Is that fake? Not that it matters

It's not the true way to play an arcade style game, says who?Recap wrote:- it's a coin-ops' legacy, a feature to make the player put more money, but not the true way to play an arcade-style game.
Recap wrote:
Absolutely. In fact, this discussion is lame. Arcade-style games are not RPG's. Is that simple. The problem is that people use to forget why the several/infinite credits option is there - it's a coin-ops' legacy, a feature to make the player put more money, but not the true way to play an arcade-style game. Any, if you ask me. And self-disciplining is not really hard once you understand it.
But since I'm feeling as if I was repeating again, I'm just going to ask - how many of the people here NEVER use more than one credit per player? I'm curious about all those 1-credit-complete players; does it come only after lots of credit-feed "just-to-learn-that-pattern" plays? 'Cause you know, it's NOT the same...
Indeed, shouldn't we be speaking about two types of 1CC's, the straight 1CC's and the fake ones? Just wondering.
its not "fake" to turn the difficulty down, it is however, a complete waste of time.sjewkestheloon wrote:the concept of a fake 1cc made me laugh a bit. playing a lot of psikyo shmups at the min, i've come to the realisation that i have no chance at my current shmup skill to 1cc on the normal setting. therefore, suitable for the specific game, i've been slowely practising on 1 cred on the lowest difficulty until i can get a consistent 1cc. then, moving on to the next difficulty, i've done the same thing. i'm nowhere near a 1cc on normal yet but by learning the less complex bullet patterns on the lower difficulties has allowed me to apprehend the more complex ones thrown out by the same boss on a higher difficulty, and i am making progress. therefore, by the definition my eventual 1cc will be fake.
as far as i'm concerned that's bullshit. in fact i've been applying a lot of time to playing the game, enjoying it, and offering myself the possibility of improvement without credit feeding and becoming bored to death with stages 1-4.
however credit feeding on very easy games like steel dragon evo on the ps2 would detract from the achievment as it's easy as pie to do in the first place. i think such sweeping statements of fake 1ccs is a bit small minded and excludes the possibility that different skill level players will have different abilities, and the definition given doesn't apply to every shmup around.
somewhat playing devil's advocate here but i'm interested in responces to this
Funny you mention Metal Slug, 'cause it's one of the games I'm close to 1CC. I have ("had", since I sold it recently) the game since 1997 (SS version) and it still gives me fun. The SS version is harder than the MVS one in default settings, but I never used more than one credit, nor the select screen feature. My problem is that I'm not constant enough. I now want to move to MS2 or X. MS will remain uncompleted for now, but also "unfaked". 'Cause yep, that it matters.Neon wrote:I 1 lifed metalslug by making savestates at the beginning of each level, then mastering each one individually. Since bombs/weapons/etc reset at the beginning of each level, and the console ports have level selects, I thought I might as well spare myself the frustration of endlessly replaying the first 5 levels only to die in the same spots on level 6's bridge. Even having 1 lifed each level individually several times, it was difficult to do a run straight from beginning to end...always made some tiny mistakes. But I got it eventually
Is that fake? Not that it matters
Says Recap, of course. And notice I was also refering to coin-op games. But if that isn't enough to you (how couldn't it?), have a look at how the old arcade games started and how the immediate continue was implemented in them. It was more a marketing answer than the designers' choice. So nope, arcade games are not intended to be credit-fed, even if this may sound nonsensical.It's not the true way to play an arcade style game, says who?
This is going slightly off topic, I don't want to go deep into what is classed as the "true way" of playing arcade games. I just don't think that matters really. But since you brought it up I want to ask.....
What could be more "true", than playing games the way they were "made" to be played, i.e. playing arcade games like arcade games?
Again this isn't the basis of my opinion, I'm just asking.
the concept of a fake 1cc made me laugh a bit. playing a lot of psikyo shmups at the min, i've come to the realisation that i have no chance at my current shmup skill to 1cc on the normal setting. therefore, suitable for the specific game, i've been slowely practising on 1 cred on the lowest difficulty until i can get a consistent 1cc. then, moving on to the next difficulty, i've done the same thing. i'm nowhere near a 1cc on normal yet but by learning the less complex bullet patterns on the lower difficulties has allowed me to apprehend the more complex ones thrown out by the same boss on a higher difficulty, and i am making progress. therefore, by the definition my eventual 1cc will be fake.
