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What Made Those Old, 2D Platformers So Great?

TheManagement writes "Many current developers of web games seem to have a fondness for 2D platformers. However, their desire to capture what made Sonic and Mario games so great is rarely achieved. In an attempt to breach that gap, Significant Bits takes a look at three common design principles that made those classic titles so enjoyable. 'To start off, the interface needs to be quick and responsive. Input should have an immediate effect on the character in order to foster a sense of full control. Granularity and different control techniques, i.e., pressing, tapping and holding, are also important as they provide a level of precision to the movement. ... Now, as far as the environments themselves, it's not a coincidence that they're often filled with all sorts of slides, bridges, trampolines, ladders, etc. In a way, they're simply playgrounds for the player, both literally and figuratively. They're catered to the moveset, and they enhance the flow of the game.'"

249 comments

  1. The fact that you were younger and less jaded then by LittleJedi · · Score: 5, Insightful

    The fact that you were younger and less jaded then.

  2. One word. by boarder8925 · · Score: 5, Insightful

    What Made Those Old, 2D Platformers So Great?

    One word: nostalgia.

    1. Re:One word. by boarder8925 · · Score: 5, Insightful

      What Made Those Old, 2D Platformers So Great?

      One word: nostalgia.

      Not at the time, of course.

    2. Re:One word. by gyrogeerloose · · Score: 5, Insightful

      One word: nostalgia.

      That, plus the fact that you didn't need to memorize 150 different keyboard commands to play one of those old games. Most of the newer games became too much like work for me to ever really enjoy them.

      --
      This ain't rocket surgery.
    3. Re:One word. by Anonymous Coward · · Score: 1, Informative

      That, plus the fact that you didn't need to memorize 150 different keyboard commands to play one of those old games. Most of the newer games became too much like work for me to ever really enjoy them.

      Clearly, you've never played Nethack...

    4. Re:One word. by Anonymous Coward · · Score: 1

      nethack is horribly overrated

    5. Re:One word. by anss123 · · Score: 1

      One word: nostalgia.

      I played Mario World the other day and to my surprise I found it somewhat "complicated" (You have little Mario, Cape Mario, Spinning Mario, etc.). Once upon a time I could play it to 96 stars in my sleep but today Nostalgia was the only thing that kept me playing (had to get to an old favorite level).

      Donkey Kong Land OTOH is still great fun though, more so than New Super Mario so perhaps I just hate plumbers, IOW 2D platformers are not dead to me - even if that's the nostalgia talking :-)

    6. Re:One word. by boarder8925 · · Score: 3, Informative

      I'm not saying that there's a lack or nonexistence of good or great 2D platformers, I'm simply saying that the greatness of 2D platformers in general has been greatly hyped and overestimated.

    7. Re:One word. by Anonymous Coward · · Score: 0

      So, just like any game genre then? That doesn't really say much.

    8. Re:One word. by boarder8925 · · Score: 4, Insightful

      Old games in general, really. We mainly remember the good games from Ye Olden Days and forget the plethora of shitty ones that were available as well--and as we wade through the current muck we look back to the golden oldies and bemoan the current state of things. Of course this doesn't apply only to video games, but also movies, music, etc. We remember the good and throw out most of the bad.

    9. Re:One word. by Aminion · · Score: 4, Insightful

      Nostalgia, indeed. I would, however, like to suggest that by lacking in the graphics department, old games were more immersive because you had to use your own imagination more and not rely on the developers' extended imagination. It's basically one of the main points that Scott Mccloud emphasizes in Understanding Comics and I think the idea translated well to computer games. On the other hand, modern games usually have superior audio and graphics design, and more sophisticated storytelling, all key elements of great games.

    10. Re:One word. by Rary · · Score: 4, Insightful

      What Made Those Old, 2D Platformers So Great?

      One word: nostalgia.

      What about limited alternatives?

      When the first video game was made, it was the best video game in the world. When there were a dozen titles, more than 80% of games were in the top ten.

      Today, we've all seen a gajillion games in our lifetime, so anything new that comes out has some serious competition to even be considered "okay".

      --

      "You cannot simultaneously prevent and prepare for war." -- Albert Einstein

    11. Re:One word. by anss123 · · Score: 4, Interesting

      Of course this doesn't apply only to video games, but also movies, music, etc. We remember the good and throw out most of the bad.

      I've never felt that new music is worse than old music. Old music is stuff I've heard so many times that I no longer get that feeling when you hear a good tune for the first time, so new music will always be better than old music :-)

    12. Re:One word. by Anonymous Coward · · Score: 0

      You're just bitter that you never got past level three.

    13. Re:One word. by moosesocks · · Score: 2, Insightful

      Survivorship Bias: We tend to only remember the good ones.

      That all said, the signal-to-noise ratio does seem to have decreased in recent years, with most successful titles being part of already-established franchises.

      (Offtopic: I haven't played a good RPG in ages. Any suggestions? Doesn't matter how old (or new) it is.)

      --
      -- If you try to fail and succeed, which have you done? - Uli's moose
    14. Re:One word. by meringuoid · · Score: 5, Insightful
      Not quite. I'd say two words: Shigeru Miyamoto.

      Go download a NES emulator and a collection of ROMs. Play through a representative sample of 2D platformers of the late eighties and early nineties. My God, most of them suck so very, very hard. How did anybody ever enjoy this utter rubbish?

      Now play Super Mario Bros. 3.

      There, you see the difference? Exactly. This isn't nostalgia taking games that were never very good and inflating them to become unwarranted classics. This is time acting as a filter. All those awful games have sunk into richly deserved obscurity. So when somebody publishes a 2D platformer today, we don't compare it against the whole genre: we compare it against Mario at his absolute best. We're going to see some kid's band he's formed with his mates, and we listen critically, and flame them for not being anywhere near as good as the Beatles.

      A small number of truly great games, that's what we remember. We've forgotten the crap.

      --
      Real Daleks don't climb stairs - they level the building.
    15. Re:One word. by Jurily · · Score: 3, Insightful

      On the other hand, modern games usually have superior audio and graphics design, and more sophisticated storytelling, all key elements of great games.

      I beg to differ. They can add to a game, but they don't make one. Just contrast Civilization and Spore. Not to mention D&D.

      The thing you're talking about is Photoshop or Movie Maker, not a game.

    16. Re:One word. by IntlHarvester · · Score: 1

      > What about limited alternatives?

      OK, that might apply to SMB and a few other games, but by the 16-bit era there were hundreds of 2D platformers and most of them were shitty.

      --
      Business. Numbers. Money. People. Computer World.
    17. Re:One word. by KDR_11k · · Score: 1

      Well, 2D platformers are still coming out and they're still good (obviously not all, Sturgeon's Law applies as usual) despite not having evolved much since the old days. Some do suffer a bit from the desire to make games where you always progress but still play for a long time (often manifesting itself in the form of random collectibles) but overall the genre is still viable. They're no longer the big blockbuster titles since they tend to get made on smaller budgets for the DS but that's just a shift in the news focus, not in the actual games.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    18. Re:One word. by Anonymous Coward · · Score: 0

      (Offtopic: I haven't played a good RPG in ages. Any suggestions? Doesn't matter how old (or new) it is.)

      • Fallout 3 - Shooter/RPG. Brilliant across the board.
      • Mass Effect - Shooter/RPG. Excellent story, interesting dialog system, great graphics and music.
      • Hinterland - RPG/sim-city hybrid. Quick and fun, but no story.
      • Echelon: Book 1 - Haven't played this one yes, but it's been highly recommended to me.
    19. Re:One word. by inode_buddha · · Score: 1

      I'll second that. Back in the day (TM) for me the choice was Asteroids, Pac-Man, or a pinball machine at the local pizza shop. I once got 3 hours of Asteroids play out of a quarter. If your family was lucky enough to have a computer at all, it was usually an Atari 800 or a C64. You might even have a printer and a cassette tape deck for storing programs. Most of the machine existed in ROM cartridges though. All the computer magazines published code for games and utilities, that you could type in and tweak.

      --
      C|N>K
    20. Re:One word. by BikeHelmet · · Score: 5, Funny

      That was amazing! I need to try splitting my insightful posts in two.

    21. Re:One word. by BikeHelmet · · Score: 5, Insightful

      The devs back then had to spend a lot of time on the level layouts. When you can't rely on gfx or sfx to make your game a success, you have to spend a lot of time ensuring every aspect of the game is high quality.

      That means reasonably good graphics/sound effects(even if "bleeps and bloops" are the best possible), good level design, difficulty level which ramps up over time, etc.

      Far too many modern games have poor level design, or difficulty fluctuates randomly, or the input scheme is awful. It can be quite irritating.

    22. Re:One word. by Haoie · · Score: 1

      Not easy to build that into a modern game, is it?

      Unless you, mmm, literally wear 3D rose tinted glasses?

      --
      If each mistake being made is a new one, then progress is being made.
    23. Re:One word. by Anonymous Coward · · Score: 4, Interesting

      Nethack is one of those extremely misunderstood games. It has nothing to do with obtaining the Amulet of Yendor, killing monsters, or acquiring items. The sole purpose of each revision of the game is to find and exploit bugs in the game. For example, back when it was Rogue (I'm talking circa 1985) there was a bug where you could heal up without monsters getting a turn by hitting the space-bar. More recently you could get unlimited wands of wishing by killing the respawning elemental on the castle level. There are thousands of other exploits that have been used over the years.

      My father still plays Nethack occasionally and will use od and a hex-editor to modify save files.

      It's not about winning. It's about the "hacking" to win.

    24. Re:One word. by TheRaven64 · · Score: 1

      Exactly. Now go and look at a modern flash games site. You will see games of a similar complexity to those 8-bit games, and around 90% of them are rubbish. Maybe fun to play once, for five minutes, but not much replay value. On the other hand, a very few keep being fun over and over.

      --
      I am TheRaven on Soylent News
    25. Re:One word. by Anonymous Coward · · Score: 0

      One other word: fun

    26. Re:One word. by aj50 · · Score: 1

      WASD, space to jump, click to shoot.

      Nevertheless there have been a lot of rubbish FPSs over the last few years.

      --
      I wish to remain anomalous
    27. Re:One word. by Oyjord · · Score: 0

      Yep. It's amazing folks can kid themselves into thinking Mario and Sonic were actually superior to the games we play today. Sorry, it's simple nostalgia.

    28. Re:One word. by momerath2003 · · Score: 0, Offtopic

      Or, dare I say, even three---if you're a karma whore.

      --
      I had but a simple dream, to destroy all humans.
    29. Re:One word. by CarpetShark · · Score: 1

      That was amazing! I need to try splitting my insightful posts in two.

      Assuming these insightful posts are like the normal, uninsightful posts, then a good benchsaw should do it.

    30. Re:One word. by DMUTPeregrine · · Score: 3, Insightful

      Nethack has turns, and you can use the command reference if you forget. You don't have to memorize everything. Realtime games with just as many commands are much harder to play.

      --
      Not a sentence!
    31. Re:One word. by hairyfeet · · Score: 2, Interesting

      Exactly. While I'm sure plenty of folks fire up Stella for a game of Yar's Revenge, I kinda doubt they are playing ET or Chase the Chuckwagon. With time everyone remembers all the good and nobody remembers how many real stinkbombs there were. Load up a list of ANY console from the height of its popularity and you will find stinker after stinker. Remember how many real stinkbombs there were for PS1, especially during the first two years?

      Because with time we forget how many times we got burned buying a truly horrid game, and instead fondly latch onto the ones we played to death because they were fun. And it makes sense. After all, who wants to remember playing Chase the Chuckwagon or Custer's Revenge?

      --
      ACs don't waste your time replying, your posts are never seen by me.
    32. Re:One word. by Junior+J.+Junior+III · · Score: 1

      Nostalgia didn't exist back then. It had to have been something else.

      --
      You see? You see? Your stupid minds! Stupid! Stupid!
    33. Re:One word. by Anonymous Coward · · Score: 0

      That's what the Angry Video Game Nerd is here for...

    34. Re:One word. by __aapspi39 · · Score: 1

      If you haven't played the AD&D game Baldurs Gate then definitely give that a try. Best i've ever played by a country mile.

      Back ontopic, for me the greatest thing about these old platform games was the way that you had to keep trying again and again to get past the tricky bit. Not only did this add to the addictiveness but this gave you enough time to appreciate their subtle brilliance and wonderfully drawn graphics.

      Maybe its just me but games don't seem nearly as tough as they once were.

      Most of my favorite platformers were seriously tough - I seriously doubt if most players today would have the patience for Revenge of Shinobi and Quackshot. Castle of Illusion wasn't that hard and has to be mentioned (#1 favorite) but it made up for it with looks.

      Feeling a bit old now. Off to play with some nice bits of cloth.

    35. Re:One word. by Anonymous Coward · · Score: 0

      They weren't nostalgic when were were enjoying them back in the day.

    36. Re:One word. by Petrushka · · Score: 1

      Agreed. Even at the time, whenever there was a choice between a 2D platformer or an open-world game, I'd almost invariably prefer the open-world game.

      My first gaming was done on an Atari 800, and I can't think of a single 2D platformer that I miss. My preference was for open-world RPGs like the Ultima series or Alternate Reality; open-world simulation games like Star Raiders, Elite, or Rescue on Fractalus. Even among non-open-world games there were plenty of alternatives that I'd take in preference to any 2D platformer: "arena" games like Archon or Wizard of Wor; when I could get onto a terminal at my parents' workplace, I loved Rogue; and there's always text games like Zork and the Infocom adventures.

      2D platformers were just horrid. I hated them with a passion, and they have (nearly) died the death that I always wished on them. The advent of 3D games like Doom (and its lesser precursors) and 3D platformers like Tomb Raider was such a big deal because, for me, it was a breath of fresh air after the hell of 2D platformers.

    37. Re:One word. by fractoid · · Score: 2, Insightful

      The devs back then had to spend a lot of time on the level layouts. When you can't rely on gfx or sfx to make your game a success, you have to spend a lot of time ensuring every aspect of the game is high quality.

      I'd turn that around on you, and say that when you don't have to spend most of your development budget on graphics and sound effects, you can spend a lot of time on level layouts, gameplay, etc.

