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View Full Version : Save States cheapen gaming somewhat?


JadussD
01-09-2006, 01:04 PM
I've found that when using savestates, that it becomes all too easy to hit a key to save your state, and just exit the game when you get even slightly bored of it, then move on to something else. Using BSNES, which does not currently support save states, seems to make it so that I'll sit around playing one game longer than usual. Plus, it brings back memories of anxiously scrambling to find a save point so I don't lose my game when I have to do something else, or writing down passwords, aspects that have been lost in old games due to emulators.
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Freaker
01-09-2006, 02:55 PM
When I run the windows version of ePSXe with wine on linux, for some reason save states don't work, and I realized exactly what you are talking about.
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D--
01-09-2006, 03:01 PM
I thought this was pretty much a given.
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Cornellius
01-09-2006, 03:44 PM
Yeah, I see save states as a sort of cheat. I won't lie though, I still use it now and then.
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Dark Knight Kain
01-09-2006, 03:56 PM
I mostly use them to test my hacks, I've never liked using save states to save my progress. I do use them for games that don't let you save.
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Diskeater
01-09-2006, 04:03 PM
I don't think I could've gotten through Chrono Trigger without using save states.

I do agree with you, they do cheapen the experience somewhat...but you can just not use them.
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Fla Flash
01-09-2006, 05:05 PM
Yeah, but for some people, the temptation is too great. But like DKK said, they're real helpful for hack testing.
It's a double edged sword.
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Disch
01-09-2006, 05:11 PM
I couldn't disagree more.

You're saying that being able to stop playing whenever you want without losing your game data is somehow a BAD thing? That doesn't make any sense.

If you're bored of a game and want to stop playing it -- you should be able to stop playing it. Being in a way "forced" to keep playing up until the save point seems pretty lame. I recall times in the past I was downright sick of playing Final Fantasy on my NES but I was in the middle of a dungeon and couldn't save. Yeah... lack of savestates kept me playing longer... but it was no longer fun... it was forced, boring, and just generally really lame.

Games are SUPPOSED to be fun. You're SUPPOSED to put them down when you're sick of them. They are SUPPOSED to accomodate and entertain you. That's the whole point. If anything, I'd say the entertainment experience is cheapened when you get burnt out of a game way sooner than you should have because the game forced you to tredge through it longer than you wanted.

The only way I can see savestates cheapening a game would be if you abuse them to make the game easier -- but that's not hard to avoid -- as anyone with the least bit of self control can resist using them in this manner -- although even this comes down to personal preference. If it makes the game more fun to abuse savestates... then do it! It's all about what's fun..... having fun is the only thing that matters.
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The 9th Sage
01-09-2006, 06:16 PM
Oh, I don't know...I find them very useful sometimes, you can't always sit there forever to finish the part you are on and save normally (case in point, the Ancient Cave in Lufia II, although I do feel kinda bad about using savestates on this thing). I find them especially useful in portable emulators, where you might just be playing a quick game and not be able to get to a point where you can quit quickly.
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icenine0
01-09-2006, 06:18 PM
I contend that 80% of NES games are unbeatable without savestates.
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JadussD
01-09-2006, 06:58 PM
> I couldn't disagree more.
>
> You're saying that being able to stop playing whenever you
> want without losing your game data is somehow a BAD thing?
> That doesn't make any sense.

I am not saying that. You're thinking in terms of absolutes. I am not saying that save states are bad. I'm saying that, in terms of the way their availability works with the human psyche, they can have some downsides that can detract from a gaming experience. That said, and I guess I should have said this earlier, I am not "opposed" to save states and would even prefer their prescence in the BSNES emulator I mentioned before.

> If you're bored of a game and want to stop playing it -- you
> should be able to stop playing it. Being in a way "forced"
> to keep playing up until the save point seems pretty lame.

You're still inferring that I am speaking in terms of absolutes, that me bringing up one negative aspect of save states trumps the enormous, already established worth that they have.

> I recall times in the past I was downright sick of playing
> Final Fantasy on my NES but I was in the middle of a dungeon
> and couldn't save. Yeah... lack of savestates kept me
> playing longer... but it was no longer fun... it was forced,
> boring, and just generally really lame.

