How were you suppose to know?
How were you suppose to know?
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read the manual
What about on game compilations?
youre just supposed to stand there and try everything
i got stuck there as a kid.
It's a rental breaker... like Tube Race from Earthworm Jim or the second stage of Lion King
My siblings and I used to rent this game and we were unironically filtered by this. So many Time Overs and eventually Game Overs, too. Once we ~almost~ managed to make it by jumping in rhythm with the barrel. It wasn't until years later that my older brother figured it out and told me when I got back from school.
It only took me like one time over to figure it out when I was 9 playing it on my ds on the bus to school
that and snorlax were literally impossible
>ds
>Oh this part? ya I just used a water shield to brute force through it
>hurr hurr my vidya system plays a 2mb gaem better then ur vidya system
shut the fuck up shitter
was it on any portable system at the time? how else was user gonna play it on his way to school?
I never really thought that those could've been built around that but that makes sense. I know amped up American difficulty or adjustments to lives was some anti rental bullshit.
How were you supposed to know?
You managed to get a time over in pic related during the DS era which was exactly when the barrel and its solution was being meme'd to death on every corner of the internet, then you are a retard unironically. '90s fags get a pass because no internet and no explanation on manuals. No excuses for zoomer, specially when instruction in the compilation games explain how to get past this section.
Best part about this is that it used to be worse. The Prototype version of this stage didn't even lock you in the room, and the room itself was much more spacious. A new player would've gotten to this barrel and wouldn't even register it as anything special. Locking you in the small room with nothing but it seemed like a great design choice in comparison, but even then that still wasn't enough.
>specially when instruction in the compilation games explain how to get past this section.
Not in the DS version
I think this speaks volumes about Super Metroid's design that this is as obtuse as it gets in regards to progression. A game like this could have easily been packed with bullshit things you needed to do.
>when I was 9
>my ds
theres still some shitty bomb positions here and there but it is pretty funny that it is the end-all puzzle in any metroid game, the biggest roadblock is just some glass
>the second stage of Lion King
The true casual filter. It wasn't even that hard.
The problem is that there is not a single barrel like it in the entire game. They were too desperate to create a "hard puzzle" they didn't see it for what it really was, inherently bad game design.
How was I suppose to know you had to blast away these exact walls? The entire course is a fortress, it could be any wall.
Doesn't the title screen demo show it getting bombed?
>there is not a single barrel like it in the entire game
The stage is literally filled with them.
The Mega Collection that exposed many people to these games actually had the game manuals 100% intact. I think the Classics Collection kind of did this too. The real problem is the gameplay is so simple that most people simply don't bother.
Back in the day people were just smarter and could figure this shit out easier, these days everybody's so used to being spoonfed the answers that they never really developed problem solving skills.
you have no idea how often I see zoomers complaining about games and how it just doesn't instantly grants them satisfaction so they quit.
Its actually a serious problem, but people would just skip to a quicker faster youtube video that instantly tells them exactly what they want to hear. (its always about them not having to change as people)
Yea I think one of the demos might actually, but its one of those games that has cycling demos and I doubt it's the first one.
There's a pipe next to it shows that's its broken
Just trial and error with your explosives like i did
not him, nigger.
There is no other barrel that works like it*
forgot the pic
>*interrupts your playthrough*
heh I agree, but funnily enough it was also confirmed as a rental breaker by the developers: youtu.be
Every single diamond pattern barrel works like it.
If that's really true then doesn't that in itself speak volumes for how badly they designed the stage? Does anyone for real stop to stand on a barrel to try press up and down when the goal is to go forward, except in OP's example?
I did, replayed the game up to that part for years and never figured it out. I thought it was a momentum based puzzle and tried to jump on the barrel as hard as possible.
There are barrels but nowhere else in the entire game are you required to do that trick to progress.
How was I suppose to know to jump in the painting