      This is one of the things that REALLY killed indie game development as a serious contender (although I'll grant it's coming back with casual and mobile gaming, huzzah!). Back in the 8-bit era, a programmer could create a near-commercial-quality sprite sheet in an afternoon. For a larger game, you'd have an artist and a coder.

      Now you need a team of 10 just to make a single high-rez model with all of its various material map components, shaders, animation rigging, etc. A simple courtyard scene will have over 100mb of textures where before it'd just need a few happy snaps of the bricks and plants outside the office. There's just so much work that goes into building and displaying a near-photorealistic environment that there's not time to really polish the 'real' stuff that makes a game a game.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    38. Re:One word. by fractoid · · Score: 1

      When the first video game was made, it was the best video game in the world. When there were a dozen titles, more than 80% of games were in the top ten.

      Excellent point. It's like the way fans of 'classic' music complain about "this crappy music they make these days". There're maybe half a dozen bands from the 50s and 60s that are still played regularly today, and they're still played because their music was and is good. In 2060 there'll be maybe half a dozen bands from the '90s and '00s that get played regularly because they were good. Probably more because the world is so much bigger a place now, but the principle applies.

      Like you say, new stuff that comes out has to compete with the best of the best of historical media.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    39. Re:One word. by silent_artichoke · · Score: 1

      Back ontopic, for me the greatest thing about these old platform games was the way that you had to keep trying again and again to get past the tricky bit. Not only did this add to the addictiveness but this gave you enough time to appreciate their subtle brilliance and wonderfully drawn graphics.

      Also known as "taking the cartridge out back and smashing the damn thing with a hammer because it won't fucking do it" or "the game cheated!"

    40. Re:One word. by Aitherion · · Score: 1

      The troll attacks! You die...

    41. Re:One word. by Kaitnieks · · Score: 1

      Try "Last Scenario"

    42. Re:One word. by A12m0v · · Score: 1

      Shin Megami Tensei Digital Devil Saga
      Shin Megami Tensei Digital Devil Saga 2

      --
      GENERATION 25: The first time you see this, copy it into your sig on any forum and add 1 to the generation.
    43. Re:One word. by ultranova · · Score: 1

      My father still plays Nethack occasionally and will use od and a hex-editor to modify save files.

      Amateur! I hacked the source to win! And learned C while doing that. Seriously, I didn't know anything except good old BASIC (you know, with line numbers and goto) before it.

      I even published a variant - Nethack Extended - but it never really went anywhere. I should write my own game one of these days...

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    44. Re:One word. by Anonymous Coward · · Score: 0

      Final Fantasy IV remake on the DS?

      Or go get Fallout from gog.com for 5 bucks.

    45. Re:One word. by tgibbs · · Score: 1

      I'm not saying that there's a lack or nonexistence of good or great 2D platformers, I'm simply saying that the greatness of 2D platformers in general has been greatly hyped and overestimated.

      Yet they seem to be enjoying a renaissance on hand-helds. Some of the classic platform series, such as Sonic and Castlevania are doing well enough to support continued development of new titles in the classic 2D format.

    46. Re:One word. by dogeatery · · Score: 1

      The best part is that neither was particularly insightful ...

    47. Re:One word. by lt.cyx · · Score: 1

      Not necessarily nostalgia. I still play Castlevania: Symphony of The Night from time to time. IMHO, the greatest platformer ever made, and one of the greatest games ever made.

    48. Re:One word. by mdwh2 · · Score: 1

      They can add to a game, but they don't make one.

      That's what he said - a key element, not a sufficiency.

    49. Re:One word. by ais523 · · Score: 2, Insightful

      I have won NetHack without exploiting bugs. So have many other people. Nowadays, it's reached a point where it's debatable whether most of the commonly-abused things in the game (such as pudding farming) are genuine bugs or not. (Also, most abuses are either sufficiently minor that they aren't worth it, or sufficiently boring that they aren't worth it.) There are a few genuinely abusable bugs (such as Astral Call - attempting to rename one of the priests on the final level and determining information you aren't meant to know from the error message), but they tend to be fixed on public servers. If you can't solve NetHack without cheating, obviously you need to read more spoilers... (It is too difficult to really be able to solve unspoilt, without spending several months working out all the mechanics of the game by experiment.)

      --
      (1)DOCOMEFROM!2~.2'~#1WHILE:1<-"'?.1$.2'~'"':1/.1$.2'~#0"$#65535'"$"'"'&.1$.2'~'#0$#65535'"$#0'~#32767$#1"
    50. Re:One word. by Your.Master · · Score: 1

      Those games were frustrating because there were no save points (let alone multiple save points), although to some extent you could use cheat codes. If you play them on an emulator with state saving they become pretty good again except that they are ridiculously short when you aren't replaying the same level a thousand times.

    51. Re:One word. by Anenome · · Score: 1

      What you say is true, since graphics have undergone revolution after revolution in the last several decades. We're only now seeing signs of graphic capability leveling off as 'good enough'. When graphic quality reaches some stability that's when the tools designed to produce it will become more and more powerful and usable in response. Creating models will become easier: one example is Zbrush which allows you to sculpt 3D models with an artistic paradigm, treating the model as a lump of clay that can be added to or subtracted from at will. Technology always trickles down and becomes more and more accessible compared to the state of the art. In time, the games of today will seem simple to create with the newer modern tools, and they will be something a single person could in fact create.
      All in good time.

      --
      "I Don't Have Enough Faith to be an Atheist"
    52. Re:One word. by ResidntGeek · · Score: 1

      No, not like that. There's plenty of old music that you haven't heard yet, same as everyone else. The good old music has survived because people listen to it, but not everyone has heard all of it. So in progressive rock, say, there was a lot of progressive rock around in the '70s, but nobody listens to anything but Yes and Genesis anymore. So someone who discovers progressive rock will grab a few Yes and Genesis albums, then buy the rest of them, and because nobody ever tells them about the bad prog-rockers, they get the impression that it was all or almost all good. Happens all the time.

      --
      ResidntGeek
    53. Re:One word. by Jesus_666 · · Score: 1

      On the other hand, modern games usually have superior audio and graphics design, and more sophisticated storytelling, all key elements of great games.

      Well... no. Not in my book. The only modern game that made me drool over its graphics was Odin Sphere, which relies on ridiculously large and well-animated sprites. And that's not the real reason why I want to play the game.

      Audio and graphics are nice to cerate a game that's pleasant to look at but that's it. They can make a game nice but they can't make it great. Case in point: System Shock 2 vs. BioShock. The latter looks much better but it's also often seen as a pale rehash of the former.

      As for storytelling... well, that's a very mixed bag. Lately, everyone seems to focus on cinematic cutscenes and talking animations instead on, well, the story. If you asked me what the game with the best-told story in the last few years was, one of my first suggestions would be Escape Velocity Nova, which I bought just for the story (the Vall-os storyline, to be precise). Said story is told exclusively through text boxes. Other games with a great story would be System Shock 2, Final Fantasy Tactics or the Realms of Arkania series. Only SS2 used any kind of modern storytelling (inventing the "you never meet anyone but hear their recordings" meme); FFT relies on regular JRPG-style dialogs and the RoA series uses text boxes and very few FMVs of talking heads to become the most authentic-feeling pen-and-paper adaptation ever.

      I think that storytelling hasn't become much more sophisticated, it just became a part of more games. As for audio and graphics: Graphics are almost necessary because mainstream game production is an arms race - however, what looks spectacular today looks crappy in a year and is forgotten in two. Audio is a bit more lasting but what people usually remember about your game is the soundtrack and we already had great CD-quality soundtracks in the Soundblaster 16 age.

      If you want to make a truly great game that people will still want to play in ten years, nothing can quite weigh up brilliant game design. BioShock is popular (well, it was somewhat recently) but will people still regularly break it out a couple years from now?

      Well, gotta go; SHODAN wants me to clear out the Rec deck.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    54. Re:One word. by MorpheousMarty · · Score: 1

      Two Words: Mario Galaxy. I think it has 3 buttons you need to know about. Jump. Squat/Stomp. Menu. You shake the controller to make him spin. Game on.

  3. Nostalgia by Blakey+Rat · · Score: 2, Informative

    That horrible wasting-mind disease known as nostalgia. On average, the same percentage of platformers were good as, for example, the percentage of first-person shooters that are good. The thing is, people still play the good platformers-- like Mario 3 or Sonic 2, and as a result, they completely forget about the thousands of crappy platformers out there.

    If you want a more even perspective, take a look at Something Awful's ROM pit: http://www.somethingawful.com/d/rom-pit/ They review the bad platformers you've forgotten.

    Now, can we please stop seeing topics like this based entirely on nostalgia?

    1. Re:Nostalgia by nomadic · · Score: 4, Funny

      Now, can we please stop seeing topics like this based entirely on nostalgia?

      But if they stop posting topics like this, in a few years we'll start reminiscing about them. "Remember those old topics based entirely on nostalgia? Weren't those great? I miss those days..."

    2. Re:Nostalgia by mickwd · · Score: 4, Funny

      Now, can we please stop seeing topics like this based entirely on nostalgia?

      Nostalgia isn't what it used to be.

    3. Re:Nostalgia by Dusthead+Jr. · · Score: 2, Insightful

      One of the things that kill me about people who say stuff like "games where better back in the day" is that they only talk about all the good (and popular) games. They seem to filter out or forget all off the crappy ones. They will talk about how games were more unique back then, never mind all of the Mario clones, the countless shoot-em-up, and beat-em-ups, and the RPGs. Don't forget the movie tie ins and the other licensed crap that was invented back the. These are not some new recent ideas. There are folks out there that make a living on dissing old games like the Angry Videogame Nerd and Seanbaby. I'm just saying for every criticism about new games you can come up with can easily be applied to a game from 20 years ago. History has reruns.

    4. Re:Nostalgia by Anonymous Coward · · Score: 1, Insightful

      Then you get jerkwads who want to argue that if you like anything that wasn't created yesterday it's "nostalgia" and it couldn't possibly have been good ever at all and can't currently good for sure. Heaven knows that that Beethoven guy was just a major hack and the only reason why people like him is due to nostalgia. Same goes for that Poe guy and that Rembrant guy. Damn hacks, all of them.

    5. Re:Nostalgia by mobby_6kl · · Score: 1

      Yep, another good source is always the Angry Nintendo Nerd. The Moonwalker video is pretty good and of cousre there's plenty more in the archive somewhere.

    6. Re:Nostalgia by Dusthead+Jr. · · Score: 1

      If Billboard existed back then and Beethoven always number one, who was number two, or ten? Every one brings up Beethoven as the pinnacle of classic music but no one talks about the all of the mediocre and awful one as if the never existed. As if there was never a bad piece of classical music written back then. There are those who simple wish to point out the crappy ones, they existed along with the good ones.

    7. Re:Nostalgia by yerktoader · · Score: 1

      YEAH! Now Get Off My Lawn! :D

    8. Re:Nostalgia by retchdog · · Score: 1

      Horrible ROMs is where opinion gets interesting. Everyone likes Mario 3 well enough; but only certain people can tolerate Clash at Demonhead. I rate it as one of the best NES games ever, along with Solar Jetman which had huge seamless gamefields and very challenging physics. Too challenging and weird, which is probably why it failed, but there's still nothing like it. It's sort of like a single-player story mode for xpilot.

      --
      "They were pure niggers." – Noam Chomsky
    9. Re:Nostalgia by Stormwatch · · Score: 2, Funny

      I think I saw that video. The nerd complained that the moonwalk move is useless - which is incorrect. In the last stage you can use it to walk on conveyors without losing speed.

    10. Re:Nostalgia by chromatic · · Score: 0

      Every one brings up Beethoven as the pinnacle of classic music but no one talks about the all of the mediocre and awful one as if the never existed.

      People still listen to Liszt, though. Yuck.

    11. Re:Nostalgia by yerktoader · · Score: 1

      I can't believe they didn't mention Goonies...Can't remember if it was Goonies 1 or 2, but the one I played had no point at all, and it was terribly difficult to figure out how to accomplish anything - I gave up after a few hours. Now that was a terrible game.

    12. Re:Nostalgia by bonch · · Score: 0

      That horrible wasting-mind disease known as nostalgia. On average, the same percentage of platformers were good as, for example, the percentage of first-person shooters that are good. The thing is, people still play the good platformers-- like Mario 3 or Sonic 2, and as a result, they completely forget about the thousands of crappy platformers out there.

      Good thing this article is about Mario 3 and Sonic 2. You did read the article, right?

      As for Something Awful's ROM pit, that's a comedy bit. They even bash Sonic 2 in there.

    13. Re:Nostalgia by Blakey+Rat · · Score: 1

      The Sonic 2 article was on April Fools. Congratulations on missing the joke.

    14. Re:Nostalgia by hal2814 · · Score: 1

      Death valley Rally, Caveman Games, Skate or Die? Sonic 2 might've been a joke but the others weren't. I can see not liking some of those games but they savage their fair share of decent games just for the heck of it.

    15. Re:Nostalgia by grumbel · · Score: 4, Interesting

      They seem to filter out or forget all off the crappy ones

      Well, yeah, because there where enough good ones so that we didn't have to play the crappy ones. Look at the adventure genre, LucasArts had a new title ready every year and each of those was awesome. How often do high quality adventures released today? Not much at all, most are rather mediocre. And that is ignoring all the non-LucasArts adventure games from back in the day, some of them where pretty awesome too. And now don't let me start on the flightsim genre, as that is pretty much dead and burried today and the amount of good flightsim is close to zero.

    16. Re:Nostalgia by genner · · Score: 1

      I can't believe they didn't mention Goonies...Can't remember if it was Goonies 1 or 2, but the one I played had no point at all, and it was terribly difficult to figure out how to accomplish anything - I gave up after a few hours. Now that was a terrible game.

      It must have been Goonies 1. Goonies 2 was an award winning classic.

    17. Re:Nostalgia by mrraven · · Score: 1

      Koolaid Oh Yeah!

      --
      Tired of all the isms, don't exploit people as an employer, or a government, mmmmK?
    18. Re:Nostalgia by Slider451 · · Score: 1

      Now, can we please stop seeing topics like this based entirely on nostalgia?