Not "self-made" if you think about it, actually. We're speaking about "1CC". If you used more than 1 credit at any moment you broke the rule and you're taking advantage of that for your next 1CC. So you "faked". It's not "elitism", it's a proper use of the language to distinguish two different situations.i dont see how "fake" it is, in fact its an elitist fucker mentality, whats up with self made rules as what is "true" and "fake"?
Coin-op's and arcade-style console games are not different. You can use as many credits as you want, either to see the ending or to learn patterns. But what's the point?when i play on the arcade, i can put another coin to learn that pattern or stage or whatever, if i have 5 coins, i can use them to see the end of the game, i wont really have beaten the game til i beat it by the default number of lives the developpers game me, but who gives a fuck about the rest?
Well, taking that perspective you could also argue that the whole concept of scrolling games was brought up together with the concept of continues. What sense does it make to use continues in a game like Pong which doesn´t change over time? The whole structure of a scrolling shooter that gets more difficult in later stages is essentially following a business concept on how to get more money from the players by tempting them to creditfeed. Creditfeeding is exactly what these games are designed for. People who aim for a 1cc and dedicate themselves to a game enough to achieve this are the exception from the norm and THE main reason the genre has declined in arcades, because having someone sitting at a cab for hours with one credit doesn´t make sense for arcade owners. Racing games where you can´t play longer than 5 minutes no matter how good you are pay off much better.Says Recap, of course. And notice I was also refering to coin-op games. But if that isn't enough to you (how couldn't it?), have a look at how the old arcade games started and how the immediate continue was implemented in them. It was more a marketing answer than the designers' choice. So nope, arcade games are not intended to be credit-fed, even if this may sound nonsensical.
no, it´s not. The ONLY valid use of the term "single credit clear" by that definition would be clearing the game on the first credit you ever used. If you played several times from the beginning, you used more than one credit to clear it. It really doesn´t make sense. Fake 1CCs would be things like slowing the game down artificially, using savestates. As long as the run that counts is done legitimately, it doesn´t matter the slightest what methods you used to practice.Not "self-made" if you think about it, actually. We're speaking about "1CC". If you used more than 1 credit at any moment you broke the rule and you're taking advantage of that for your next 1CC. So you "faked". It's not "elitism", it's a proper use of the language to distinguish two different situations.
This is a very good point. Metalslug 3 for XBox has only 3 credits or so. And for very good reason. Metalslug 3 is a different kind of game from, say, Halo, where having infinite continues at specified checkpoints makes sense. Giving kids today infinite continues in their shmups causes a very predictable reaction: "Damn, you can play through this thing in less than an hour. I've already seen everything there is to see here, so why go back to it. This game is not a good value."D wrote:Infinite continues suck.
This is probably what killed the appeal of shmups.
Reviewers just played through it in 30 minutes. $60,00 gone!!!!
This is what is written alot.
Manufacterers even to this day do not seem to care about these comments.
Even variable credits is bad, and variable lives and bombs too.
perhaps one day we'll be able to easilly mod our games and change these shortcomings ourselves, can't wait!
The truth is that "scrolling games" weren't born with an immediate continue option. And they still got harder in later stages. And still got money from the players, even if they were forced to restart. Keep in mind that to "have someone sitting at a cab for hours with one credit" he previously had to put lots of coins to learn and to make progress.raiden wrote: Well, taking that perspective you could also argue that the whole concept of scrolling games was brought up together with the concept of continues. What sense does it make to use continues in a game like Pong which doesn´t change over time? The whole structure of a scrolling shooter that gets more difficult in later stages is essentially following a business concept on how to get more money from the players by tempting them to creditfeed. Creditfeeding is exactly what these games are designed for. People who aim for a 1cc and dedicate themselves to a game enough to achieve this are the exception from the norm and THE main reason the genre has declined in arcades, because having someone sitting at a cab for hours with one credit doesn´t make sense for arcade owners.