Alright, this is where my response becomes pseudo-intellectual (ie, I'm smart and thoughtful, but I never went to university lol):

Games are not always supposed to be completely fun. Games are supposed to encompass as much of the whole of human experience as possible, and produce scenarios which stimulate the aspects of the human psyche which make a person feel like they've triumphed over some kind of adversity. The adversity part is just as important as the feeling of triumph. The feeling of "fun" you get from playing a game involves a precarious balance of unpleasantness (say, beating a really hard boss whom you throw your controller across the room everytime you fail) and the resulting "release" from agony upon beating said boss that makes everything feel better. The "release" is the most important part. Any time you've triumphed over adversity, in a video game, it triggers the same feeling of greatness that humans farther in the past would have had when they, say, killed a wild boar and obtained a hearty meal, and thus ensured survival for their tribe. Now, with that said, requiring the finding of a save point is a way that really clever game designers can engineer a sense of "release from danger" that makes you feel great once you've succeeded. Otherwise, why wouldn't they allow you to save anywhere? Think about it. It's all part of the mindfucking design that goes into any good video game.

> Games are SUPPOSED to be fun. You're SUPPOSED to put them
> down when you're sick of them. They are SUPPOSED to
> accomodate and entertain you.

I just addressed this, but I strongly believe that video games are supposed to create an illusion of (struggle->success). Just giving someone success feels hollow.

That's the whole point. If
> anything, I'd say the entertainment experience is cheapened
> when you get burnt out of a game way sooner than you should
> have because the game forced you to tredge through it longer
> than you wanted.

The thing is, games (well, of certain genres) are supposed to have "dull moments" and then peaks. Without the dull moments, the peak of a game does not seem as great as it could have been in a game that made you struggle your way out of the dull moments to get to the PEAK of the gaming experience, which TOTALLY fucking RULES (lol).

> The only way I can see savestates cheapening a game would be
> if you abuse them to make the game easier --

I totally agree with this statement.

but that's not
> hard to avoid -- as anyone with the least bit of self
> control can resist using them in this manner --

Yep, but the thing is, most people (myself included until recently), didn't realize this.

> although
> even this comes down to personal preference. If it makes
> the game more fun to abuse savestates... then do it! It's
> all about what's fun..... having fun is the only thing that
> matters.

I agree with the totality of what you said in the last part.
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Disch
01-09-2006, 08:40 PM
> Games are not always supposed to be completely fun.


Maybe "fun" wasn't the right word... but they should certainly be entertaining and enjoyable 100% of the time. I mean it's an entertainment product... if it doesn't entertain you why the hell would you spend your time on it?

> Games are supposed to encompass as much of the whole of human
> experience as possible,

I can see what you're saying here -- but I'd argue they only are supposed to encompass positive human experience. If there was a video game that inflicted pain on me or gave me hemorroids or some shit... I sure wouldn't want to play it. Likewise... if a game is going to just bore me I'm not going to want to play it.

There comes a time in playing a game where the game is no longer enjoyable. At that time, you should be able to put the game down and pick it right back up when you're in the mood. Having to stick it out and keep playing so that you don't lose all your progress doesn't enhance the experience... it just makes the experience less enjoyable.

> (say, beating a really hard boss whom you
> throw your controller across the room everytime you fail)
> and the resulting "release" from agony upon beating said
> boss that makes everything feel better. The "release" is the
> most important part.

Not that I disagree with what you're saying here.... but I really don't see how this applies.

Are you comparing the feel of accomplishment you get from beating a difficult portion of a game with the feel of "fucking FINALLY" you get when you can finally turn off your game console? Because I never ever found the latter to be anything at all like the former. In fact after the latter I always felt like I just wasted an hour of my life.

> Any time you've triumphed over adversity,

I wouldn't call the inability to save an adversity you triumph over. I'd call it a nuisance you have to put up with.

> Otherwise, why wouldn't they allow you to save
> anywhere? Think about it. It's all part of the mindfucking
> design that goes into any good video game.