      Nostalgia isn't what it used to be.

      Crap, not fast enough with my signature sig.

      --
      Nostalgia isn't what it used to be.
  4. Noticeable lag, even if framerates are OK by VMaN · · Score: 4, Insightful

    What I absolutely hate the most about any modern 3d game is that even a relatively beefy machine, I get a noticeable LAG on the input, even if framerates are good, unless i set graphics options to low/low/low etc .

    It makes my games unplayable, and I lose interest because it prevents any kind of immersion.

    1. Re:Noticeable lag, even if framerates are OK by Anonymous Coward · · Score: 0

      get rid of your wireless mouse/keyboard.

    2. Re:Noticeable lag, even if framerates are OK by Anonymous Coward · · Score: 0

      Try disabling triple buffering or disable vsync. A lot of mouse lag can be caused by these two things.

    3. Re:Noticeable lag, even if framerates are OK by Anonymous Coward · · Score: 0

      Immersion is the wrong goal if you want to have a good gameplay experience.

    4. Re:Noticeable lag, even if framerates are OK by KlausBreuer · · Score: 3, Insightful

      While I do agree with you, it has certain advantages: when I buy this game for real cheap in two years, my PC is powerful enough to set it to max/max/max.
      Then I have a nice game with good graphics for a low price.

      What, you think I'd buy a brand-new game? Full of bugs? Idiotic copy protections? Ridiculously high prices? Needing much more CPU/GPU power than my high-end PC offers?
      You must be joking.

      --
      Free PC version of ChipWits at http://www.breueronline.de/klaus/chipwits/
    5. Re:Noticeable lag, even if framerates are OK by Mad+Merlin · · Score: 2, Interesting

      It's in a similar vein, but another thing I find really annoying is when games draw their own cursor instead of using a hardware accelerated cursor. It instantly makes me not want to play the game ever, as the mouse is incredibly choppy in comparison, no matter how fast your system is.

      For example, yesterday I had a hankering to play Heroes of Might and Magic 3, which is a game that was released in 1999 and required a Pentium 133 to run. While it's still as fun as it always was, the cursor is still choppy, even on a modern system. I'm pretty sure the entire game runs at a fixed 30 FPS or so, including the mouse. In this case, it's not as annoying, because it's entirely turn based, but it'd be a much better game with a proper mouse cursor.

      New games are still making this mistake and it baffles me how it doesn't infuriate the developers enough to fix it.

      I certainly design with (input) snappiness in mind, if you have a peek at Game! you'll notice that everything is very fast. Pages are small and load fast, AJAX is sprinkled about heavily to improve response time (though only where it makes sense), etc. It's not difficult to do really, you just have to keep it in mind.

    6. Re:Noticeable lag, even if framerates are OK by Razalhague · · Score: 2, Insightful

      ...and that, ladies and gentlemen, is why developers go bankrupt even if they make good games.

    7. Re:Noticeable lag, even if framerates are OK by Eli+Gottlieb · · Score: 1

      Then maybe they should fix the problems:

      Full of bugs? Idiotic copy protections? Ridiculously high prices? Needing much more CPU/GPU power than my high-end PC offers?

      Of course, sometimes they actually produce a brilliant, excellent game, the critics love it, and nobody buys it. Let us all mourn the passing of "Psychonauts", and possibly go buy it on Steam.

    8. Re:Noticeable lag, even if framerates are OK by Anonymous Coward · · Score: 0

      http://www.google.com/search?q=flip+queue+size
      not sure what the name is for nvidia, but try setting it to 1

    9. Re:Noticeable lag, even if framerates are OK by The_mad_linguist · · Score: 1

      Full of bugs? Idiotic copy protections? Ridiculously high prices? Needing much more CPU/GPU power than my high-end PC offers?

      Of course, sometimes they actually produce a brilliant, excellent game, the critics love it, and nobody buys it.

      What, you didn't play that last level? Stupid @!#$!@#$ inconsistent controls on the stupid !#$!@#$ cheese grater jumping section. I started counting restarts - I gave up when I reached seventy-five and watched the ending on youtube.

    10. Re:Noticeable lag, even if framerates are OK by MozzleyOne · · Score: 1

      That's all well and good, but good luck finding a multiplayer community for an old game, and the community you do find will be so far ahead of you that you'll get roflstomped every time you play.

      --
      Ayjay on Fedang
    11. Re:Noticeable lag, even if framerates are OK by tepples · · Score: 1

      It's in a similar vein, but another thing I find really annoying is when games draw their own cursor instead of using a hardware accelerated cursor.

      On some video cards, the cursor is not hardware accelerated unless the only colors are hard black, hard white, and hard transparency. The standard cursors that come with Windows would look rawther out of place on top of a UI that otherwise doesn't look like the standard Windows themes.

    12. Re:Noticeable lag, even if framerates are OK by Anonymous Coward · · Score: 0

      Considering all multiplayer games are just copies of older multiplayer games, I usually have no problem going into a game I have never played and wiping the floor with people who have been playing it for years. Although I may not have played that particular game, I have played many other games that are similar for a time period that probably exceeds most of the other players' entire lifespans.

      Also, if a multiplayer community dies after only a couple of years, then the game must not have been very good. Good games stick around. For example, you can still find tons of people on the original Unreal Tournament and Quake 3.

    13. Re:Noticeable lag, even if framerates are OK by mdwh2 · · Score: 1

      At least these days, any drawing that the game does itself should always be hardware accelerated, even if it's 2D (DirectX has encouraged this, since D3D8 IIRC).

    14. Re:Noticeable lag, even if framerates are OK by Eli+Gottlieb · · Score: 1

      I played it on the PC version from Steam with an XBox-360 controller. It was certainly harder than the rest of the game, but not as scrappy-level hard as everyone makes it out.

  5. There was nothing better at the time... by Karganeth · · Score: 1, Insightful

    Those games were terrible compared to today's standards. Extremely dull. However, people seem to rate games according to how good they were for their time, rather than how good they are now. That's why the "best games of all time" lists should really be renamed "best games of their time".

    1. Re:There was nothing better at the time... by Anonymous Coward · · Score: 0

      Really?

      I bought new super mario bros to my nintendo DS.

      It had, in large, the same game mecanics and controls as the old super mario games. Some graphical improvements but similuar in that respect as well.

      I think it was absolutely great and it's one of few games I played in its entierly in the last few years. I don't think it's nostalgia, it had great game mecanics. There are new games with great game mecanics as well for that matter.

    2. Re:There was nothing better at the time... by Anonymous Coward · · Score: 1, Interesting

      My first gaming console was a PS2 and I love the hell out of some Super Mario World. Those games aren't terrible by any standard, except maybe technological. A great game, like any other work of art, will withstand any test that time can bring.

    3. Re:There was nothing better at the time... by Anonymous Coward · · Score: 0

      PS2? You're a kid, your opinion doesn't count and you have no idea what gaming was like in the real old days.

    4. Re:There was nothing better at the time... by Anonymous Coward · · Score: 0

      Um, Super Mario Bros. 3, Sonic, Super Metroid, etc. are still good today, and still better than 95% of the games today. Or look at games like Mega Man 9, a recent game that has sold very well. A lot of people think that 2D platformer games are still quite good. I guess you didn't bother to read the summary, let alone the article?

    5. Re:There was nothing better at the time... by Anonymous Coward · · Score: 0

      I don't know about that. I found that Megaman 9 was a pretty good game, was 8 bit, and was released just last year.

    6. Re:There was nothing better at the time... by pizzach · · Score: 2, Insightful

      Those games were terrible compared to today's standards. Extremely dull. However, people seem to rate games according to how good they were for their time, rather than how good they are now. That's why the "best games of all time" lists should really be renamed "best games of their time".

      Some of my first games were on an Atari. None of those games endeared to me. I have a number of NES and SNES games that I will never forget. Explain.

      I think people with that kind of opinion are generally pigeon holing games in that they have to be a specific thing.

      --
      Once you start despising the jerks, you become one.
    7. Re:There was nothing better at the time... by Tr3vin · · Score: 1

      We have standards today? Do you mean more realistic T&A, or something actually related to games? Most "hardcore" gamers I know have absolutely no standards.

    8. Re:There was nothing better at the time... by Draconix · · Score: 3, Insightful

      Bullshit. I never owned an SNES, and I never even played Super Metroid until around 2002, and it's still an amazing game.

      An even better example, Cave Story, is one of the finest games I've ever played, and it was released in 2004. The only "nostalgia" factor that could be argued is the Metroid-esque format and pixel graphics, which is pretty moot. People don't love it because it reminds them of older games, they love it because it's a fun, challenging, beautiful game that Pixel obviously put a lot into.

      I think TFA makes some great points. A big problem with most of these Flash platformers is that they're all pretty art with little substance gameplay-wise. I've played Scary Girl, which is beautiful, but it's not that fun to play.

      --
      By reading this you acknowledge that you have read it.
    9. Re:There was nothing better at the time... by bonch · · Score: 0

      Yeah, Mario platformers are so terrible compared to today's standards that New Super Mario Bros. sold over 15 million copies by the end of 2008.

    10. Re:There was nothing better at the time... by Anonymous Coward · · Score: 0

      Some of my first games were on an Atari. None of those games endeared to me. I have a number of NES and SNES games that I will never forget. Explain.

      If by "on an Atari" you mean the Atari 2600, most games there were action games with no more depth than "try to beat your best score." If those kinds of games don't appeal to you, well, there's your explanation. That doesn't mean there weren't good games for that platform, it just means that you're not the right person to assess those games.

      It's probably best in these discussions to look back no further than the C-64/Apple IIe and NES eras, since it wasn't until then that games could begin to have some real depth.

    11. Re:There was nothing better at the time... by Anonymous Coward · · Score: 0

      I'm 46, I bought it as a DVD player.

    12. Re:There was nothing better at the time... by icebraining · · Score: 1

      I agree - I've only played Metal Slug on an emulator on the PSP and it's a great game, with great pixel art, challenging and full of humor.

      Then I play Just Cause and I cry.

    13. Re:There was nothing better at the time... by clickclickdrone · · Score: 1

      look back no further than the C-64/Apple IIe and NES eras, since it wasn't until then that games could begin to have some real depth.

      Strongly suggest you check out Star Raiders (1979) then.

      --
      I want a list of atrocities done in your name - Recoil
  6. The delusion of the 3D silver bullet by 4D6963 · · Score: 2, Interesting

    2D is a superior approach for such games because they allow you to see everything in your vicinity, makes moving simple, and so on. It's just the better approach for such games.

    That's the problem with the novelty effect of 3D, it had us under the delusion that 2D was a thing of the past and that everything had to be 3D, as much as possible, as if it was something you couldn't get too much of.

    It surely has a name, but that's just a common thing when a novel technology/technique/approach appears to believe that it can replace entirely anything else. Which means I believe soon enough when the novelty of 3D graphics will have died for good then we'll see ourselves definitely sticking to 2D for certain types of games. Just because sometimes it's better (see Sonic on Genesis vs Sonic in 3D)

    --
    You just got troll'd!
  7. Lifestyle investment by MillionthMonkey · · Score: 1, Insightful

    Older video games did not require much sacrifice to play. Because your social life was not significantly affected, playing them was less of a lifestyle decision than it is with today's video games, which require more serious consideration. I don't remember anyone worrying that their roommate might be addicted to Pac-Man.

    Especially the Atari 2600 version. Man that sucked.

    1. Re:Lifestyle investment by ouimetch · · Score: 4, Informative

      Because your social life was not significantly affected, playing them was less of a lifestyle decision than it is with today's video games, which require more serious consideration. I don't remember anyone worrying that their roommate might be addicted to Pac-Man.

      These guys beg to differ.

  8. Lack of options by AnonChef · · Score: 5, Insightful

    Seriously

  9. The same thing that makes any game good by Zerth · · Score: 3, Insightful

    *button *button Fail

    *button *button Succeed ENDORPHINS *button *button Fail

    *button *button Succeed ENDORPHINS *button *button Succeed ++ENDORPHINS *button *button Fail ANGER

    Continue ad infinitum

    The trick is to space out the fails such that you don't give up to quickly, but not so far apart that you don't break the flow every now and then. The other trick is to have enough wiggle in your gameplay such that success can be defined many ways, not just winning.

    Oh no, carp came in when I flooded the plump helmet field, there are skeletal elephants blocking the caravan, and someone has an odd mood for jello? I'm screwed! *massive endorphin rush*.

  10. Extreme Nostalgia... by Anonymous Coward · · Score: 0

    I could waste eons on Asteroids and Tetris, and hold lengthy arguments with the young whippersnappers about how "back in my day...."

    Face it, whatever's from your childhood is gold, no matter how weak it may look compared to today, it still wont' lose that lusture in your mind.

  11. They weren't great by MrMista_B · · Score: 1

    They weren't great, most of them. Anyone who grew up in the 80's and 90's videogame era, knows that at least 90% of those old 2d platformers... were truly, brokenly awful.

    Fortunately, those are rarely remembered - the reason why we consider them 'so great', is because it's only the good ones that get remembered and replayed, years later, with any fondness.

    1. Re:They weren't great by SirLurksAlot · · Score: 4, Insightful
      Warning: This may turn into a "Get off my lawn!" post.

      They weren't great, most of them. Anyone who grew up in the 80's and 90's videogame era, knows that at least 90% of those old 2d platformers... were truly, brokenly awful.

      I grew up in the 80's and 90's and I don't remember a lot of platformers being awful, but I do remember a lot of them being extremely difficult. TMNT and Battletoads for the NES are two examples that come to mind. I don't know how many times I had to replay the underwater stage in Turtles before I got fast enough to beat it, or how many times I had to replay the racing stage in Battletoads before I didn't get creamed by an obstacle. Awful games for me were the ones that had confusing controls or puzzles that just did NOT want to be solved, but really there weren't a lot of those that I can recall. For the most part games had a good (read "simple") set of controls, straight-forward goals and were at least somewhat forgiving of mistakes (You died? Guess what, you have two more mans!)