What's the difference, at the end, between using savestates and credit-feeding or using stage select features?no, it´s not. The ONLY valid use of the term "single credit clear" by that definition would be clearing the game on the first credit you ever used. If you played several times from the beginning, you used more than one credit to clear it. It really doesn´t make sense. Fake 1CCs would be things like slowing the game down artificially, using savestates.
funny.IlMrm wrote:That gives me time for a profanity-laced tirade.Rob wrote: The only reason I could see for limiting credits is to forego lengthy continue countdowns. I do hate having to pound a button 20 times to get on with it.
Hah.The ONLY valid use of the term "single credit clear" by that definition would be clearing the game on the first credit you ever used.
yes, of course, but once he achieved that skill, the game isn´t worth the cab it occupies to the arcade owner any more. And having a phenomenon of a whole group of people with such a skill could even ruin the business. Same thing goes for puzzle games. You just don´t have that risk with racing or lightgun games, and so they´re much more common nowadays.The truth is that "scrolling games" weren't born with an immediate continue option. And they still got harder in later stages. And still got money from the players, even if they were forced to restart. Keep in mind that to "have someone sitting at a cab for hours with one credit" he previously had to put lots of coins to learn and to make progress.
even in Japan, the usual arcade player is NOT hardcore, but going there for a quick blast. You don´t have to convince me that games aren´t movies, that watching them is not what they´re about. But when it comes to marketability, there´s no arguing that it´s possible to handle games in such a way, and that it´s very profitable to do so.The continue feature is actually pretty antinatural for what a game is supposed to be. A game's not a movie, as I said once. I don't know if the usual (Japanese) arcade player credit-feed the coin-op games
Using savestates to practice is legitimate, using them to "copy&paste" a 1cc (like it´s done for some replay videos) isn´t.What's the difference, at the end, between using savestates and credit-feeding or using stage select features?
I don´t want to argue this in the least. My usual practice is not using any of these tools, neither stage select nor lower difficulty or continues. But I wouldn´t want to devalue other people´s 1CC achievements by calling them fake just because they used other methods of practice.I 1CCed Vulcan Venture arcade without ever continuing in the game. Ever. And the sense of satisfaction was much greater in this game than it was in other games that I have 1CCed, by using practice continues.
The games I have one-credded by practicing levels, bosses, patterns, etc., well, I wouldn't go so far as to call them fake, but I'd say they were a little less rewarding.
I don't think so. If there's a group of people with such a skill is because all of them used lots of coins before. That's more money for the operator than the one he gets via casual credit-feeding players. Racing or lightgun games are "much more common nowadays" (I suppose you mean in Western countries, since in Asia and even latin America is the opposite) because you can't recreate the experience at home, unlike with non-dedicated games.raiden wrote: yes, of course, but once he achieved that skill, the game isn´t worth the cab it occupies to the arcade owner any more. And having a phenomenon of a whole group of people with such a skill could even ruin the business. Same thing goes for puzzle games. You just don´t have that risk with racing or lightgun games, and so they´re much more common nowadays.
But there are more of those you're calling "hardcore" in Japan than in Western countries. Many more. Anyways, you're implying what I said - that the instant continue feature is more a marketability wayout than the actual game designers' choice.even in Japan, the usual arcade player is NOT hardcore, but going there for a quick blast. You don´t have to convince me that games aren´t movies, that watching them is not what they´re about. But when it comes to marketability, there´s no arguing that it´s possible to handle games in such a way, and that it´s very profitable to do so.
"Legitimate"? Because an emu programmer decided to include it? C'mon.Using savestates to practice is legitimate,
The truth is that there are two ways of 1CC'ing a game and there are people here of either side. The truth is that both ways are noticeably different; one requires much more time and patience and never leaves the prerrogative. And the truth is that I don't find better words to distinguish them than "straight" and "fake". But since English is not my first, I'm pretty sure you'll find better, non-devaluing terms for the phenomenon. Do it.I don´t want to argue this in the least. My usual practice is not using any of these tools, neither stage select nor lower difficulty or continues. But I wouldn´t want to devalue other people´s 1CC achievements by calling them fake just because they used other methods of practice.
