Laughter stops

>laughter stops

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Bro I played these games like 13 years ago, you might wanna explain..

It was kino.

This game's puzzles are so tedious.

maybe if you're retarded

The problem is that is way to long.

If you're retarded you would defend repetitive animations you have to watch every time you do something for no reason.

for me it's Venus Lighthouse Theme
youtu.be/q5d1rrbNo3o

How exactly are you expected to do these dungeons in one go? It seems inevitable you will run out of healing items or PP at some point and have to go back to an inn.

>How exactly are you expected to do these dungeons in one go?
The encounter rate inside is very low, and the enemies are weak relative to the likely strength of your party. The game is also very non-linear, so if you are somehow having trouble surviving you can just come back later after you've done some other stuff.

have in stand-by some djins for use them, then hope after walking they're no longer on recovering to place them on stanby againg

Loved this place.

Oh no a 2 second animation I have to watch maybe 10 times over the course of a 30+ minute dungeon, worst game ever.

For me it's the ocean battle theme
youtube.com/watch?v=FFDPtqHKi7o

Piers is introduced to the party a little too late desu

Use basic attacks a lot and conserve PP. They tend to be pretty nice about having psynergy stones inside long dungeons.

Not him, but love Golden Sun
That's Air's Rock, it's got some puzzles in it that are perceived as a bit difficult.
It's not too hard, just requires some spacial reasoning and patience.
Some of the most Kino games ever though.
If you zoomers haven't played it, you should absolutely emulate them. Don't be filtered by the dialog, there's a lot of it, but the game is good even if there's a lot of talking.

You can get him before Air's Rock if you really want to. IIRC you only need Scoop and Lash to reach Kibombo.

Sakuraba's finest work. I wish he'd do more like this. Instead he's stuck on dark souls forever. :'(

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I agree. A lot of instances can be reduced to situations where you have to pick one of two paths to go, and if you pick the wrong one, you have to go to the other, use a psynergy, then go to the first one again to use the stepping stone or plant or whatever.

you never beat golden sun

Why don't more rpgs have puzzle dungeons like Golden Sun or Zelda?

The main problem with them is that the first game is so simple and easy in comparison to The Lost Age. TLA throws you into a 1 hour long dungeon within the first 5 hours of the game, has an incredibly non-linear progression from the very start and has much more in-depth storylines for the various towns and characters you meet, with some towns requiring at least three revisits to see new events and happenings. It also places much more trust in the player to explore, talk to NPCs and figure out what to do (eg. the trident) for themselves.

I think a lot of people play the first game and write the series off as being dumbed-down shit for kids.

Fuck you, I've beaten it many many times, beaten Dullahan in both TLA and DD, beaten Blackbeard, used the rng counter tricks to guarantee weapon and armour drops.
Fuck you I haven't beaten the games.

Not gonna lie, my enjoyment of the game and fond memories are probably heavily influenced by having this strategy guide. I remember being stuck because I skipped the place that gave you Lash.

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I had that before I owned Lost Age because I wanted to know where all the djinn were in GS1. It was absolute suffering to be able to look at things like Jupiter Lighthouse and the 9-djinn classes.

You really need to build the game around the puzzles. Shoehorning in puzzles to an already established game, particularly in RPGs is tough because you have limited interaction with the world. Golden Sun's idea of field psynergy that you use for puzzle solving opens the gates for a lot more puzzles.
Take a look at Zelda Skyward Sword. it's not the most popular of the series, but the entire game is built around the sword swinging mechanic.
Every dungeon has an item that generally uses motion controls in some way. Having all those tools available to you is how Zelda puzzles work so well.
Imagine making Ancient Cistern in skyrim. You don't have the whip, you don't have guaranteed weapons the player has, you can't guarantee magic, so your tools to build puzzles that your player can feasibly solve are limited to what players do have.

I play a lot of Destiny, and I can tell you that it's impressed me with the variety of puzzles they've managed to build into their raids. They've created a lot of mechanics that are reminiscent of Zelda dungeon puzzles, despite their limited interactions available.
A big thing they do to fix this, however, is that there's a fairly solid buff/debuff system and they often drop temporary items you can pick up and use during the raid.
If you've got the time, I'd highly recommend watching this as an example youtube.com/watch?v=ANuxwzstzvw
They're figuring out how to do the encounters, but it's a very very long video. You can skip around, but try and figure out the puzzle too. There's quite a bit of creativity that goes into them.
This kind of puzzle and careful planning takes a long time to implement, that's why you don't see it as much as you'd like.

Assuming you've forgotten most of it by now, you should play through the games unguided to appreciate just how well designed they really are, TLA especially. I used a guide for TLA when I was a kid as well and as a result I never really absorbed the game, was very impressed by it when I replayed many years later.

The biggest problem with Air's Rock is how fucking long it is. I think it might be the longest dungeon in the game.

If you do it as fast as possible, it's actually relatively short, I think Magma Rock is longer than it and I'm sure that the Star Magician dungeon (I forget the name) is longer.
Man that whole game is so good. It's my GOAT game, I might just play them again.

I remember all the Rocks and both lighthouses being similarly massive. Pretty sure Mars Lighthouse is the longest dungeon but it's been a while since I played it.

>I think Magma Rock is longer than it and I'm sure that the Star Magician dungeon (I forget the name) is longer.
Magma might be but the dungeon with Star Magician in it isn't long at all.

PP restores as you walk. The less you have, the faster it restores. Dipshit.

>The less you have, the faster it restores
Pretty sure that's bullshit unless the rate of restoration is small enough to be barely noticeable

I replayed 1 and 100% it only having to look up a few obscure djinns then when I got to air rock in 2 I just gave up. Couldn't be assed. Did I regress mentally? I did it when I was 13 shit.

Agreed.

>Did I regress mentally?
You probably just got used to playing mindless modern JRPGs

youtu.be/deEUUIkXeHY

I kinda like Mars better.

>be 14
>walk into store and buy used GS1
>open the existing save file
>open the menu and get overwhelmed by all the text
>walk back into the store and return it

I think I got DBZ legacy of Goku instead. Feels bad man.

You're not supposed to blow PP on regular battles.