      I honestly think that games back then had better gameplay for the most part. They were less complicated and more focused on just having fun. Games today are all about shiny glitz and how many polygons are being handled at once. Games were also a lot cheaper back then, and there was a lot less marketing and hype involved, so even if a game wasn't all that great it's not like you were out $50-60 and crestfallen because it didn't live up to your hopes.

      --
      God, schmod. I want my monkey man!
    2. Re:They weren't great by Laser_iCE · · Score: 1

      Holy fuck, that racing stage in Battletoads was just fucking stupid. Sure, I would have been all of 10 when I played it on my GameBoy (and later the SNES), but it was the only stage in a game that I couldn't get past at the time... Ah, the anger!

    3. Re:They weren't great by {8_8} · · Score: 1

      I remember playing the TMNT underwater level over and over again for weeks. I kept dying on the part where you had to navigate through the narrow tunnel with electrified seaweed, defuse the bomb and get out again. When I finally managed to get through there alive, I was elated for about 5 minutes until I died. I then realized that I would have to run that same stupid seaweed gauntlet over and over again just to get back to where I'd left off. Along with Leonardo, a little bit of my innocence died that day.

    4. Re:They weren't great by Froobly · · Score: 1

      Actually, I'd put TMNT up as an example of a popular NES sidescroller that is truly awful. I remember it being hard, but entertaining at the time, mainly because I was obsessed with the cartoon. I bought it for the Virtual Console when it first came out, and realized that what made the game hard wasn't clever puzzles or enemy scripts, but bad level design combined with terrible, laggy controls.

      I remember several places that required perfect mastery of controls that weren't responsive enough to begin with. It's like the obligatory action sequence in every stealth game, or the escort mission in the action game with bad AI, except that the entire game is like that.

    5. Re:They weren't great by kalirion · · Score: 1

      Games were also a lot cheaper back then, and there was a lot less marketing and hype involved, so even if a game wasn't all that great it's not like you were out $50-60 and crestfallen because it didn't live up to your hopes.

      Have you tried accounting for inflation?

  12. Complexity of input instead of gameplay by Kjella · · Score: 2, Interesting

    Without 3D, and often without mouse, you got people doing advanced A-B-B-A-Select-Start-A whatever combos to play the game. Now it's a lot more focus on being in the right position to fire their gun or do the jump and kick. Yes, 2D games are great and fun in many ways - but they're also quite limited. Don't get me wrong, I loved the old isometric games, but I also love the freeform 3D capability of rotating the view, zooming the view to watch exactly what you want from the angle you wnat. Very often the flat 2D battles would involve exactly one tactic, moving in the same way around the screen each time. In 3D you might still have much of the same but it's always more different, more varied. I think a good eaxmple would be old Super Mario vs Super Mario Galaxy - essentially the same game in 2D and 3D. I much prefer the 3D version. Same with King's Bounty: The Legend which I think is a much underrated - the freeform 3D makes it so much better than old HOMM games. Sorry, but the only time I think 2D is that great is when I put on my big old nostalgia glasses.

    --
    Live today, because you never know what tomorrow brings
    1. Re:Complexity of input instead of gameplay by Virak · · Score: 1

      It said "platformers", not "fighters". The vast, vast majority of 2D platformers have simple control schemes, even more so than 3D ones. You seem to have a case of some sort of bizarre anti-nostalgia. Please go play Super Mario or Mega Man or something like that and readjust your flawed view of reality.

    2. Re:Complexity of input instead of gameplay by Malorion · · Score: 2, Interesting

      3D *can* improve a game, but if that's what you're relying on to make a better game, your design needs a whole truck load of work. KB:TL is a better looking game and better than the older HOMM games but, IMO, that's because there's more detail all round. 3D makes it look prettier, it does not alter the base game. I recently played through Rick Dangerous via WinUAE and I can't imagine a 3D version that I would prefer more. Indie developers that make 2D platformers and adventures in "the old style" are proving that you don't need flashy graphics to make a good game. Look at Spelunky, Cave Story, Seiklus and Iji. All fantastic games and would be right at home on an old 16 or even 8 bit machine. I fail to see how any of these require 3D to make them fun.

    3. Re:Complexity of input instead of gameplay by Anonymous Coward · · Score: 0

      Quick! Someone compile SMB3 directly into the Mario64 engine so this guy can rotate the camera and observe the pixelated characters from any angle he wants.

      Just imagine. The same 2D control scheme duplicated perfectly in a 3D environment. Princess Peach in all of her pink pixely goodness. *drools on keyboard*

  13. pixel perfect synched scrolling by Anonymous Coward · · Score: 4, Interesting

    One of the thing that made these 2D scroller feel so great was the perfect scrolling synched with the "VBL" (Vertical Blank Line). There were many amazing 2D scrollers, for example, on the Amiga. The screen could refresh at either 50 or 60 Hz depending on your location (europe and US, for example, had monitor with different default refresh rate).

    This is not at all "nostalgia": it's not something I'm making up. It is not an opinion, it is a *fact*. You cannot argue with a fact.

    A game run on a system that refresh the screen 60 times per second, where the game's background move by 1 pixel (or 2 [1,2, 3, 4 used to work fine]) at every refresh at a very special "smooth" feeling that has *never* been matched.

    It wasn't just Sonic's great control, the cool game elements, the great "simplification" that 2D brings: it was also a very special visual "feeling" due to having the game's logic intrinsically tied to the hardware it was run on.

    Years after my "Amiga 2D scrollers time", I was playing competitive Counter-Strike, using "low-poly" mods to enhance the framerate of my (sucky) PC. I reached 99 fps but 3D games will never *ever* reach the smoothness that a good 2D scroller tied to the hardware had.

    The young generation shall never understand this. I'm probably very bad at explaining it. It's something you need to see to understand what the "old grandpa's" are "nostalgic" about.

    Just like demo from "the scene", way before it was called "the scene" had amazing effects that newer demo simply cannot match.

    Sure, you have 3D effects using 100 millions polys/sec running at 800 fps (just half-joking) but the "smoothness" of the good old 2D Amiga demos has never been matched.

    Food for thoughts.

    1. Re:pixel perfect synched scrolling by Joce640k · · Score: 2, Informative

      3D games can also have perfect sync (and many of them do, especially on consoles...)

      --
      No sig today...
    2. Re:pixel perfect synched scrolling by Anonymous Coward · · Score: 0

      That is true. I still remember when I first got Tekken for my Playstation and being in awe at how smooth everything moved. It may very well have been the first console game to run at 60fps.

      Now compare that to something like Street Fighter II. Street Fighter II had a nicely scrolling playfield and some cool parallax effect on the floor, which looked incredible when it came out, but set next to Tekken it starts looking pretty choppy.

    3. Re:pixel perfect synched scrolling by Anonymous Coward · · Score: 0

      Enable vsync on your graphic card's settings (most games have vsync setting in the video/graphics menu) and you get the same smoothness. If not, update your drivers.

    4. Re:pixel perfect synched scrolling by commandlinegamer · · Score: 1, Offtopic

      You cannot argue with a fact.

      Try telling that to the Creationists.

    5. Re:pixel perfect synched scrolling by Anonymous Coward · · Score: 0

      Aye, you're correct about the sync, but it's fairly orthogonal to the parent's main point:

      Sync, sure, we've got that, but that only prevents tearing and not temporal aliasing. (It often worsens temporal aliasing!) When scrolling by a constant integral value, you avoid an aliased approximation of smooth scrolling which has frames which effectively scroll less than others. This creates a kind of jitter. This can be someone lessened by sub-pixel rendering while scrolling, but there's still aliasing that this can't address -- it transforms the aliasing to hopefully be aesthetically more acceptable. But still, that's a lot of work to avoid the sweet spot that the old platformers hit -- synched -and- perfectly smooth scrolling.

      On the bright side, we're less susceptible of this problem with higher resolutions and higher refresh rates -- too bad we've only really been enjoying the former.

      And no, I've never played any of the old 2D platformers -- I fall into that "young generation" category. However, the overarching general point remains and constantly applies: We tend to favor systems [for graphics rendering, game engines, AI, networking, etc] which are easier to use but mask the underlying hardware so we can create larger, more complex things in a shorter, cheaper amount of time and are seemingly willing to give up everything that went along with fine-tooth comb control of hardware (and even software), and we'll likely never see it again. Although this isn't anything surprising -- humans have been exploiting resources at their convenience towards their goals for years and never looking back, and this is just another case of that where the resource is silicon and bits.

    6. Re:pixel perfect synched scrolling by tpz · · Score: 1

      True, they can have perfect sync, but in order to do so they have to double or triple buffer the display which introduces input lag.

      Then once the frame buffer information makes it to the display device any scaler that is in place (which is very common on our current 480p and 720p consoles when paired with our current 1080p panels) may add another frame or even two of delay, further compounding the input lag. (being between 2 and 4 frames behind may not seem like much but 2 affects the sense of immersion and control and 4 is downright HUGE even at 60p.)

      And let's not forget that unless an app is very carefully developed it can miss one or more frames and momentarily drop down to an effective frame rate of 30fps, 20fps, 15fps, or some other frame rate that goes evenly into 60. Now the end user is facing continually-variable frame rate and large (and also continually-variable) input lag.

      With heavy graphics workloads and lots of different pieces of hardware between your input and the final result, VSYNC certainly isn't making things any better and in fact makes things worse more often than not. Just ask any PC FPS player who swears by their CRT and why they will never get rid of it. :) They'll be running with VSYNC off and there will be tearing but at the update rates they are driving the CRT the tearing will be absolutely invisible.

      It is no wonder that old, low-level consoles driving CRTs directly always give you a feeling of having much quicker, more direct control of the on-screen action.

    7. Re:pixel perfect synched scrolling by lie2me · · Score: 1

      Plenty of 60fps 3D games are out there...

      although lots more barely hitting 30,20,10 fps with hardware they claim to support, e.g. Crysis/PC.

      And it's not just complexity, granted 2D platformer is quite a bit simpler comparing to modern games, it's poor quality of product.

    8. Re:pixel perfect synched scrolling by Anonymous Coward · · Score: 0

      , I was playing competitive Counter-Strike, using "low-poly" mods to enhance the framerate of my (sucky) PC. I reached 99 fps but 3D games will never *ever* reach the smoothness that a good 2D scroller tied to the hardware had.

      As a fellow cs player, and former CAL-CS admin, I have to say:

      1) Those models would get you banned in any dispute in competitive cs
      2) Play on a good crt, at least 100hz with vsync on. The games so much smoother, though still not quiet at the level of old hardware (due to driver overhead and input mostly).

    9. Re:pixel perfect synched scrolling by Anonymous Coward · · Score: 0

      Great post! Brings back lots of memories...

      However, I have to respectfully disagree with your statement "[...] but 3D games will never *ever* reach the smoothness that a good 2D scroller tied to the hardware had."

      This might be true for the (vast) majority of 3D games, but check out the Wipeout series - at least the parts done by (formerly) Psygnosis in Liverpool. Those guys have *always* got this bit right, from the very first original "Wipeout" for the Playstation I all the way up to Wipeout HD on the PS3. And I'm sure this is no accident, I'm sure that "1:1" frame rate has always been at the top of their agenda. IMO it's essential for a game as fast as this as well.

      Seriously, check it out - if you got a PS3, it's a dirt cheap download ($30 or so, well worth it!)

      But anyway, thanks again for your post.

    10. Re:pixel perfect synched scrolling by QuietR10t · · Score: 1

      This is not at all "nostalgia": it's not something I'm making up. It is not an opinion, it is a *fact*. You cannot argue with a fact.

      It could be argued that your fact is not really a fact. Or, even, a fact of relevance to the whole discussion. Or it could be argued that, yes, you can most certainly argue with a fact, in fact, some people call it a discussion, and/or politics, and/or television.

    11. Re:pixel perfect synched scrolling by Anonymous Coward · · Score: 0

      Try Metroid Prime, you might be surprised...

  14. 2D vs. 3D platforming - why not both? by Anonymous Coward · · Score: 1, Interesting

    This AC mostly agrees with the parent.

    However, I think Mirror's Edge has shown that 3D platforming can work, too. It adhered to the same design principles while being 3D, and the platforming felt very solid.

    As for the controls, they were relatively simple, input had an immediate effect, timing was important, and controls could be combined into sequences for more complex stunts (e.g. wallrun + turn 90 + jump + turn 180 + jump from opposing wall to quickly reach that roof during the New Eden chapter). The environment was pretty much designed to provide a sense of flow with the available moveset, after the player has practiced a bit.

    Too bad the story and the tacked-on combat system sucked. I had great fun with the platforming parts.

      -AC

    1. Re:2D vs. 3D platforming - why not both? by 4D6963 · · Score: 1

      I've never played Mirror's Edge, but I guess that 3D platforming can indeed be well done, what's important is to choose the approach that fits best the idea of the game, rather than trying to force full 3D onto something just for the sake of it.

      --
      You just got troll'd!
    2. Re:2D vs. 3D platforming - why not both? by Anonymous Coward · · Score: 0

      I've never played Mirror's Edge, but I guess that 3D platforming can indeed be well done, what's important is to choose the approach that fits best the idea of the game, rather than trying to force full 3D onto something just for the sake of it.

      Exactly. That's why I said I mostly agree :)

      To get an idea of Mirror's Edge, see for example this video (high quality recommended). (The "that roof" I mentioned is at 4:11 in the video. Start at 3:59 to see the whole sequence leading up to it.)

        -AC

    3. Re:2D vs. 3D platforming - why not both? by Anonymous Coward · · Score: 0

      Mirror's Edge is far less accessible than many old platformers -- particularly the less twitch-oriented ones (think Commander Keen, not Sonic).

      My mother used to love 2D platformers. She wouldn't be able to stand more than three seconds of Mirror's Edge. The motion sickness would put her off before she even had a chance to discover that the controls required the reflexes of someone half her age to do anything.

    4. Re:2D vs. 3D platforming - why not both? by Homburg · · Score: 2, Interesting

      Did we really need to wait for Mirror's Edge to find out that 3D platforming can work? I figure Mario 64 and Tomb Raider established that pretty well in 1996.