Lack of SRAM for a full save comes to mind for older consoles -- and even for newer consoles when you consider that a single true savestate may take up like half of a single memory card. Limiting when the game can be saved can make it so that only certain information needs to be saved, and the other stuff can be inferred/assumed. For example in a game like Kid Icarus -- it assumes you start at the beginning of the level and that you just died (since that's the only time you get your password) -- it doesn't have to save your exact position, or the enemy positions or other object stuff.

On systems I've played with seemingly limitless save-game space (like my PC)... I've found that in many games you CAN save anywhere. Emus, XCom, Half Life, Moria.... nearly all the games I've played either let you save whenever you want... or just lack the ability to save (like Windows Pinball).

Of course I'm not saying that ALL PC games let you save anywhere.

> I just addressed this, but I strongly believe that video
> games are supposed to create an illusion of
> (struggle->success). Just giving someone success feels hollow.

Somehow I just don't get that feeling of accomplishment when I reach a save point. Next thing you know you'll be telling me that not having to blow dust out of the cartridge is taking away from my gaming experience.
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Isildur
01-09-2006, 08:44 PM
> Alright, this is where my response becomes
> pseudo-intellectual (ie, I'm smart and thoughtful, but I
> never went to university lol):
>

From my experience, one is most likely to hear something pseudo-intellectual from someone who is the exact reverse of that-- someone who's spent a lot of time learning the trappings of intellectual discourse, and little else. =P
Your post, however, was a good read. I've thought about this stuff for a while too, partly because lately I've been making some games of my own.

> Games are not always supposed to be completely fun. Games
> are supposed to encompass as much of the whole of human
> experience as possible, and produce scenarios which
> stimulate the aspects of the human psyche which make a
> person feel like they've triumphed over some kind of
> adversity.

I don't think I'd put it quite that way in one respect-- realism isn't absolutely necessary, which is why something abstract like Tetris is still able to trigger the general challenge/reward emotional response. The instinct can be guided to work with novel challenges, and not just ones that reflect natural circumstance. Of course, realism can help further bring out the hunting/fighting instinct: After all, there's a reason it's so darn fun to shoot stuff. /wwwthreads/images/icons/wink.gif


> The adversity part is just as important as the
> feeling of triumph. The feeling of "fun" you get from
> playing a game involves a precarious balance of
> unpleasantness (say, beating a really hard boss whom you
> throw your controller across the room everytime you fail)
> and the resulting "release" from agony upon beating said
> boss that makes everything feel better. The "release" is the
> most important part.

Yeah, that's definitely the core of most games-- challenge and reward, tension and release, a way to satiate our instinctive desire to battle obstacles and odds. The same obstacle that makes us curse under our breath is also part of what keeps us coming back to a game, because we feel all the more need to conquer it. When friends tried out a game I made, I knew I'd done something right when they muttered about the time limit set for each level not being fair, yet kept on playing. =)

> Any time you've triumphed over
> adversity, in a video game, it triggers the same feeling of
> greatness that humans farther in the past would have had
> when they, say, killed a wild boar and obtained a hearty
> meal, and thus ensured survival for their tribe.

Which, if you think about it, means that an alien visitor descended from a long line of grazing herbivores would probably find our motivation for playing games (of nearly any kind-- boardgames, sports, cards, etc.) completely baffling. Of course, maybe such an alien species might never bother taking up the challenge of space exploration to begin with, being content to just keep munching grass placidly. =P

> Now, with
> that said, requiring the finding a save point is a way that
> really clever game designers can engineer a sense of
> "release from danger" that makes you feel great once you've
> succeeded. Otherwise, why wouldn't they allow you to save
> anywhere? Think about it. It's all part of the mindfucking
> design that goes into any good video game.
>

Yeah, it's a game designer's job to be the player's enemy. =)



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byuu
01-10-2006, 12:02 AM
I agree that not having savestates can be good. Despite beating games in the past in ZSNES without savestates... the games just *feel* more exciting when you literally can't simply press a button to save your progress.

Games that force you to continue playing even when you don't want to with little save options are a flaw in the games themselves, and not in the emulators that run said games.

That said, I'm not about to pretend my emulator lacking savestates is a feature. It's a testament to my apathy. They'll get there eventually. But I'll share my thoughts on it anyway.

