Thread #12502703
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Did they really need to scatter these advise/hint boxes everywhere? Did they just think kids back then were to retarded to learn things themselves and needed to hit a block to be told what something does every stretch of the level?
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>>12502703
I don't even know if I could read when I first played this. You clearly don't need them.
It's just a cool thing some dev thought might be neat. it also has bits that add to worldbuilding iirc. Not everything has to be analyzed so deeply.
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>>12502703
yes
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>ROM space is at a premium on the Famicom
>have to condense text as much as possible to leave room for everything else
>company constantly gets calls from kids who bought a used copy of X game off of their friend and didn't get a manual, so they don't know how to proceed
>new console has gobs of space for text
>no more needing to condense down
>hey, we could put all the manual's info into the game itself, cut down on customer service calls about how to play Mario
It's not as complicated as people seem to think it is.
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>optional block that gives you 1-2 text boxes
>Reeee it's hand holding shit for retards
Remember when Halo CE (1) made you look up, down, left and right before starting the game because they thought the dual stick controls needed explaining?
That took a lot longer than an SMW text box, no?
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>>12502941
>consomed
maybe the japanese were right...
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>>12503139
It's okay to admit you are the retarded kids that I mentioned in the post, we won't bully you for it.
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Zoomers are too retarded to understand historical context.
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>>12502703
>>12502721
>>12502941
You are fucking retards. Out of curiosity I looked up what the boxes ACTUALLY say.
That you jump higher if you keep A pressed isn't super-obvious to everyone.
And that you press start and then select to leave? I would never try that randomly.
Fucking morons didn't even bother to look up what they are actually talking about. The tips are valid. It's not just baby shit.
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>>12502721
>>12502941
It's not an east/west thing. Sure lots of famislop titles relied on strategy guides sold on the side while the west relied on "rental difficulty". But to make a universally successful game you really have to assume every player is a shitter scrub who cannot figure out anything by themselves through exploration. You gotta hold their hand like a retard throughout at least 2/3rds of the game, and Nintendo was among the first to discover this formula and bank on it.
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>>12502703
Kids weren't expected to figure things out for themselves back then, they were expected to have read the instruction manual that comes with the game. This hint boxes were an early example of putting the instructions inside the game itself. They were completely optional and unintrusive, you're incredibly pathetic to get mad at something like this.
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>>12502703
They're completely optional so don't read them if you don't want to and they changed up the formula for Mario and they though it would be helpful.
I really don't see the issue. I didn't read them much when I first played it and just went with it.
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>>12502782
>>Remember when Halo CE (1) made you look up, down, left and right before starting the game because they thought the dual stick controls needed explaining?
Another part of this is that it offers to set you to inverted if you look at the opposite light.
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>>12505072
Have you considered that this is a given in platformers that we take for granted, because most games followed the example set by the Super Mario games?
Not all games let you defeat enemies by jumping on them, but among those are do, holding the A button to get another jump off of that enemy is a given, but it's still something that a new player needs to learn somehow.
That might be reading the instruction manual (which in Nintendo's manuals were illustrated and comprehensive), by trying the buttons and experimenting through play, or seeing an in-game hint by any means of delivery.
These days they're commonly shown as loading screen hints, or as dialogue boxes immediately when contextually relevant.
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Imagine complaining about hint boxes you can just ignore when this exists.
>You've got the compass! Now, you can see where the chests and Nightmare are hidden! This compass has a new feature—a tone will tell you if a key is nearby!
I KNOW!!! I'VE PLAYED THIS GAME A DOZEN TIMES! YOU DON'T NEED TO TELL ME THIS EVERY SINGLE FUCKING TIME I GET THE COMPASS IN ALL EIGHT LEVELS!
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>>12505072
>>12505237
When I was 9 and got to play SMW for the first time, in game hint boxes were impressive and helpful in the days when renting a game meant there might not be a physical manual.
Not to mention the TECHNOLOGY of it, and just having it is an all around charming touch you inbreds are incapable of appreciating.
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>>12502703
you really can’t conceive of how it was to plsy games back then, and that the advice was fun and interactive and not seen as insult. it was the early 90s. a time when people were nowhere near as bitter as you assholes on this board raging over the dumbest shit.bplud parents bought this for kids and sometimes they played as a family, and this was helpful for drunk aunt gina