    5. Re:2D vs. 3D platforming - why not both? by grahamd0 · · Score: 1

      However, I think Mirror's Edge has shown that 3D platforming can work, too.

      Really? I played the demo and came to exactly the opposite conclusion.

    6. Re:2D vs. 3D platforming - why not both? by Anonymous Coward · · Score: 0

      Did we really need to wait for Mirror's Edge to find out that 3D platforming can work?

      Probably not. It was just something I'd played recently, and one that I liked for its platforming, so it was the one I thought of first.

      However, I think the first-person aspect is new in ME. Of course, Half-Life and other FPSs have offered some platforming elements, but those elements have been secondary to the S in the "shooter", and the controls haven't felt right for that purpose. This is the part in gameplay that, in my opinion, ME gets right: it's first and foremost a blazing-fast platformer with precise controls. (As if Sonic, but set in a brightly colored dystopian city with completely different characters.)

      There are also the little touches in the user interface help the immersion and make the platforming (and maintaining momentum) rewarding - which take ME further away from FPSs into pure platforming territory.

      The visible (and extensively animated) arms and legs are probably the most important such element, so you can see if you can take another step before falling off a ledge. This is more important in the beginning when the player is still learning to judge distances. Doing it this particular way makes it very subtle that the game is actively teaching to do that.

      Then the UI supports the fun factor and immersion of the platforming aspect: there is no HUD, the screen shakes when running (it somehow feels more satisfying than most implementations, though I can't pinpoint why - maybe because the gameplay is faster-paced?), a motion-blur-ish tunnel vision effect appears when running at top speed, the player can hear the footsteps and the character breathing, etc. I think all of this helps to make it rewarding to maintain momentum.

      Of course, none of these touches are necessary for a successful 3D platformer - they're something that improve the (relatively) realistic first-person approach taken in ME. I've digressed so far as to list them because I think they're an important part of the difference between ME and FPSs; and thus important for supporting the point that ME is indeed doing something new.

      But to return to your original point:

      I figure Mario 64 and Tomb Raider established that pretty well in 1996.

      I suppose Tomb Raider was ok. I'll take the opportunity to point out that it, too, is very different from ME. Although both come with acrobatics and guns, TR uses a third-person view and its gameplay is relatively slow and puzzle-based. I don't remember much of the controls, but I have a vague recollection that it had more of an Another World (or Flashback) feel to it than a Super Mario (or Sonic the Hedgehog) feel. That is, the platforming gameplay was more precision- than speed-based.

      Of course, that doesn't detract from TR establishing that 3D platforming can work, but it was a different kind of 3D platforming than that explored more recently in ME.

      I've haven't played Mario 64 so I can't comment on that.

      However, on the 3D Mario side of things in general, I've played Super Mario Galaxy. Some of the time it works great, but sometimes the camera angles can be actively frustrating. It's annoying when the platforms are small, and you can't place the camera behind Mario or directly to the side to make the platforming more precise. Trying to get used to the weird orientation of the controls can be annoying when the first missed jump sends you into a black hole (or quicksand).

      Of course that's a different game, and I don't know how the camera worked in Mario 64. I'm just making the point that bad camera angles can detract from the experience, and the problem is something that's added by the third dimension in 3D platforming.

      It's funny, I've always thought Mario in particular was something that worked better in 2D. But I suppose that's just the nostalgia speaking.

        -AC

    7. Re:2D vs. 3D platforming - why not both? by Draek · · Score: 2, Interesting

      Not only that but even games like Rayman 2, Jak 3, the entire Prince of Persia series and even (if it can be considered one) Assassin's Creed have done brilliant things that truly take advantage of 3D to create an experience far beyond what would be possible with just 2D.

      Of course, the opposite is also true as every 3D Castlevania is a lamentable testament to. So yeah, why choose one or the other? both have their advantages, and while I *would* like 2D platformers to have a bigger emphasis in today's "OMG shinies!" gaming, I wouldn't want 3D platformers to go away entirely either.

      --
      No problem is insoluble in all conceivable circumstances.
    8. Re:2D vs. 3D platforming - why not both? by Anonymous Coward · · Score: 0

      Mirror's Edge is far less accessible than many old platformers -- particularly the less twitch-oriented ones (think Commander Keen, not Sonic).

      I agree.

      I read your reply after posting mine to another subthread below. Funny you should mention Sonic. I think it and ME are pretty much alike in the blazing-fast gameplay. Naturally, this requires fast reflexes, and certainly I don't see myself playing ME - or Sonic - thirty years from now (I'm a bit under 30 at the moment).

      I think both kinds of gameplay are ok. They just have different target audiences.

        -AC

    9. Re:2D vs. 3D platforming - why not both? by Anonymous Coward · · Score: 0

      Thanks for extending my one-item list. :)

      And yeah, it would be nice if more new 2D games were being produced.

        -AC

    10. Re:2D vs. 3D platforming - why not both? by Langfat · · Score: 1

      same here...wish i had some mod points for you.

    11. Re:2D vs. 3D platforming - why not both? by Anonymous Coward · · Score: 0

      Must be in the name "Graham", cuz I couldn't stand ME personally. The view was absolutely hideous!

    12. Re:2D vs. 3D platforming - why not both? by Anonymous Coward · · Score: 0

      Mario 64 was hardly a platformer, and Tomb Raider(unlike the former) is terrible by today's standards. For some great 3D platformers, try Rayman 2 and Prince of Persia: Sands of Time.

    13. Re:2D vs. 3D platforming - why not both? by cleatsupkeep · · Score: 1

      Mario 64 - hardly a platformer? Excuse me? Did we play the same Mario 64?

      Anyways, some of my favorite 3D platformers were the Jak and Daxter series and the Ratchet and Clank series, both a lot of fun - one of my favorites being Jak II, which was set in an immersive city with fun platforming levels and other challenges.

    14. Re:2D vs. 3D platforming - why not both? by corsec67 · · Score: 1

      The entire Prince of Persia series?

      It was a 2D platform game first, released in 1989.

      --
      If I have nothing to hide, don't search me
    15. Re:2D vs. 3D platforming - why not both? by yahwotqa · · Score: 1

      There is no such moderation choice as "I Agree" anyway. Grow up.

    16. Re:2D vs. 3D platforming - why not both? by Draek · · Score: 1

      Right, so replace it with "the entire Prince of Persia series that is applicable to the discussion at hand", meaning PoP3D, the Sands of Time trilogy, as well as the newest reboot. Happy now?

      --
      No problem is insoluble in all conceivable circumstances.
    17. Re:2D vs. 3D platforming - why not both? by Langfat · · Score: 1

      No, but there is such a moderation choice as "Funny." Given the tone of your reply, I'm not entirely surprised that you missed that one...

  15. There's still new 2D games that are good by Anonymous Coward · · Score: 5, Informative

    Braid, World of Goo, N+, etc.

    The article talks about 2D games like they were things of the past and no good ones existed today...

    1. Re:There's still new 2D games that are good by Anonymous Coward · · Score: 0

      Iji is an obscure, free, 2D game that has similarities to old games like Flashback. It is the best 2D game I have played in a long time with a great story, choices that affect that story and choices that affect your character's abilities. The graphics aren't great, but they are well animated and the soundtrack is good too.

      I highly recommend it.

    2. Re:There's still new 2D games that are good by Malorion · · Score: 1

      The article talks about 2D games like they were things of the past and no good ones existed today...

      Sadly, so do many of the posters here.

  16. Good enough at the right time by Anonymous Coward · · Score: 0

    Because they were the firsts of their kind to be good enough.

    Mario and Sonic are not great for me, because i was born too late. But they are good enough to be remembered as the best games of their kind.

  17. It wasn't just the designers! by Celeste+R · · Score: 2, Interesting

    I can think of a good list of reasons why 2D platform games were (and to an extent, still are) great.

    Firstly, I'd say replayability. The best-looking game of the time was just another game once you finished it. Most games of the time opted for difficulty settings, which provided a sense of replayability without significant design challenges (adding more monsters is easy). I myself became burnt out on those, because they got repetitive and nothing was new beyond a plot twist at the end; I enjoy the lengthy, involving games.

    Secondly, I'd say that the designers of the time cared about the human factor. Yes, they paid attention to precision control, which is something I miss these days. They made doing that instantaneous joystick yoga both fun and challenging! They also made it easy to understand the game mechanics. The KISS principle does work!

    Thirdly, I'd say that the designers of the time enjoyed level creation. It was how you created the game to maximize the enjoyment and involvement of the player that mattered. Yes, better graphics matter, but when it comes at the expense of bettering that involvement, it becomes increasingly less excellent.

    Fourthly, Gameplay designers (call them level designers, or UI designers, or whatever) should go back to using their little kids to test them on. I sincerely doubt that Pac-man was made by a jaded, mind-in-the-rut designer, just as I doubt that the Sid Meyer franchises (which I thoroughly enjoyed) was an exercise in doing the next "good enough" thing.

    Fifthly, it wasn't the designers who disappointed us, it was us who disappointed the designers in accepting the stupid titles out there as "okay". Once it was lucrative to just manufacture the next good enough thing, the truly unique titles almost vanished. Perhaps we shrugged off those oldies in the name of "growing up", but isn't gaming about enjoying the kid in all of us?

    The old designers created things that stood out. Perhaps the fact that there wasn't that much out there helped. Aside from that, though, they created things that you could put your mind to, and as a player become engaged in that world. Even if it wasn't quite as unique as the next title, it was still enjoyable. How many us have played Solitaire? It wasn't at all unique, but it was engaging and easy to sneak between tasks.

    --
    There are no perfect answers, only the right questions. More questions at http://foresightandhindsight.blogspot.com/
  18. No limits by Darkness404 · · Score: 5, Interesting

    One of the things that make 2-D platformers stand out today is that you don't feel limited. When you played Super Mario World you don't think about the limitations of the SNES, there are no load times, rarely any lag, etc. Most 2-D platformers were abstract, you didn't think "Oh, Mario's mustache isn't moving realistically", you concentrated on the game. When you got to the SNES/Genesis era, it seemed like any limitation was banished forever for 2-D games, you got bright multi-colored visuals, music that was quite catchy, you had no load times (unlike CD based consoles), and with expansion chips such as the Super-FX the games really got more impressive as the system went on. When games started moving into 3-D and realistic 3-D, things started to get more realistic. They moved out of the abstract. You noticed that Mario was really blocky, round visuals were rendered as squarish, etc. They felt limited. While in a 2-D game you had total freedom within the course till the end, early 3-D games had to constrain you. Even though you could see hills as far as the eye could see, whenever you ran after them you were hit by an invisible wall. The hardware also felt limited, with the rise of CD/DVD based games you introduced loading times, this took you away from being totally immersed for 5 seconds and somewhat ruined the effect you were in another world.

    Today things are starting to get better, 3-D seems less limiting then before, yet with the rise of HD TVs, faster CPUs, etc. I doubt that we can really get seemingly unlimited 3-D games until close to the next revolution, be it true 3-D, VR, or something different. The rise of flash memory, faster drives and HDs in game consoles have cut down on load times too. But still 3-D doesn't seem as limitless as 2-D platforming was.

    --
    Taxation is legalized theft, no more, no less.
    1. Re:No limits by phyreskull · · Score: 1

      Most 2-D platformers were abstract, you didn't think "Oh, Mario's mustache isn't moving realistically", you concentrated on the game.

      When games started moving into 3-D and realistic 3-D, things started to get more realistic. They moved out of the abstract. You noticed that Mario was really blocky, round visuals were rendered as squarish, etc. They felt limited.

      Maybe it's just that games have hit the uncanny valley and it's turned out to be more of a gaping chasm?

    2. Re:No limits by tepples · · Score: 1

      One of the things that make 2-D platformers stand out today is that you don't feel limited.

      I felt limited by inability to dodge things by moving toward or away from the camera, unless it was a 2.5-D brawler like Teenage Mutant Ninja Turtles 2/3/4 or a fake-3D platformer like Virtual Boy Wario Land.

      When you got to the SNES/Genesis era [...] you had no load times

      Unless you count the time to decompress the graphics tiles, or the two-second delay (ordinarily hidden by "MARIO START!" in Super Mario World) to upload a new set of samples into the audio chip. Games that did something trickier with the sound chip (like Lord of the Rings and a few other games using Interplay's ARDI sound engine) took even longer.

    3. Re:No limits by Anonymous Coward · · Score: 0

      > Most 2-D platformers were abstract ...... When games started moving into 3-D and realistic 3-D, things started to get more realistic. They moved out of the abstract.

      Try Zeno Clash, or Thief! I agree strongly with your point though, and feel sad at the distinct lack of IMAGINATION (originality isn't important if a game is FUN and immersive, they can make up for it!) in games these days.

  19. We didn't know any better/nostalgia? by Anonymous Coward · · Score: 0

    I always wonder how much of it was back then the newness of the concept, and now the nostalgia of the era. I've sat down an played older classic platformers, and with the rare exception of a few undoubtable great classics like Mario, Zelda, etc... most of the games I spent endless hours on as a kid now seem repetitive and so simple.

  20. Wicked Timing, plus learnability by tempest69 · · Score: 1
    Ok I'll admit many 2d games blew.
    But the good 2d games had some good points..
    no odd lag, because it was dedicated. Crisp use of the monitor.

    in Donkey-kong knowing when to acsend a ladder is critical.
    in Battlezone (3d but extra-old).. using the blocks right was a monster.
    in Super Mario.. knowing that you will land on ground was a trick.
    oh.. and death was usually one mistake away..

    "Pac-Man Fever" was only a song, not a medical diagnosis.

    Now theyre not world of warcraft... but imagine WOW with oldschool latency.
    ----of course the quarter-usage might bankrupt people.

    Storm

  21. Button presses per minute by Twinbee · · Score: 3, Insightful

    I find many modern 3D games have a low "button-press-per-minute" count. Whilst older games always had something going on almost every second, recent titles just get the player to sprawl around for hours. Give me an older title such Bank Panic or Smash TV (both arcade) over a modern 3D shooter any day.

    For the games which aren't like that, then they're just too easy I find as well. I've recently bought great playing games such as World of Goo and Zombies Vs Plants, and although they are great fun while they last, it's over all too quickly - more proof that games today are geared towards the masses for 'throwaway' purchase like a McDonalds. It's pretty sad.