Most of the advanced configuration options I am planning on hiding from the main interface to avoid ending up with an SNES9x GUI. So for people who go into the config file, I plan to add some nice savestate features. One will be no savestates ever, for an authentic feel. One will be auto savestates on exit and load, so you can simply turn off the emulator and resume where you left off for when you need to leave. Reset and Power functions handle when you really do want to "shut off" the system. Savestates in-game will not be permitted in this mode. Then obviously one with savestates anywhere, with the exit/load savestates as an option.
And of course, I'm always interested in new ways of performing "rewind" emulation. Not that I'll ever get around to it or anything.
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The 9th Sage
01-10-2006, 03:24 AM
> When friends tried out a game
> I made, I knew I'd done something right when they muttered
> about the time limit set for each level not being fair, yet
> kept on playing. =)

I have two words for this: "Blast Corps" AAAARGH! <img src=smilies/banghead.gif>

Yet I kept on playing. Those Platinum Medals are hardcore.
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MonsieurSirhan
01-10-2006, 09:31 PM
To me it is a way to compensate for some glaring flaws in some games, as the forementioned lack of battery (or any other saving method) on long games.

Some games really lose half the experience with savestates, as they were designed to be played in a single run (Contra games, Metal Slug games, Super Turrican 2, Megaman X, etc), but they are useful for experimenting stuff that would generally involve having to replay the entire game just to see if anything changes.

I like the ideas byuu posted. Way to go for classic.
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WinnieThePujols
01-21-2006, 08:57 PM
> I've found that when using savestates, that it becomes all
> too easy to hit a key to save your state, and just exit the
> game when you get even slightly bored of it, then move on to
> something else.

Uhm, yeah, they're cheap as hell.

I hate it when I hear people talking about them saving during a battle, and waiting until an enemy misses, or something... They'll keep re-loading when the desired outcome doesn't come about!

Save states are cheap. I don't like them. Someone earlier mentioned the Ancient Cave... that's an unbelievable achievement to beat that place! You've got to take the time, the effort, and get a little bit lucky... but you strip yourself of the accomplishment if you're using save states!

Another problem I have with emulators is the fact that some let you increase the emulated speed of the game. For instance, you can run the game at 300% of it's original speed. When I first got into emulators, I'd play Japanese RPGs that were translated that we couldn't get in America, but I would do mass-leveling because it went to quickly. It sucked.

Emulators are fantastic. Personally, nostalgia will always result in my having a better experience on a console with the original controller. I don't even care about those USB clones! Not the same! While they are great, some of the features seem to be like forbidden fruit just tangling there, waiting for you to snatch them up and abuse the game.


Someone also mentioned something about missing the days of writing down passwords... I do, too. I remember when I got the Mega Man collection for PS2, and it allowed you to save... which was kind of a bummer. I think I actually used the passwords to continue my games.
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Disch
01-21-2006, 09:11 PM
> Uhm, yeah, they're cheap as hell.

They're a tool meant to make gameplay more enjoyable. They're for use at your liesure (or can be ignored if you choose). They can be used simply to resume play if you're interrupted or don't want to/can't play any more and don't want to throw your game in the trash, or they can be used to cheat or undo that last mistake you just made.

Personally, I'd consider the latter to be cheating and is the only thing about them I'd call cheap. But it's totally up to the person whether or not they want to do it. They're no more cheap than GG codes that give you infinite life or other stuff like that.

> I hate it when I hear people talking about them saving
> during a battle, and waiting until an enemy misses, or
> something... They'll keep re-loading when the desired
> outcome doesn't come about!

I typically call this save-state abuse. And I agree, it's pretty lame. I'd argue that's not what savestates are for, though.

> Save states are cheap. I don't like them. Someone earlier
> mentioned the Ancient Cave... that's an unbelievable
> achievement to beat that place! You've got to take the time,
> the effort, and get a little bit lucky... but you strip
> yourself of the accomplishment if you're using save states!

It depends on HOW you use savestates. If you play the game normally and only use savestates to pause/resume your play... I fail to see how that would take away any of the accomplishment. I mean you still accept when you die and restart from the last place you saved. You're just able to take a break whenever you feel like it instead of having to throw away all your progress because something came up and you can't play video games any more.

> Another problem I have with emulators is the fact that some
> let you increase the emulated speed of the game.

