass game. Most often popiniski would be the one that got me. Sandman and macho were really tough. Beating Tyson required spoon bending abilities. Only did it once after countless hours of replay. The fact that I can’t put that on my resume is a shame as I invested way more time and concentration on this than most other life accomplishments. I don’t have anywhere near the patience to play such repetitive sequence games anymore. I would be surprised if many younger people in this era would have the patience to make it to the bottom row of this graphic.
That’s not a patience issue, that’s a design issue that has been eliminated in modern games.
There’s no reason to delay progress by making players repeatedly play through several trivial fights before getting back to where they are having a challenge. It was done in the NES era because they were operating under the philosophy that “the longer it takes to beat the game = the more hours of gameplay in it.” It didn’t matter if most of those gameplay hours were trivial digital chores like stomping Glass Joe yet again.
Can it not be both? I think it can
It’s more of a “This is all we had” than it is “people used to have more patience”. Looks at all the MMOs that are non-stop digital chores that people have the patience for.
Also the mindset of getting quarters out of gamer’s pockets was very much the standard way of thinking about game design, even if no quarters were involved.
“Nintendo Hard” was definitely a real thing. May I contribute Ghosts 'n Goblins to the conversation?
I’m still convinced that game was a troll
I’m sure there’s probably some psychopath out there that beat it using a U-Force, but to me that game is as close to impossible as it gets.