I can't think of any games that were particularly long that didn't have save systems (like Zelda and PC games) or password systems. Plenty of fuckin' hard ones that only had like 6 levels tho. And those you really are meant to bang your head against until you beat them because they hadn't quite left the design of arcade games behind so they were still making them like you were putting a quarter in every time you got a game over.
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In one sitting. You'd have to get good at them by playing them over and over and over again. And they were really hard so that it would take a long time to get that good.
This was intentional. Games from the 80s had a lot more technical limitations compared to today and this was a way to increase their replay value. Otherwise you'd spend $30 on a game ($93 today) and beat a game in a couple tries, and it wouldn't be worth it.
Games in the 80s were largely modeled after arcade cabinets, where the game design was based around "moar quarters omnomnomnom". That kind of game design heavily influenced basically all 2d platformers and rails shooters in the arcade and at home well through the 90s.
Then someone figured out you could sub it with "moar microtransactions omnomnomnom" and we circled right back around to it again.
Yep, I'm very much experiencing the artificial lengthening of a game through some absolute troll level design sending me all the way back to the start
I don't think it's quite right to call it "artificial" lengthening because it's an intentional game design choice. The whole game is artificial, after all.
Well I guess we'd consider it artificial by today's standards. If a modern game tried to claim their game contained X hours worth of content but really you could complete it in much less if it didn't keep making you repeat parts then we'd judge it much more harshly. Obviously not entirely fair to judge a much older game the same way though!
If a modern game tried to claim their game contained X hours worth of content
Games back then typically didn't advertise hour counts that way though. That's a much more modern way of looking at games.
By today's standards, yes. But back then, saving was the exception and they only included it in the games that were much too long to possibly complete in one sitting.
Although, by the time we were in the SNES era, I remember thinking it was pretty annoying when devs didn't include some form of save or password system.
There were some games you were supposed to complete in one shot. The one from my childhood that comes to mind was Super Double Dragon on the SNES. It was built like an arcade game, you got so many lives at the start, and you had to beat it in that many lives. Your health on your current life would be recharged on each new level. The game had seven levels.
Others had password systems. They weren't really passwords; what they were was basically a hash or encrypted string that represented the game's state. Depending on the game, at the end of a level, or at any point during gameplay in the pause menu or something, it would display a password which you then wrote down on a piece of paper with a pen like a Mesopotamian. Restarting the game, you could find a password entry screen that would launch the game with those parameters. Metroid on the NES worked this way, and it was early enough and popular enough to become kind of infamous for it, Metroid included the entire alphabet, number and some symbols, so you could spell entire words, some of which produced interesting results. ENGAGE RIDLEY MOTHER FUCKER is technically invalid but it generates interesting results, as does MOTHER BRAIN? FUCKIN TOASST. A young man named Justin Bailey found that his name works surprisingly well, and NARPAS SWORD0 000000 000000 must have been hard-coded. These passwords got passed around and even printed in the gaming press, so later games omitted vowels from their password system to prevent them from spelling coherent words.
Still others hid secrets that allowed skilled or knowledgeable players to skip levels. The poster child here is of course Super Mario Bros; they figured newer players would play the first few levels to the point they gained proficiency, and then would discover the warp zones that let them warp ahead, thus skipping the parts of the game they've played already.
I got an NES shortly after it came out and only found out in the last few years that you can hold A when pressing start on the Continue screen to start over at either the level or stage you died on (forget which).
We only had Super Mario, Duck Hunt, and The Legend of Zelda for years. You just had to get good. I had hand drawn maps, diagrams, and notes for everything.
The Legend of Zelda was, as far as I'm aware, the first ROM cartridge-based game with a built-in save feature.
Like a Mesopotamian 🤣🤣🤣🤣🤣🤣
Deeply oldfangled.
I think Castlevania 3 had a 5x5 (?) grid for its password system and you would choose symbols like flames and axes to fill out the grid.
Yeah, those avoided the language problem entirely, and then presented the "oh fuck how do I write THIS down?" problem.
Can't confirm for 3, but I know Castlevania Bloodlines on Sega Genesis had that password system (as well)
POKEs. Plus most games were like an hour, tops.
MOAR QUARTERS.
I used to book full afternoons to do complete runs of Super Mario Bros 3. No warp, no skip.
If I didn't have that time, the warp zone was there.
In general, games without passwords or a save system back then were not meant to be very long to complete.
Take Star Fox, a full run is like maybe an hour or so? Same for 64. The trick is that you might need several runs to be good at it, and you're supposed to find secrets, take harder routes and get better scores. And of course when those are remade or played today you've got many people complaining about how short these are.
I just kept the console on overnight
You were definitely supposed to start from the beginning each time you played, and you'd get a little further each time you played. You'd know the earlier levels by the back of your hand.