I fail to see how this is anything but a plus.

I don't understand how waiting through slow areas of the game can be considered fun. Nobody likes to wait... it's boring. Games aren't supposed to be boring.

> When I first got into emulators, I'd play Japanese
> RPGs that were translated that we couldn't get in America,
> but I would do mass-leveling because it went to quickly. It
> sucked.

There's an easy solution for that: don't do mass levelling. /wwwthreads/images/icons/tongue.gif


> Emulators are fantastic. Personally, nostalgia will always
> result in my having a better experience on a console with
> the original controller.

Not me. The only use I have for the real consoles is for development purposes (emu development, or homebrew development). I would much rather play any NES/SNES/Genesis/you name it game (except for maybe PSX/N64) on an emulator than on the real system. For those systems... it's gotten to the point where emulation is just all around superior to the console. Sharper image, better sound, infinite saves, never having to worry about your cart screwing up, translations, hacks, so many perks.

> Someone also mentioned something about missing the days of
> writing down passwords... I do, too.

*shrugs*

I guess some people must have missed wiping horse shit off the streets after cars came along, too. Why you would want an extra pain in your ass is beyond me, but hey... whatever floats your boat.


note: I'm not trying to be mean or rude or anything -- I know I come across that way, but it's not intended <img src=smilies/magbiggrin.gif>
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D--
01-22-2006, 12:36 AM
> I guess some people must have missed wiping horse shit off
> the streets after cars came along, too. Why you would want
> an extra pain in your ass is beyond me, but hey... whatever
> floats your boat.

Nostalgia.

Hey, I liked Mega Man codes, they made sense.

It was the kind of codes used in fucking USA Metroid, Guardian Legend, Battle of Olympus, and Hydlide that I hated. Those 48 - 64 character chains of incoherent letters that you were bound to fuck up somewhere on and have to rewrite the whole damn code.
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Ugly Joe
01-22-2006, 01:01 AM
> Those 48 - 64 character chains of incoherent letters
> that you were bound to fuck up somewhere on and have to
> rewrite the whole damn code.

Vegas Dream:

http://www.zophar.net/wwwthreads/attachment.php?Cat=&Board=general&Post=280364

From the manual:
<blockquote><font class="small">In reply to:</font><hr>

Continue and Password
When you select Game Stop in the Vegas Dream mode, a password will be dis-
played for each player (Sorry it's so long!). When you restart the game,
select Continue on the opening screen, and the Name Entry screen will be
displayed. Enter the password in the same way you enter players' names.

<hr></blockquote>
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The 9th Sage
01-22-2006, 03:17 AM
> It depends on HOW you use savestates. If you play the game
> normally and only use savestates to pause/resume your
> play... I fail to see how that would take away any of the
> accomplishment. I mean you still accept when you die and
> restart from the last place you saved.

But still, for the Ancient Cave I at least see his point. I haven't even beaten that yet, and I fucking love the Ancient Cave...I have so many fond memories of leaving my SNES on for days and just playing the damn thing like crazy.

I know a girl who got all the way down to the end and beat the boss there, and let me tell you that's at least kinda hardcore in my opinion. lol
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The 9th Sage
01-22-2006, 03:24 AM
> Vegas Dream:

Sorry it's so long they say...that'd take 20 minutes to write if you were being careful and double checking, and even then you'd still probably screw on letter up.
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Ugly Joe
01-22-2006, 05:44 AM
> Sorry it's so long they say...that'd take 20 minutes to
> write if you were being careful and double checking, and
> even then you'd still probably screw on letter up.

Well, if you got lucky you'd reverse the two letters that store how much money you have. That's the only way I managed to beat that game <img src=smilies/magbiggrin.gif>
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d503
01-22-2006, 09:16 AM
> Hey, I liked Mega Man codes, they made sense.
>
> It was the kind of codes used in fucking USA Metroid,
> Guardian Legend, Battle of Olympus, and Hydlide that I
> hated. Those 48 - 64 character chains of incoherent letters

The password system implemented in Mega Man 2 was the shit. I was confused by the grid the first time I saw it, but once I realized it'd be twenty times faster to record/enter than Metroid passwords, I loved the game even more.