    --
    Why OpalCalc is the best Windows calc
    1. Re:Button presses per minute by Anonymous Coward · · Score: 0

      You never played any of the Serious Sam games, did you? They are basically Smash TV in 3D.

    2. Re:Button presses per minute by Bat+Country · · Score: 1

      If all you want is constant fast action, I have to second the AC below and go for Serious Sam, or even Painkiller if you have to.

      If you want a non-repetitive thinking game stacked on top of that fast action as well, try Portal, then try Portal's challenge modes. Some of those required the sort of split second timing that no NES game was ever so sadistic to require (except maybe Battletoads.)

      --
      The land shall stone them with the bread of his son.
  22. Things were different... by Jekkaman · · Score: 1

    IMHO most 2D games (not only platformers) were great because deveopers focused more in the gamming factor ( Fun + Gameplay ) instead of the graphics. In some part development was easier to the difference between most computers in those days were more about space and not raw performance. Things changed a LOT in game development. Mario , Contra , Sonic ... Those were the days...

  23. Game Over by Haxx · · Score: 2, Insightful

    On the old games, they actually ended when you made 3 critical errors. The whole idea was to get better each time you played to get further into the game and possibly beat it.

    Today all games are about experience gaining and gold hording. Play lousy for 6 months, get to level 90 so you can kill the creatures with one click. Oh, and the game only ends when you stop paying your monthly bill.

  24. Blame the benchmarkers by Mprx · · Score: 1

    When people measure game performance they usually only measure framerate. Nobody measures control latency, so this encourages design choices that trade responsiveness for framerate. Things like alternative frame rendering in multi-GPU setups instead of split frame rendering, and triple or higher n-buffering. Even if it's not a conscious choice, people get away with lazy high latency design because by nobody mentions it in reviews, so by the time the buyer finds out it will be too late. In complicated engines with many layers of abstraction it's very easily to accidentally increase latency:

    http://www.gamasutra.com/view/feature/1942/programming_responsiveness.php?print=1

    Latency is just as important as framerate for feeling of immersion.

  25. Shenanigans by yerktoader · · Score: 5, Informative

    So a good number of people have stated nostalgia, and out of those the majority have said that 2d platformers were mostly or all bad. Yet I've not seen any examples of how or why.

    I call bullshit.

    Platformers have continued to achieve success, and while they're far less common than they used to be, many of them have received rave reviews, and deservedly:

    Castlevania: Symphony of the Night(1997)
    Contra: Shattered Soldier(2002)
    Neo Contra(2004)
    Psychonauts(2005)
    Bionic Commando Rearmed(2008)
    Mega Man 9(2008)

    And there's many more that I haven't listed. I think what made those games great back in the day is what makes them great now - simple to interact with, but challenging enemies and environments. Great soundtracks, great graphics, great fun.

    1. Re:Shenanigans by Anonymous Coward · · Score: 0

      5 of your 6 games are based on/remakes of successful NES platformers... Mega man 9 is identical to the old platformers for that matter.

      I personally found all those games amazing fun, but they still contain a nostalgia factor, Mega man 9 in particular.

    2. Re:Shenanigans by Blakey+Rat · · Score: 0

      So a good number of people have stated nostalgia, and out of those the majority have said that 2d platformers were mostly or all bad. Yet I've not seen any examples of how or why.

      Sorry, there isn't a Atari or NES version of IGN where I can just go back and look up all the reviews. You'll just have to take my word for it: the vast majority of 2D platformers, back when that genre was dominant, sucked.

      You're listing a small selection of titles that are known to not-suck, and then saying because they don't suck people who say the majority of them *did* suck are wrong. But you're suffering from the same nostalgia as everybody else: the reason Castlevania, Contra, Bionic Commando, and Mega Man have all had recent sequels is because those games *didn't suck*.

    3. Re:Shenanigans by Anonymous Coward · · Score: 0

      Each gen of games have the 'must play' or 'i am buying a console right now for it'.

      Many of the rest of the games are total crap. For ever 1 'that is a rocking title' there are 20 that you want to run over with a car then light on fire.

      Now give it a few years and the 'must play' stick out as the best. So the lens of time shows those as what the others must have looked like. Its not true. Many are crap. It seams as if people only remember the good ones and forget the junk. Which is a good thing. Those crap titles deserve to be forgotten.

      There were well over 1500 titles for the NES and PS1 and PS2 each. Yet out of those there is maybe 200-300 games that are awesome. The rest SUCK.

    4. Re:Shenanigans by yerktoader · · Score: 1

      I've weeded through a long list of games to make a rather large collection of MAME ROM's. And while yes, many did suck there were quite a few that were great. I think the arena of suckage began in the early 90's where the proliferation exploded.

      I think your analysis is on the right track, I did list known good games, but to illustrate how in the present, with far less platformers being released, the quality has gone up. It's not only the games from the 80's that have modern classics, but many new platformers(which I didn't list to try and stick with mostly the scrolling style) like the Banjo series, Ratchet and Clank, Viewtiful Joe, et cetera. And the mere fact that the prequels were good does not mean the sequels would be good either - The new Contras and Marios released in the 2000's could have sucked, but they did not. They've been received well because they were excellent games, and I stick by my assertion that there hasn't been any examples of shitty platformers listed yet:

    5. Re:Shenanigans by yerktoader · · Score: 1

      True, but the games could have sucked and they didn't - see my reply to Blakely Rat below for more.

    6. Re:Shenanigans by yerktoader · · Score: 1

      Maybe - my assertion is that no one's given a list nor examples of such games, and that there are present day titles in the platform genre that are really good. See my reply to Blakely Rat above for more.

    7. Re:Shenanigans by captor.tn · · Score: 1

      You forgot one very notable game: Super Metroid ('94).

      Good game design, music, and playability stand the test of time.

    8. Re:Shenanigans by Anonymous Coward · · Score: 0

      The vast majority of any game from any genre sucks, what's your point?

    9. Re:Shenanigans by Mr.+Vage · · Score: 1

      Add Cave Story (2004) to that list. It's one of the only good recent 2D platformers I've seen that is NOT based off an old platformer.

    10. Re:Shenanigans by Eli+Gottlieb · · Score: 1

      Psychonauts was a stand-alone game and not part of any franchise. It was *awesome*, and critics loved it. Unfortunately, nobody bought the thing. You can get it on Steam now, though.

  26. Re:The fact that you were younger and less jaded t by James+Skarzinskas · · Score: 5, Funny

    For me, it's the total difference in attitude. Back then, I was a kid with no disposable income to spare. Your parents rented you some games from the video store for the weekend and you played the hell out of them. Very seldom did you get the exact games of your choice, so you learned to just deal with what you got. It didn't matter of they were clunky or poorly designed, or if the music was no better than 8-bit blips composed by someone totally tone-deaf who figured the NES's "noise" channel was a substitute for any instrumentation; you were on a holy mission to beat the game(s) within the rental period. Eventually, you even acquired a taste for some of the crappier ones that would later manifest as nostalgia. You'd give anything, any genre a chance. The information just wasn't available the way it is today. If Nintendo Power said it was awesome, you prayed to the greater gaming deities that it would show up in the ma and pa store that had a game rental shelf. If some kid on the playground said "Sega does what Nintendon't", you bashed his head in with a rock. It's just how it was.

    Now I just find myself cherry-picking for the AAA titles, going for the well-reviewed games, or even following the PR hype train. Games with glitches like "all enemies inevitably randomly lose the will to live and walk into a wall before arbitrarily phasing out of existence" no longer have the chance to penetrate the market, or our nerd hearts.

  27. 2D games were a roundation by Rastl · · Score: 1

    The 2D games some of us remember were our foundation and our base comparison for today's games. Yes, there is a certain sense of nostalgia in our remembrances but overall the play style of the games was suited to the evolution of games.

    I remember playing my first FPS and while I was blown away by being immersed in the game it was also difficult to remember the variety of commands needed to play the game. I was used to a very limited set of options or infinite options (text based RPG). Having to remember key combinations was frustrating until I got used to it.

    I got out of playing computer and console games years ago. I was lucky enough to completely skip the MMORPG thing and instead spend my time making and doing things away from the computer. But yes, I also remember many games fondly and still play my favorites on my Atari 2600 console from time to time. They're still fun and that's all that matters to me.

    Now get of my intarwebz you young whipppersnappers.

  28. They weren't great. by log0n · · Score: 5, Insightful

    There just wasn't anything better at the time. My generation.. it's all about how great Quake/Doom/Duke Nukem and how nothing lives up to the gameplay they offered. The more immediate generations will proclaim how nothing before Halo was any good and very little after has come close.

    20 years from now we'll have the same thing.

    (personally, I think the games we have now are the best (playing/looking/story(not everything of course)/etc) we've ever had)

    1. Re:They weren't great. by yerktoader · · Score: 1

      Is that why most of the FPS players I know are awaiting the next big game, having stopped playing the other current games due to boredom and lack of challenge? Dunno about you, but my clan has barely played anything over the last few months for the same reasons. We're not top tier players either, and those of us who are still playing are either playing older games like CS:S and Quakelive or trudging through modern ones like COD4/5 until the next big game. There are some exceptions, but out of those it tends to be new games based on old tech like Killing Floor. I've seen many new games get good reviews yet often a common criticism is that they don't have enough single player content, challenge, nor replayability, and as far as I'm concerned, that's a big part of what makes these older games great.

      I will concede, however, that there is way too much "get off my lawn" going on, and there certainly will be people saying the same tired phrases in ten years. It's human nature and it won't be surprising when it happens. It's not that there aren't good new games, but a myriad of reasons that bring us to these situations. COD is pretty darn good, but it does have it's drawbacks, and when the next big game comes we'll be moving on like most. Time will tell what games are really great.

    2. Re:They weren't great. by jonaskoelker · · Score: 2, Insightful

      There just wasn't anything better at the time.

      On my Wii, I have Metroid Prime 3: Corruption (a made-for-the-Wii first-person shooter) and the shareware versions of Wolfenstein 3D, Doom and Quake.

      Sure, MP3:C has some neato cutscenes and the environment has more polygons. But all three ID shooters are quite viable competitors to MP3:C, because they're great fun (and I really suck at Wolfenstein...).

      Now, it should be said that MP3:C have few and quite easy monsters. In a sense it feels more like a first person action adventure than a shooter (but maybe I should play at the Veteran difficulty level?), whereas the ID games have lots of moving stuff that should be shot at (with progressively more powerful weapons), and that's about it.

      (I'm slightly disappointed by MP3:C because I expected it to be something it's not: a frag fest. It's quite good, and it isn't worse for being what it is rather than what I expected, just a step sideways. There's my bias).

      It's not just that there wasn't anything better at the time. It's that they are actually quite good games. Modern games look nicer, sound nicer, and some even have a story ;) but I hold that games, through time, haven't actually become more fun to play.

    3. Re:They weren't great. by Anonymous Coward · · Score: 0

      Rubbish.

      Platformers were the AAA games of their time, and had huge investment into them, both monetarily and artistically.

      They were good because they had to be. There is no way a company would invest the same into a 2d game nowadays, so you do not get new games of the same high standard in this genre.

    4. Re:They weren't great. by dark42 · · Score: 1

      Metroid games have always been action-adventure, it was never meant to be a fragfest like you obviously wanted. If Nintendo turned Metroid into a generic FPS there would be a whole lot of pissed people. The reason Metroid Prime and its successors are so critically acclaimed is because Retro Studios managed to take the formula of the old 2D platformer-adventure games and apply it to a 3D world quite successfully. Go ahead, download a SNES emulator and a ROM of Super Metroid and you'll see that it plays out basically in the same way as the 3D games.
      The Prime games were never meant to compete with all the FPSes out there. However, Metroid Prime Hunters on the DS was more of a traditional FPS like Halo or Quake. It's not a terrible game but it is generally considered inferior to the Prime trilogy on the Gamecube and Wii. I personally hated that game, even though I love me a good FPS. That game just doesn't have that Metroid formula that the other games have, so I was disappointed by it. Although if all you've ever played was Halo you might like Hunters quite a lot.

    5. Re:They weren't great. by Anonymous Coward · · Score: 0

      Play a modern game until you're tired of it.

      Play an older game you played before from the 90's or 80's until you tire of it.

      I can make a bet that the games back when designers and programmers developed the games, rather than boardroom designed, and underpaid, overworked, partially outsourced programmed crap they pump out today, will be much more enjoyable.

      I occasionally pick up mario 3, or any of the first few sonic games (1-S&k, including sonic cd)
      and games like super metroid, and I have tons of fun, and will play them through again. Where if I pick up a game like hl2, I'd rather not go through the game a second time after beating it. Hl2 is great, but after a while, beating it once and for all is it.

      The trick to the old games was: quick and fun levels, or if long, there was lots of exploring and hidden bits of the games, debugging modes left in so after you beat the game, you could go back in and mess with it how the devs messed with it, etc.

      Modern games lack the hidden features and things like debugging modes and hidden codes. Why? because of boardroom decisions and the desire for a "clean" product no one can "cheat" with. They also want it quick, easy, and disposable for the next game in the series.

  29. Speed by RiotXIX · · Score: 1

    The speed of sonic, or mario jumping / ducking bullets or onto moving platforms - you could test your hand-eye skills without getting a headache. They should make a spectacularly good looking 3d platformer. I remember playing sonic 3d recently and returned it after an hour. It didn't take as much skill / speed I felt.

    Also, dare I say it - the graphics are capable of looking better? They can look hand drawn animation, not like bulky blocks put together. Although this distinction is fading now.

    Button presses per minute has somethign to do with it.

    --
    "You know you don't act like a scientist, you're more like a game show host." Dana Barret
  30. Re:The fact that you were younger and less jaded t by Captain+Spam · · Score: 2, Funny

    If some kid on the playground said "Sega does what Nintendon't", you bashed his head in with a rock. It's just how it was.

    Y'know, I'll admit to my fair share of 16-bit zealotry back in The Day(tm), as well as my then and current rampant dirty hippy Nintendo fanboyism, but that line makes me glad I didn't grow up in your playground.

