I've still got my Genesis and N64 but I haven't broken those out for awhile. Emulators are better with modern TVs since they come with up scaling and antialiasing filters.
It's still a pretty popular scene. We've got a store in town that only sells retro junk. Games, albums, consoles, comics, swag. Went when they first opened but they've attracted a nice following since. Which is great because others who attempt it usually fail. I need to go again.
Unfortunately, with publishers on their anti-used game bender and everything moving to online distribution, retro gaming may die with the next generation. In that people 20 years from now will be unable to play games from today. Especially more obscure titles.
edit: Saw you are still waiting for a SCART cable, I assume you are trying to test it out with composite with a standard AV cable. Just need to hook it up to the composite input and set the video source to composite. Make sure "358 Filter" is enabled in the menus (built in comb filter).
lol, I guess that would be the problem... it works now, thanks.
Too bad my Nintendo 64 doesn't seem to be working at all. I tried it with Pilotwings 64 and Wave Race 64, no signal, no sound, nothing. I bought it from the only retro game store in the state 4 or 5 months ago, I guess I should've tested it sooner. I've been putting off getting an SNES off ebay (that store was out, and has been out since then), although that's the system I want the most. Mainly for RPGs.
Some of those games were probably bad. But actual arcade games tend to be really hard, yet are usually reasonable if you respect them instead of expecting them to give you a free win. I started playing bullet hell shoot'em ups a while back. Every time when I get a little further, it's exciting because I'm getting stuff thrown at me I haven't seen before, and failure is instant death - if I fail, I don't get to see any more and do not get any more score on that run, so I better be able to deal with whatever the unknown is. Beating a new section feels great. Beating a new boss is awesome. Reaching the final boss with two lives remaining, successfully navigating unfamiliar attack patterns, tactically bombing through both lives to just barely beat the game feels like being a superhero. If I were to insert some virtual credits and continue, or use savestates, the fun would disappear.This is a lot of what I mean about janky mechanics - Im not an arcade, why am I being limited by the number of "lives" I have? Why do I have to constantly repeat levels or start back at the beginning? Why is the game SO hard that it's as if the developers didn't actually intend on you finishing it?
To me it feels meaningless. There's no level structure, rhythm and story to explore and discover, no excitement from getting to a new or hard spot with your previous play on the line, no freedom, no side goals, no state (even lives/health/etc.) which makes the situation different. SMB is just an assortment of tiny ugly consequence-free Guitar Hero pass/fail minigames you must grind until you've beat all of them.Take a look at a game like super meat boy - basic mechanics, and super difficult. But you have no limit on the number of times you can retry and the levels are short. Despite being more demanding than many retro games, it's not frustrating at all because those artificial barriers than pad length are entirely removed.
As long as the game is fun, is it bad that it takes time to beat? When I make a run in a game, I don't need to see progress to have fun. Maybe I got further than before, maybe not, but I gave it all I had that day and I'm stronger for it. If I don't have much time to play, I'll play the same game the same way, just less often; if it was worth playing in the first place, it's worth playing when there's less overall time to play.Then compare it to a game like castlevania 1 - god forbid you make a mistake or you haven't memorized the level and you get thrown so far back. It was aggravating back then, and even more so now when I've become accustomed to not having to deal with that bullshit.
I've found that it wasn't until the modern age of emulators with savestates that I've been able to complete and enjoy the entirety of many of my favorite games from my childhood. This of course doesn't apply to JRPGs, but it's one of the ways many classic games dont quite hold up and remain better memories than games. My time is too precious nowadays as an adult.
It's possible to avoid boredom though. Good scoring systems go a long way towards that - after you have learned to survive a certain part of the game, you have another goal you can push towards while playing through those parts. And then you can revert back to survival mode when you get to sections that are hard for you. Another thing used by a small minority of games is to offer a very high level of challenge from the beginning instead of ramping up, so the first parts never become easy enough to bore.Here's the rub though....at first the challenge is part of the fun, yet when you're forced to replay levels, first they cease to be novel and interesting to explore, then they cease to be challenging, and eventually cease to be fun. Then at best you're bored, at worst you're frustrated. Neither of those are desirable qualities in any game, at any time.
I find "super difficult" settings nearly always badly balanced, unelegant and unenjoyable, much like tacked-on permadeath modes. If a designer wants to make various difficulty modes actually good, they should design based on the hardest mode, then adjust to create the easier modes. The other way mostly doesn't work for obvious reasons. I'm fine with some games being easy and some being difficult; actually facing five different difficulty modes after clicking on "new game" is a negative in my book if four of them are badly balanced and there is no indication of which one is recommended for best experience.Nothing has really been lost though, most games have a super difficult setting, if that's what you really want.
It's possible to avoid boredom though. Good scoring systems go a long way towards that - after you have learned to survive a certain part of the game, you have another goal you can push towards while playing through those parts. And then you can revert back to survival mode when you get to sections that are hard for you. Another thing used by a small minority of games is to offer a very high level of challenge from the beginning instead of ramping up, so the first parts never become easy enough to bore.
I find "super difficult" settings nearly always badly balanced, unelegant and unenjoyable, much like tacked-on permadeath modes. If a designer wants to make various difficulty modes actually good, they should design based on the hardest mode, then adjust to create the easier modes. The other way mostly doesn't work for obvious reasons. I'm fine with some games being easy and some being difficult; actually facing five different difficulty modes after clicking on "new game" is a negative in my book if four of them are badly balanced and there is no indication of which one is recommended for best experience.
Is there any newly made console that can play N64 cartridges, besides the actual N64? I know there are knock off consoles that can play NES and SNES games, anything like that for N64?
I've got an Atari 2600 in the garage that I want to hook up to my plasma in the man cave (bought the connector) but I can't seem to find any cartridges around the house! Grrrr.
I'm the opposite, got plenty of cartridges to play with but my 2600 doesn't work