I'd argue that the "appeal of shmups" hasn't been "killed" by the presence of infinite continues, but rather the current mentality of the gaming public at large, which seems to think that "finishing" a game is only a matter of reaching the end credits, and that unless there are unlockables or some such thing to be gotten there's no reason to play through anything again once you're "good enough" to reach the end. The entire concept of improving one's skills through practice or playing for score is all but lost on the modern gamer...and the modern reviewer. Infinite credits haven't stopped shmuppers from enjoying games in which they're present; it's not the option, it's the mentality.D wrote:Infinite continues suck.
This is probably what killed the appeal of shmups.
Reviewers just played through it in 30 minutes. $60,00 gone!!!!
Yeah, and I don't think there's much benefit to making those distinctions. They achieve the same end product, so the end product should be called the same thing. What might be more interesting is to judge the skill shown in different 1CCs and see if skill level is affected by the method of practice.Recap wrote:Well, OK if you just want to stay there. I was trying to go any further and speak about the different ways to reach the 1CC play, thoe.shiftace wrote:1CC means to complete a game using one credit. To complete a game means to play it from the start to the end.
Recap wrote:TWITCHDOCTOR wrote: Thats fucking retarded any way you look at it.TWITCHDOCTOR wrote:Whats even more fucking retarded is your use of the term "Fake 1CC".TWITCHDOCTOR wrote:A 1CC is a 1CC !!
Come on... Can't you do it a bit better?
It might not have killed the appeal of shmups, but the presence of infinite continues has certainly affected the appeal though. Look at the older shmups e.g megadrive and SNES, you couldn't get infinite continues unless you used game genie type codes or through another way, which was regarded as cheating.BulletMagnet wrote:I'd argue that the "appeal of shmups" hasn't been "killed" by the presence of infinite continues, but rather the current mentality of the gaming public at large, which seems to think that "finishing" a game is only a matter of reaching the end credits, and that unless there are unlockables or some such thing to be gotten there's no reason to play through anything again once you're "good enough" to reach the end. The entire concept of improving one's skills through practice or playing for score is all but lost on the modern gamer...and the modern reviewer. Infinite credits haven't stopped shmuppers from enjoying games in which they're present; it's not the option, it's the mentality.D wrote:Infinite continues suck.
This is probably what killed the appeal of shmups.
Reviewers just played through it in 30 minutes. $60,00 gone!!!!
Well, since the 1CC concept involves skill and comparing different player's performance, I think those distinctions are indeed important. There are several shortcuts to "achieve the product" and only one to achieve it "straightly". It's also a matter of standardization - you some times credit-feed, some others, single-credit, some others use 10 lives per credit... and more importantly, what's the point to keep playing a game once you've seen all it has to offer?shiftace wrote: Yeah, and I don't think there's much benefit to making those distinctions.
Maybe we can just agree to disagree here. I noted later in my previous post that seeing if practice methods affect the resultant skill in whatever 1CC would be interesting, but I don't think it should make any difference to calling something a 1CC or not.Recap wrote:Well, since the 1CC concept involves skill and comparing different player's performance, I think those distinctions are indeed important.
But does the product differ in any way? And if the product does differ, shouldn't you judge by evident skill rather than by some preconception about the method?There are several shortcuts to "achieve the product" and only one to achieve it "straightly".
I don't see how this relates to defining 1CCs, or much of anything else. It is still my opinion that practice has no bearing on whether or not something qualifies as a 1CC. Is there some other point to this discussion than what constitutes a 1CC?It's also a matter of standardization - you some times credit-feed, some others, single-credit, some others use 10 lives per credit...
To get a better score, to find a more daring route, to play with a sense of humor, to develop more repeatable approaches...to have fun, maybe?and more importantly, what's the point to keep playing a game once you've seen all it has to offer?