    --
    Demanding constant attention will only lead to attention.
  31. NOT Nostalgia, but fewer over titles. by MarkvW · · Score: 1

    I think that production costs make it impossible to make many games. Fewer games means less diversity. Less diversity means less chance that a game will get made that I really like.

    I remember the wide variety of games that were out there when I was in my twenties. Now, there is so much sameness. Duke Nukem, Call of Duty, Doom, . .. they're all fundamentally the same.

    Open source holds super-great potential, I think. A good project leader can develop a good object-oriented skeleton and developers can fill in the rest. Too bad that's not happening with wargames!

  32. Re:The fact that you were younger and less jaded t by James+Skarzinskas · · Score: 5, Funny

    We played dodgeball with bricks. You get good, fast.

  33. RTFA anyone? by Froobly · · Score: 3, Insightful

    Maybe people here should actually read the article before commenting on it. The article isn't just your average list of top ten games from the '80s, or "boy, games sure suck right now" rant. The author actually lays out some decent guidelines for what makes a good sidescroller, given the benefit of experience.

    So many of the posts seem to be parrotting the "nostalgia" line, while refusing to acknowledge that some of those games were just plain *good*. Super Mario Bros. 3 and Mega Man 2 are good games, and the existence of Pac Land doesn't make them any less good. The article does a pretty good job of explaining why.

    1. Re:RTFA anyone? by SignificantBits · · Score: 1

      Thanks, glad you liked it.

  34. Re:The fact that you were younger and less jaded t by KDR_11k · · Score: 3, Insightful

    I disagree, the 2d platformers (at least the post-SMB ones) tend to hold up very well even now. They're probably the genre with the least real evolution, you can play SMB1 without feeling it's missing much from the later games in the genre. Sure, that by itself could mean the genre as a whole is outdated but at least to me the games are still a lot of fun (at least the good ones).

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  35. A few more reasons by The_mad_linguist · · Score: 1

    Well, first there's the time filter previously mentioned on /. - how many members of the general public can remember a playwright other than Shakespeare?

    Second, the game designer has a better grasp of how the player will approach things due to a smaller number of states the player can be in - for example, just about everyone who plays Cave Story for the first time will die on the fourth spike.

    Third, situational awareness. If something hits you, you know what it is, and if you die you know exactly the reason why. I believe Valve commented on this during the Sniper update.

  36. Not nostalgia, but the limits of the dopamine high by jonaskoelker · · Score: 1

    nostalgia

    No. For one, as my sibling has noted, that couldn't be it at the time. As a poster further down has eloquently noted, "button Fail! button button Succed! ENDORPHINS!!!"

    I hold that over the last twenty years, computer games haven't been getting more fun to play. They've gotten better looking, better sounding and more imersive (it's cool how the B button on the wiimote feels kinda' like a trigger...).

    But I think there's a limit to how far you can push the endorphin high. (Isn't it dopamine?)

    If that's correct, I predict that over the next twenty years, computer games will not become substantially more fun to play. (yes, that's vague. I don't study media science, so do not sue me.)

    Another poster has claimed it was the lack of alternatives. I think there's a bit of truth to that: I think people will be unhappy when they get a good deal if they know they could have gotten a better deal. So once newer, better alternatives to our current games come up, we will (broadly speaking) want the better games rather than the perfectly fine but not-quite-as-good games. This desire may not be strong enough to overpower nostalgia, though.

  37. A few of my reasons by karthikkumar · · Score: 1

    Some 2D games provided non-linearity. You could take many routes and finish the game how you wanted. In some games like Commander Keen you could go around picking the maps you want first. Today's Prince of Persia is similiar to this in a way but the length of exploration puts you off. Those games had a variety of environments with different characteristics which changed quite easily. Partly because the designers thought it would be cool to have a lava or snow level. Dungeon Siege I brought in elements from this and is partly a reason why I enjoyed that particular game. 2D platform games didnt provide repetitive, mundane, exploratory tasks. Many games had nice challenges in every segment of the level. But partly some segments were really hard to play and if they didn't have a save feature, you'd be put off by them. Some people however like this feature and say that it gives you a sense of achievement when you finish them. 2D games provided different, weird characters. Not weird like the scary creatures in Quake 4, but funny, entertaining and weird. They weren't like Quake where you had to gnash one monster after another. You wouldn't be too involved in trying to kill an imp that would jump out from nowhere. The level characters are easy to play. Not like Quake where you have to keep firing at a creature and not get nuked by it. This makes 2D games unrealistic but somewhat easier to play. The bosses were hard to play. And you had to think how to hit the boss. Mostly today's bosses just have a huge amount of health points. That sucks. 2D games had level physics which you could enjoy, experience while jumping, flying or swimming. It doesnt feel the same way in 3D games. The games were bright and lively. Not sophisticated lighting in dark rooms. It had a feel good factor to it. For example, many people might prefer Quake 4 to Doom 3. 2D games were small, didn't demand too many things. They were and are fun to make. Nobody needs to spend a fortune creating the characters or textures or environments in a 2D game. Nobody needs to spend involve themselves in advanced graphics techniques which involve shaders and lighting and what not. It's not something many programmers would like to handle. Even the most advanced 2D games are simpler to program. Today, an individual with MS Paint (or the more advanced GIMP) and a free compiler (C/C++/C#/Pascal or whatever) can create a simple 2D game which he can play, share with his friends and distribute. This isn't possible with a professional 3D game anymore. Today, 3D games with a lot of realistic visuals always compromise on realistic physics for playability. Which brings me to the point that 2D games defined how 3D games must be played. The amount of complexity needed in rendering a 3D game doesnt justify its' playability.2D games were always about playability.

    --
    -Karthik
  38. Re:The fact that you were younger and less jaded t by CAIMLAS · · Score: 4, Interesting

    Not so. My son (who is 5) enjoys 2D Mario games on the Nintendo better than he does Mario 64 on the N64 (the first of the genre to have full 3D, IIRC). And he enjoys the "mini-game" Donkey Kong throwback in SMB3 better than those.

    Hell, when I was a kid of 10-13 I remember spending quite a few hours playing old Atari games when I had newer stuff available to me. The games had to be better because the graphics didn't compensate for a poor game experience by 'distracting' the player.

    --
    ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
  39. Re:The fact that you were younger and less jaded t by bonch · · Score: 5, Insightful

    Normally, I would agree with you except for the incredible sales figures of New Super Mario Bros and the fact young gamers are still playing the older 2D games. I don't think there's a secret to their popularity--they're fast to get into and require no prologues or tutorial missions. You can stop playing at any time and easily jump back into it later. It's simple fun.

  40. Because they were the best by houghi · · Score: 1

    They were the best games AT THAT TIME. Ther was almost nothing else but 2d, so companies made the best they were able to do.

    --
    Don't fight for your country, if your country does not fight for you.
  41. Re:The fact that you were younger and less jaded t by wembley+fraggle · · Score: 1

    Nostalgia is a failure of memory.

  42. Cost of Development, etc. by 192939495969798999 · · Score: 1

    Most of those games were built when space was a luxury on a chip, and processing power was a luxury on the console. To make a decent game, it just had to have kick ass gameplay. Also, the games were just as expensive as now, so with inflation they were even more... to get people to buy a game, it had to be even more incredible to play. Finally, The gaming market was much smaller, so the appeal of games had to be better to keep people engaged in getting new games. Today's video game market is completely different -- space and processing power are commodities, and so games just occupy an insane amount of both in an attempt to capture someone's attention long enough to get them to make the purchase. The game doesn't have to be any good, because the mfg will come out with another "new" game in 2 weeks since they cost almost nothing to make now.

    Games then were incredible AND games now are not as incredible. 2D games bring tiny hand-drawn cartoons to life. 3D games rely largely on computer-generated stuff. Like tubes vs. solid state, there will always be fans of either, but you can't argue with the effectiveness of the original product. Jet planes are awesome, but not as awesome relative to their environment as the first planes were. It's that simple.

    --
    stuff |
  43. Re:The fact that you were younger and less jaded t by centuren · · Score: 1

    The fact that you were younger and less jaded then.

    Plus, we're older and nostalgic now.

  44. Amiga Turrican 2 FTW by Anonymous Coward · · Score: 0

    Okay, SNES Super Metroid rocks too.

  45. Re:The fact that you were younger and less jaded t by centuren · · Score: 2, Insightful

    Not so. My son (who is 5) enjoys 2D Mario games on the Nintendo better than he does Mario 64 on the N64 (the first of the genre to have full 3D, IIRC).

    To be fair, those early 3D implementations of traditionally platformer titles were pretty terrible.

  46. Because it's there by Dooner · · Score: 0

    I was the first kid in my school to complete Super Mario Bros. 3. Damn, I was proud... I was also a nerd, so this achievement was kept quiet for fear of beatings... Anyway, the thing that made me play and play and play was the same reason that mountain climbers give - because it's there. I wanted to beat my score, to be better, to beat the machine. It was a challenge. I've not RTFA yet... but if you ask me modern games are great, but they're a totally different a paradigm. Normally you play a game to the end, watch the FMV and say "cool". Rarely do you play the entire game again, there's no replay value in most of them. I'd say that MMOs and games like guitar hero are the closest to those old 2D platformers - you play the same game over and over to be better, just for the shear hell of it and nothing more.

  47. Re:The fact that you were younger and less jaded t by Samah · · Score: 1

    If some kid on the playground said "Sega does what Nintendon't", you bashed his head in with a rock. It's just how it was.

    Too true. Back at school, the only thing any of my class cared about was playing marbles, and debating Sega vs. Nintendo (sometimes physically).

    Sega 4 Lyf. <3

    --
    Homonyms are fun!
    You're driving your car, but they're riding their bikes there.
  48. Great games in 2D by Anonymous Coward · · Score: 0

    Its the playability of them how easy they were to play and to compete. Take Pong for instance, (the 4 player version). This was a game me and my friends would play for hours. For the non two player games, like KaBoom, it was how easy the game was to play, we would take turns seeing who could get the highest score, also Games like duck hunt, Nintendo added the gun, (KaBoom, and Pong, also had the paddles which offered the user a alternate tool to use, and the fact that they worked well made the games worth playing, as Nintendo had the Power Glove which was cool, and we wanted it to work but the reality of it was it did not work very well and thus ended up collecting dust. So there are a few factors on what makes a game fun, One is replay value, (how much fun the game is to play after beating or playing for a few hours). Most two/four player verses games automatically have this factor. Then there is the Ease of play factor, How easy it is to grab the controller and rank against someone who has been playing for years. and lastly the controller factor, how well the controller responds to user input, to do exactly what the user intended it to do. Say going up or down while playing pac-man. Last but not least would fall under the controller, How much the controller HURTS after several hours of intense game play.

  49. Simplicity by RevWaldo · · Score: 0

    Left-Right-Forward-Back-point-your-gun-at-the-bad-guys-and-SHOOT!!

    Combine that and a few basic rules of gameplay - "No, if you let your ship get captured, you can shoot the ship that captured it, then you'll have TWO ships firing" - and you have a game you can enjoy even if you do get your ass kicked the first few times. This was very important when quarters were at stake.

    I actually fell out of gaming when Mortal Kombat-style games came to dominate. I couldn't be arsed to climb the learning curve. ("No you gotta jump and kick at the same time" "I am dammit!, Aw, fuck this...")

    NGOML!

  50. Re:The fact that you were younger and less jaded t by James+Skarzinskas · · Score: 3, Funny

    Hey, Samah. Quick. What's that behind you?

  51. Re:without reading TFA, I'll tell you. by nausea_malvarma · · Score: 1
    Oh sweet, I didn't know that games become great by becoming pinnacles of technology.

    Check it out: I'm programing this new awesome game... it's bound to become a classic. It only runs on the latest equipment - You'll need about 8000 GHz of Processing power, a 9000 TB graphics card, 20,000 TB of RAM, and a hard drive with twice the storage capacity of the entire library of congress. You'll probably need to daisy chain about 400 super computers together in order to meet the system requirements, though I've had success with running the whole thing on a beowulf cluster of quantum computers, recovered from a flying saucer crash. The game sucks up power real fast, so be sure to clear the software with your local power company, as playing the game for more than 5 minutes may cause your entire state to black out. But don't worry - each copy of the game comes with a 20% off coupon for a personal nuclear reactor (game totally off the grid!).

    The game's sound effects have been carefully assembled by hand using a telharmonium, and the sounds are recorded so crystal clear, they contain frequencies not even a flea can hear. To get the full effect, you'll need a 28 channel surround sound system with at least 4000 Watts of juice.

    The game natively runs in a resolution so high, the pixels are sub-atomic. No display available on the market today can totally reproduce the clarity of this game, so it's best to have the images beamed directly into your brain, using the virtual reality device from "The Matrix".

    And gameplay? Well it's basically a clone of pong. But while your playing it, you feel totally immersed!

  52. Simplicity of Gameplay/Wii by geoffrobinson · · Score: 2, Interesting

    With 3D (and starting with Mortal Kombat fighters) things started to get horribly complicated, as another poster pointed out. You threw the ball, you were the ball, you were the football player catching the ball.

    But none of this made the game better long-term.

    I think the Wii solved this by making the controller much more intuitive. Right now, I'm having a ton of fun on the iPhone with a game called iFighter. It's a ton of fun. And 2D. But 2D with the accelerometer.

    --
    Except for ending slavery, the Nazis, communism, & securing American independence, war has never solved anything.
  53. Re:The fact that you were younger and less jaded t by Khashishi · · Score: 4, Insightful

    Mario 64 terrible? It's critically acclaimed as one of the best games of all times.

  54. easy to play by Khashishi · · Score: 1

    You can immediately get into games like Super Mario World. You press left, and your guy goes left. Press right and your guy goes right. You don't need to look at a manual to figure out what key does what, and figure out how to manipulate the camera to see what you need to see. You just play, and the guy responds just how you want him to.