And just try to memorize a Metroid code----well, other than this one:

justin bailey
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d503
01-22-2006, 09:22 AM
> I typically call this save-state abuse. And I agree, it's
> pretty lame. I'd argue that's not what savestates are for,
> though.

Does anyone else think the Prince of Persia rewind time feature was the direct result of save state abuse?

Now that'd be a cool emulator feature----rewind mapped to a joystick button. Oh wait, does Zsnes do this (haven't used PC emus in quite a while)?
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pipes
01-22-2006, 10:06 AM
crazy that works

s o m e - 1 s e t - u p
u s - t h e B 0 M B 1 1<img src=smilies/magbiggrin.gif>
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Disch
01-22-2006, 05:50 PM
> Does anyone else think the Prince of Persia rewind time
> feature was the direct result of save state abuse?
>
> Now that'd be a cool emulator feature----rewind mapped to a
> joystick button.

http://nesdev.parodius.com/bbs/viewtopic.php?t=331
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The 9th Sage
01-23-2006, 03:26 AM
> Now that'd be a cool emulator feature----rewind mapped to a
> joystick button. Oh wait, does Zsnes do this (haven't used
> PC emus in quite a while)?

You could map it to just about anything you wanted I'd suspect. It seems like a more common feature these days, the rewind key. Even nesDS (the NES emulator for the DS as you might expect) has something like this.

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d503
01-23-2006, 09:48 AM
Doooooooooood.....thanks for the link. <img src=smilies/magbiggrin.gif>

I just tried out the rewind feature on http://mednafen.com/Mednafen</a> and it's hilariously awesome---it plays the audio while rewinding too. Now if there was only a Xbox port or rewind was added to FCEUltraX. I can't it try out with a SNES/NES pad on my PC because I hacked 'em up for use on the Xbox.

I'm going to go play Contra and totally cheat-----just not with the Konami code. <img src=smilies/laff.gif>
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d503
01-23-2006, 09:50 AM
> the rewind key. Even nesDS (the NES emulator for the DS as
> you might expect) has something like this.

Ahh..another reason to get a DS, along with the http://emuholic.emuboards.com/modules.php?name=News&file=article&sid=1484&tbid=4WiFi apps</a>.
<P ID="signature"><hr>coffee (http://globalexchange.org/campaigns/fairtrade/coffee/) beer (http://newcastlebrown.com) coffee beer (http://newglarusbrewing.com/beers/coffeestout.html)</P>

okcwebninja
11-21-2009, 05:12 AM
blaster master. that's all I have to say about that.............

that game is about 12+ hours and no saves.

also, rainbow island. I've seen two people literally burn out their old-school nes back in the day, leaving it on day and night because they couldn't save.

ok so I lied about the one thing. lol.


one thing I'll admit I've used it for (some would call it cheating, I call it a way to stop cursing at my computer) is for side-scroll games with several hard jumps in a row, where if you fall you start over or die. I've jumped the first couple, saved, then jumped a few more, etc. if I fall I reload the save and start back at the previous jump. I do thing using it blatantly to cheat can make a game just as boring (due to lack of challenge) as some say not having that ability on other games may be.

ok so blaster master wasn't the only thing I had to say about that my bad. :)

The 9th Sage
11-21-2009, 06:11 AM
I've abused them sometimes...I try not to do that often though (if you use them too much, it kind of takes away some of a game's challenge). A lot of the time I use them so I can stop playing a game for a bit and continue later.

Reaper man
11-21-2009, 08:16 AM
blaster master. that's all I have to say about that.............

good god man, this thread is almost 4 years old. ;/

while you responded with something with a bit of.... substance, please next time try to take note of its age, okay?

packardmelan
11-21-2009, 09:05 AM
good god man, this thread is almost 4 years old. ;/

while you responded with something with a bit of.... substance, please next time try to take note of its age, okay?

People can't win. Either they're bumping old topics or they're posting new ones and being told they should have searched for old ones. ;)

Lillymon
11-21-2009, 01:56 PM
You know, I have noticed that at Underground Gamer, topics are automatically locked after three months without any new posts. No idea if it's possible to automate such a thing on vBulletin though.