Your final run might be just an hour or two, but it was the product of many more hours of practice.
I don't think games ever expected people to keep their consoles on overnight. Games of that length had saves or passwords.
Even for games that had unlimited continues, you were often expected to select "No" on the continue screen eventually. You'd restart with your new knowledge and get to the same point with more power ups, more lives, etc...and you'd use your newly-gained knowledge and skills to get more of those resources in the earlier level, making the later levels easier.
For certain games that were very long and hard to start from beginning, the only solution was to just let it on. And hope to god nobody comes and turns it off (thanks parents and brother, more than once).
BTW when I emulate games, I don't use save states or cheats to help me with those games. Either use real passwords or a save file, or I just start all over again... even on emulators. This is the authentic experience, is not just about the games and display being emulated correctly to me. :-)
Oh to have the time for a true authentic experience of every game, I'd love to but I've got more games to play than time to play them!
I agree about the time. And its not always trying to have true authentic experience (as much as emulation can give it to me).
For one the controllers and input devices are not very true to original source (at least my snes knockoff pad is). Then for certain type of systems, such as very very old systems using tapes, I will just fast have instant loading. No need to wait 30 minutes to load, lol. Also sometimes playing at higher resolution is also fun. And then we have Romhacks... that's no longer true to source, by its nature.
Last year I started playing the Sailor Moon RPG on my Steam Deck. But English translation and even with a mod to have less grind. So all my talk about true authentic experience, and then I do this stunt. :D Just saying I agree with you in longer version.
Pokémon was my first emulator experience, being able to fast forward and save at will was a huge upgrade. Now I think about it I do sometimes still play on original hardware for fun though!
Think of how you play arcade games - home console games were a lot more like that at first. You would start from the beginning each time, and the better you got the further you went, but it could take months. Most games you never "beat" but just "played" over and over. Maybe you'd set it down for a few months then start up again.
It was a more cyclical almost seasonal way of consuming media, from when we had a lot less to choose from. You'd have a handful of games between you and your friends, and just play 1 or 2 forever, until you felt like a change and swapped with a friend.
you would unplug the RF connector from the TV and leave the console on. that's it. My parents didn't care and it was my Dads idea anyway to do that.
Keeping the darn device powered up was the only way. And then you'd have to pray nobody (parents, siblings, pet) turned it off before you could get to it again.
Beat it in one go.
Go back to the 90s and spend your holiday with your friends trying to complete Wonder Boy III: The Dragon's Trap and leave the console on between tries, and get mad when an adult switches off the console.
Even OG Dragon's Trap had passwords though...
I forgot about the passwords, we must have used them.
You already mentioned passwords and warps stood in for saves most of the time (also cheat codes I guess).
Beyond that, I think most games were not as long as they seemed? Feels like a lot because they're hard, but most of them, if you're good and well-practiced, could be beaten in a sitting (a couple hours on the high end).
Did you have some games in mind that don't fall under any of those patterns?
I'm currently playing Quackshot on the Mega Drive, there's no way of resuming that I can see. I managed to complete the first half in a few hours but the difficulty is really ramping up!
Longplays of that game on YouTube are about 1 hour long. You aren't really expected to complete it on the first time through, and by the time you get good at it, you should basically know how to get through it quickly.
It is my first time playing it, but I'm definitely nowhere near completing it in an hour! I guess it's just how games were made longer back in the day, I imagine if I played it repeatedly I'd eventually get quite quick at the bits I knew.
The console games I played were nearly all meant to be completed in one go.
Anything without a password or save option worked that way.
We'd also rent our games, so even if there was a save file you had to remember what to do because your save would be deleted. My brother had a copy of Final Fantasy I with a dead battery and we just left the console on for a few days straight. Same thing with his copy of Zelda, but that one was somewhat manageable in an afternoon.
RNG was less common, most games were memorization exercises: Mario, Shinobi, etc. So after dying and retrying enough you'd figure it out.
Games that didn't have saves or passwords weren't that long. They were short enough that they could reasonably expect you to do it all in one sitting once you git gud, but the process of gitting gud was the game's longevity.
If developers didn't expect you to do it in one sitting, then they would add some way of saving progress.
Keeping anything electric on over night in my house was not allowed. So there was no consoles on overnight.
We would just play it long enough to finish it in one go. Also in the time period I am thinking of (circa NES) we only had like 3 games, so replaying one game over and over was not unheard of.
Sometimes i would use a device like the gameshark to skip ahead, or an emulator with save states.
I was a sega master system kid.
I think the games were pretty adapted to it.
Land of illusion I'd get good enough to do in one go. Or leave the console on over night. It can be completed in an hour or so without speed strats.
Phantasy star has a proper save on the ROM.
Megaman 2 (NES) had s clever 5x5 code to type in to resume. It contained your lives, powerups and a checksum.
Welcome to the 90's geniuses.