  55. Actually story lines... by TavisJohn · · Score: 1

    Most of the older 2d games had an actual story! More effort was spent on writing a good story for the game, than was put into grafx and sound.
    As time has gone on, fewer and fewer games have a really engaging story. They instead rely on explosions and fast paced action to keep people's attention.
    Games like Kings Quest, Secret of Monkey Island, Leisure Suit Larry, Police Quest, Loom, are few and far between. There are the occasional games that have a well written story (Halo) But most are just hack and slash.
    Now it is all about how realistic the game looks, not how engaging the story is.

  56. Modern graphics/sound killed the gameplay by gsgleason · · Score: 1

    It seems to me that as technology advances, many titles focus on looking and sounding amazing, never mind the total lack of gameplay or even fun. I know it's not a platformer, but I have more fun playing Zelda 3 for SNES than pretty much any modern game. The same goes for most of the mario titles, sonic, mega man, castlevania. Even older RPGs are still a lot of fun, like phantasy star 2+ for genesis, FF1, dragon warrior, etc. I think that nowadays so much more time is spent on the graphics and sound, something which had its limit and was fixed back in the day, more time was made available for make a game technically well made, responsive, fun to play.

  57. My comment is in both the subject and text area by Anonymous Coward · · Score: 0

    My comment is in both the subject and text area

  58. There were no boring movie sequences by Ofenza · · Score: 1

    What bugs me nowadays is that every game has this huge video introduction, then some more between levels, then some more between bosses... I mean, wtf is this? This sucks. I really do not care about the story, I just want it to be fun. Oh, and take sonic, for example. One of the latest sonic games for the wii... sonic unleashed? It had these amazing 2D parts. Why the hell didn't they just make the whole game like that?

  59. Re:The fact that you were younger and less jaded t by hal2814 · · Score: 4, Funny

    If you can dodge a wrench, you can dodge a brick.

  60. Re:The fact that you were younger and less jaded t by Anonymous Coward · · Score: 0

    To be fair, those early 3D implementations of traditionally platformer titles were pretty terrible.

    Hey! I enjoy Jumping Flash! very much!

  61. simple, simple, simple by massysett · · Score: 2, Insightful

    People say it's "nostalgia." I don't think so. Those old video games were simpler.

    Controllers now are like Space Shuttle controllers or something. Too many buttons, too complicated. I must have given up on the modern console games around the time of Madden for the Nintendo 64. The N64 controller had a whole bunch of buttons (maybe 15?!) and Madden used them all. I could not keep them all straight.

    Now these games try to be so realistic that all they end up doing is reminding you how pathetic you are that you are sitting in front of a TV, controlling these little virtual men, rather than going out in a field and tossing a ball or coaching some kids or something.

    These high-end console games have just gotten too complicated. Some people have figured this out, though, and are cashing in:

    * Wii. People on Slashdot love to make fun of it. I guess they're the same type of folks who thought iPod was lame compared to some junk from Creative Labs. But Wii is simple. You don't have to sit around for hours just learning how to work the thing.

    * iPhone apps. Simple, simple games. Cheap to develop, they sell for cheap, and I heard a story about how a guy who wrote one of those things cashed in big. Similarly my girlfriend was sitting around for hours playing Brick Breaker on the BlackBerry.

    * Online games. No I do not mean WoW kind of stuff. I mean Yahoo Games kind of stuff, like Text Twist. Simple games.

    So really I would say that the old 2D games are still around. They are just a lot cheaper and more plentiful now. Now they are cell phones, iPhones, and Yahoo Games and the like. I am willing to bet that between Wii, iPhone apps, and simple online games, there is cumulatively much more time spent on simple games than on this hyped up console stuff that takes hours worth of training to get anywhere on.

    A Slashdot fallacy I see all the time is conflating "gaming" with "several hundred dollar consoles" and "fifty-dollar games," which is why people say "there aren't any games on Linux." There are plenty of simple games on Linux, and there are plenty of old 2D style games still being played now. It's only a relative few people who are obsessed with these expensive, all-consuming games.

    1. Re:simple, simple, simple by freedom_india · · Score: 2, Interesting

      Exactly. Well Said.
      The reason Wii became such a monstrous success is because of its simplicity. Its graphics isn't that great.
      I took one look at XBox 360 controller and did not buy it because it looked "so alien".
      I need a controller that goes with the flow. Like a joystick and one button.
      Or two buttons max.
      The key to earlier games being so good is because these guys knew human psychology and physiological limitations. Plus add to the constraints of those era.
      The human brain can at most do 3-4 tasks parallelly with two hands.
      The earlier CPUs can handle only so much on-screen painting. So the designers had to be clever to make use of psychology as much as CPU power.
      The iPhone enforces that simplicity today forcing developers to use their brains instead of LoC.
      The Wii does the same thing. No wonder EA hates it.
      KISS. Its a principle that is universal.

      --
      "Doing what i can, with what i have." ~ Burt Gummer
  62. Re:without reading TFA, I'll tell you. by silent_artichoke · · Score: 2, Funny

    That's cool and all, but does it run on Linux?

  63. 16 colors and bad graphics by Anonymous Coward · · Score: 0

    = Imagination!!!

  64. Because even sheep can play by cmdotter · · Score: 1

    http://www.youtube.com/watch?v=ZDAM5lSPCwk

    Scroll forward to 1:10 or so and watch pong in action!

  65. Clearly, the answers are technology and attitude. by DamienNightbane · · Score: 1

    Back in the day, there were only so many things that the hardware could do. The lack of 3D environments meant that there were no camera angles to fuck up. Graphical limitations meant that the developers had to focus on the gameplay itself rather than trying to hide a shitty game behind pretty graphics and cutscenes. Memory limitations meant that level design had to be well thought out and the developers had to keep things simple and to the point.

    However, perhaps the biggest change between now and then is that back then games were actually hard to beat. There was no sense of entitlement in games. Levels had time limits, you had limited lives, continues were almost unheard of, and if save points even existed they were few and far between. You didn't spend twenty hours playing through a game once because it was just a collection of cutscenes strung together with painfully easy gameplay. You spent weeks playing levels over and over until you actually master the game. Keep missing that jump in the fourth level of world eight? Well, by the time you can master it you can finish the other seven worlds in your sleep. These days it's pretty much impossible to not finish a game unless you just get bored and stop playing.

  66. Re:The fact that you were younger and less jaded t by XavidX · · Score: 1

    For me, it's the total difference in attitude. Back then, I was a kid with no disposable income to spare. Your parents rented you some games from the video store for the weekend and you played the hell out of them. Very seldom did you get the exact games of your choice, so you learned to just deal with what you got. It didn't matter of they were clunky or poorly designed, or if the music was no better than 8-bit blips composed by someone totally tone-deaf who figured the NES's "noise" channel was a substitute for any instrumentation; you were on a holy mission to beat the game(s) within the rental period. Eventually, you even acquired a taste for some of the crappier ones that would later manifest as nostalgia. You'd give anything, any genre a chance.

    Dude. its so true. The weekend mission was to beat the game before you brought it back. Ahh those were the good days. can you even rent games anymore?

  67. Re:The fact that you were younger and less jaded t by drsquare · · Score: 1

    Mario 64 is probably one of the best 3d platformers made. Not that I think 3d platformers work at all, but that one at least had simple, enjoyable gameplay and looked nice.

  68. state the obvious, get a /. link by johncandale · · Score: 1

    TFA points:, old games were good because A. controls, B. lvl design, C. something about interacting with everything else.

    isn't that like saying old movies were good because of the acting, direction, and the rest? Or Books are good because of the A. Characters, B. Setting, and C. plot?

    Couldn't you say the same thing about good 3d games? 'Deus Ex is awesome because of A.: Swesome moveset that was clearly grasped, responsive, and just limited enough. B. Awesome lvl design. and C. The interaction of the rest'?

    God I hate how the media makes stories about nothing that go nowhere that people just eat up.

  69. old games were great because less people doing em. by bronney · · Score: 1

    It's true, at least that's what I think. Game making was like alchemy, back in the day, very few people were brave enough to do them. Normal people usually just get a normal job, game makers were like meh who cares.

    Nobody knew who Carmack was, even now, only us in here know who he is. And that was good. Because we're not chasing after the "gods" blindly; we played and praised the games based on how good they were. Since there aren't that many peeps making them and there were no "internet", there weren't a media effect and we judged the game for what it was.

    NOW, if you go on the street and ask anyone who Carmack is, I bet you nobody would know either. But not for the same reason as before. Now, nobody knows him because there're too many peeps like him (well not exactly like him hehe). Game makers I mean. And the quality is just watered down to a point, with internet marketing, blog influencing and stuff, that a game can't just be good, but has to be good in the scores and reviews too. That's just superficial. Bruce Lee never had a score and he can kick your ass.

    Well we can draw parallel of the less maker vs more maker from here on other stuff.. And you'll see.

  70. game copy software - copy game by zara2007 · · Score: 0, Offtopic

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  71. Bullshit by Anonymous Coward · · Score: 0

    Sega 4 Lyf. <3

    I think I speak for all when I say "FUCK YOU!!!!"

  72. Re:The fact that you were younger and less jaded t by Frogbert · · Score: 4, Funny

    And 4.6 Million people live in Alabama.

    Doesn't mean they aren't all wrong.

  73. Never be able to write a song like that by tepples · · Score: 1

    I've never felt that new music is worse than old music. Old music is stuff I've heard so many times that I no longer get that feeling when you hear a good tune for the first time, so new music will always be better than old music :-)

    You mean the sinking feeling that you'll never be able to write a tune like that for the rest of your life, on pain of being sued for subconscious copying like George Harrison was?

  74. Re:The fact that you were younger and less jaded t by Anonymous Coward · · Score: 0

    I think Jumping Flash did it well, and it may have been before Mario 64.

  75. Re:The fact that you were younger and less jaded t by Barromind · · Score: 1

    I want to add that another factor is that the information displayed is to the point. The same happened with 2D point-and-click: what you got visually was there to inform. No 3D crap with camera angles that get in the way and that are totally unnecesary.

    Platformers were like that: you needed to know the dynamics of the sprite and that was all; no second guessing were the terrain ended or started; what was traversable or not, etc.

    Some titles manage to go 3D losing minimally from their 2D masters, but usually you end with some unplayable mess were movements are slow, go behind control, you don't know where your feet are and so on...

  76. Re:"You cannot simultaneously prevent ... by bhtooefr · · Score: 1

    Arguably, Al-Qaeda's power, and therefore the war on terror, comes from us hiring Afghans to fight the Soviets.

    So, preventing one war by preparing for it started another.

  77. They were great because by dave562 · · Score: 1

    There wasn't anything better yet.

  78. Re:"You cannot simultaneously prevent ... by Nutria · · Score: 1

    comes from us hiring Afghans to fight the Soviets.

    Do you really think that????

    --
    "I don't know, therefore Aliens" Wafflebox1
  79. Re:The fact that you were younger and less jaded t by HAKdragon · · Score: 1

    Though I don't go to the local video rental places often, they do stock the latest console games. Also, there is Gamefly, which is sort of like Netflix for games.

    --
    "Our opponent is an alien starship packed with atomic bombs. We have a protractor."
  80. Re:The fact that you were younger and less jaded t by HAKdragon · · Score: 1

    I actually first played Jumping Flash! for the first time about 18 months ago when it was released on the PSN. While the graphics don't hold up, I think the game play is pretty solid. Here's hoping someday for a PSN or PSP remake.

    --
    "Our opponent is an alien starship packed with atomic bombs. We have a protractor."
  81. Re:The fact that you were younger and less jaded t by CronoCloud · · Score: 1

    Mario 64 is a crappy platformer, at least compared to the PSone Spyro games. Part of it is the camera, being an early 3D platformer they hadn't really figured out what to do with the camera yet. I also blame Miyamoto in part, that whole "garden" aesthetic of his doesn't necessarily translate to good games.

    Which led to the vast majority of good 32bit and last generation platformers being PSone and PS2 games and not the Gamecube.

  82. Re:The fact that you were younger and less jaded t by Just+Justin · · Score: 1

    Well I always played Mario with friends. With Mario64 you couldn't do this, and I found it kind of sucky because of that.

    Mario Bros 3 was excellent, Super Mario World on snes was excellent, Mario 64 was something different. It showed 3d games could work and be fun, but I'd of preferred to see the same 2d scroller built with 3d graphics at the time.

  83. Discovering stuff by Anonymous Coward · · Score: 0

    I remember when I was looking foward to Diablo 2 coming out and I found a preview website which said something like "Diablo 2 comes out next month! And now here's a picture of the final boss!".

    I think that's why newer games aren't as exciting as the older ones were. Back then reaching a new level, meeting a new boss, getting a new skill or unlocking something was exciting and like discovering something for yourself. You might be playing a game you'd never even heard of before seeing it in the shop.

    Now days you've probably read previews and reviews, seen screenshots and gameplay movies before you ever see an actual copy of the game. All the exposure sucks the out the joy of discovery.

    (Or maybe I'm just an old fart and no longer have my youthful enthusiasm.)

  84. Re:The fact that you were younger and less jaded t by djnforce9 · · Score: 1

    I share a similar opinion in that being younger meant you were more tolerable even if that game was not so great. I will add to that saying that I used to feel that if I was doing badly at the game no matter what (e.g. if I was playing a game like Dr. Jekyll & Mr. Hyde or Kid Kook), then it was "me" and not the game. There was no internet to check reviews or whether others were having similar playing difficulties. Therefore, I would just try harder until I could play reasonably well. Today, a gamer would just give up if that happened dismissing the game as "bad" and moving on. It's easier to be more pickier than before. In terms of rentals though back then, I at least got to choose what I wanted except when my parents got me one they thought I liked (Beatlejuice for the NES and if I were to describe it in one word, that would be LJN). I ended up liking it though surprisingly.

  85. Re:The fact that you were younger and less jaded t by MorpheousMarty · · Score: 1

    I know I'm coming late to the party, but I didn't like Mario 64 either. In the end it was the guesswork in finding the stars. I like Mario Games to be pure platforming goodness, and having to guess what to do was too much. When I looked up a star and saw that it was hidden in a wall I had to shoot myself into, I gave up. Mario Galaxy doesn't have this problem, it gives you a pretty clear hint and just lets you explore to find it. Anyhow, my two cents, if it is your favorite game of all time, by all means, enjoy. Chrono Trigger is mine.