Reaper man
11-21-2009, 10:00 PM
You know, I have noticed that at Underground Gamer, topics are automatically locked after three months without any new posts. No idea if it's possible to automate such a thing on vBulletin though.

I could look into it.

Cornellius
11-21-2009, 11:03 PM
Well, he added something to the topic, so I don't really care.

Fla Flash
11-21-2009, 11:25 PM
Me neither. Besides, this is one question that will never be settled one way or another. :)

The 9th Sage
11-22-2009, 03:56 AM
Yeah, I don't really care either (obviously). :P

Burzy
11-23-2009, 01:54 PM
on that note, what would be the ideal solution ?

creating a new topic about a subject for which there is already a topic (even if it is old)? or bumping an old one?

Seems to be quite the 'rock and a hard place'.

You'd think that bumping an old topic would use less space?

Reaper man
11-23-2009, 06:41 PM
Eh, vaild point, but it gets to be an issue where someone, who is trying to be helpful, bumps up a 4 year thread answering "obscure one timer poster's" question that said poster will more than likely never see, ever.

I'll try to devise some sort of guidelines.... or something

Maximum Potion
11-23-2009, 07:34 PM
I'd say that discussions are never really over, new people and new ideas are always welcome, but a thread where someone is asking a question and it had been answered or it has been several months or more since it was posted, then it serves no purpose to bump.

Burzy
11-23-2009, 07:43 PM
I'm a mod in an online game, I've decided that I'm re-naming my ban hammer to "Reaper Man" in commemoration of this Thread lol.

Reaper man
11-23-2009, 11:59 PM
I'm a mod in an online game, I've decided that I'm re-naming my ban hammer to "Reaper Man" in commemoration of this Thread lol.


I swear, it's like you have a hard on for me, or something. o_O

Maximum Potion
11-24-2009, 12:10 AM
I swear, it's like you have a hard on for me, or something. o_O

The internet is a place where we can all be ourselves...

Burzy
11-24-2009, 04:14 AM
Nah no hard on's here, just nice to see people who enjoy dealing out punishment to douchebags. The world's too p.c.

byuu
11-25-2009, 04:50 PM
I say auto-lock after 3 months, and when you want to respond anyway, make a new topic with a link to the old topic at the top.

People hate old topic bumps because they read ten posts in, then spot their own name and realize the thread was years old. Or they have to re-read the whole thing for context.

Funny topic though, have had save states for a year now, never did implement the save state disable feature. But it looks like I may soon, I want to merge rewind, re-recording and save states into one interface.

Reaper man
11-25-2009, 05:08 PM
I say auto-lock after 3 months, and when you want to respond anyway, make a new topic with a link to the old topic at the top.

well, vBulletin doesn't have that functionality built in, and I can't implement it, soooo I'll just have to deal with it on a case by case basis.

Fla Flash
11-25-2009, 11:17 PM
Hey.
Quit bumping the thread. :P

Bp103
12-03-2009, 11:33 PM
on that note, what would be the ideal solution ?

creating a new topic about a subject for which there is already a topic (even if it is old)? or bumping an old one?

Seems to be quite the 'rock and a hard place'.

You'd think that bumping an old topic would use less space?



I've had problems with the decision of bumping old threads or just to make a new one... There is no real rule about it usually. So I try to go with if it the problem was not solved then bump because it could help others with the same problem, if problem has been solved then no bump, logically if it was solved then there is no need for further input.
But if its interesting as in this topic then it all seems to depend on how interesting your response is and your reputation and prompts bump at own risk. Which makes it more of a social thing.


Save states make me feel lazy. It completely removes the challenge of trying to get past that last level while in the process if passing out at 5:00 AM, and the bathroom rush. You gotta admit boss battles are way more exciting when you're about to pee your self. :p

BISON
12-14-2009, 09:31 PM
i use them in some games like in battletoads for nes that game is hard as hell so i have no choice but to use it; Besides it depends how you see it, as a assist tool for hard to beat games or just depend of it every 5 seconds

Maximum Potion
12-14-2009, 11:37 PM
I usually use save states under 2 circumstances:
1) My break at work / school is over and i'm playing a game on my Dingoo.
2) I am playing a game with no continues (save state at the start of each level, load after death).