Soundtrack Central The best classic game music and more

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vert1 Jan 17, 2012 (edited Jun 22, 2014)

This is a thread to talk about games that throw something in game the diverges from standard material found in the game. Not a thread to talk about games that were different from their franchise counterparts (Super Mario Bros. 2, Zelda 2, etc.). Please describe what you liked and hated about said game diversion in a detailed response that allows people to understand who haven't played the game before why it was good or bad. For other ones you want to mention that don't fall under the best or worst make note of them so we can have a big compilation of all the notable in-game diversions. Here are mine:

My best diversions:
Contra 3's Topdown levels
-Maybe the positive memory of Fortress Zone -- a game I played in my early years on GameBoy -- influenced me but I found these levels to be pretty entertaining. Getting swarmed in 360 degrees is good for providing tension and paths to blow through enemies to escape the en masse. It was cool to see the weapon fire from a different perspective than from the side and hiding behind barriers didn't become stale like Gears of War. The levels had no mindless wandering around and the different areas you went to -- sometimes traversing through tight walkways or mine-riddled floor spaces to do so -- to destroy the 7 enemies to proceed to the boss provided fresh excitement to wherever you went. The first boss you fight was pretty cool. It produces a lot of moments where you could scream "get out of the way" or "it's coming right for us!". This diversion level was introduced again before the final level of the game and intensified certain aspects.

My worst diversions:
Gunstar Heroes & Gunstar Super Heroes' Flight Levels
-I really disliked the inclusion of these dumbed down topdown piloting levels. The ships lost all the fun moves you had with Red and Blue. The boss and enemies didn't have any great designs from the game that blew away other boss battles. Just was really boring and out-of-place. The Gunstar Super Heroes helicoptor level on hard is stupidly harder than the entire game. You shoot at a boss that will kill you in less than 15 seconds. I stopped playing the game due to how annoying this boss was. When I later picked up the game I beat it on my first try.

Other diversions:
RE4's Ashley Level (good) and Viewtiful Joe's aerial dogfighting level (bad).

EDIT: I removed the non-inclusion of sidequests. I removed the stricter definition of divergence. Please understand.

vert1 Jun 22, 2014

https://www.youtube.com/watch?v=2HbIHVo … e=youtu.be
Dodging lightning bolts with science n shit [Final Fantasy X]

I haven't played this game, but I came across this youtube video and thought people here would get a kick out of it. (Surprised there is no FFX thread on STC).

Ashley Winchester Jun 22, 2014

One of the best diversions I ever come across in a video game is Wild Arms Alter code:F's Puzzle Box Quest... and that is saying something since I feel the rest of the game fails compared to the PS1 original in just about every other way.

It's true the puzzle box side quest first appeared in Wild Arms 3... but it was kind of easier (too easy) to cheese your way through it since it was a simpler take (i.e. you could move more pieces and they were all 1 x 1) which kind of took some of the guess work out of it. You need to think harder for the puzzles in Alter code:F.

But seriously, the Puzzle Box side quest was the best part of the game. If you could take those puzzles, make a game and call it "puzzle box," put it next to Alter code:F and I would take "Puzzle Box" every time.

jb Jun 22, 2014

I don't know if it's a diversion but the invisible floor room in either Breath of Fire or Lufia (I forget which game) was infuriating.

GoldfishX Jun 22, 2014

vert1 wrote:

My best diversions:
Contra 3's Topdown levels
-Maybe the positive memory of Fortress Zone -- a game I played in my early years on GameBoy -- influenced me but I found these levels to be pretty entertaining. Getting swarmed in 360 degrees is good for providing tension and paths to blow through enemies to escape the en masse. It was cool to see the weapon fire from a different perspective than from the side and hiding behind barriers didn't become stale like Gears of War. The levels had no mindless wandering around and the different areas you went to -- sometimes traversing through tight walkways or mine-riddled floor spaces to do so -- to destroy the 7 enemies to proceed to the boss provided fresh excitement to wherever you went. The first boss you fight was pretty cool. It produces a lot of moments where you could scream "get out of the way" or "it's coming right for us!". This diversion level was introduced again before the final level of the game and intensified certain aspects.

I actually have just the opposite impression of these for both Contra III and Super C (and to be fair, the two base levels in the first Contra)...they break up the flow of the excellent run and gun platforming action. With III though, the issue stands out because there's only 6 levels and two of them are top downs.

Another worst is the pizza levels in Yo Noid. They take FOREVER, they aren't fun, they are pretty random and if you miss, you restart the stage. Solid platformer, just wish these levels weren't in it.

The_Paladin Jun 22, 2014

I did really like Triple Triad in FF8, however, I wasn't nearly as interested in Tetra Master in 9.

vert1 Jun 22, 2014 (edited Jun 22, 2014)

GoldfishX wrote:
vert1 wrote:

My best diversions:
Contra 3's Topdown levels
-Maybe the positive memory of Fortress Zone -- a game I played in my early years on GameBoy -- influenced me but I found these levels to be pretty entertaining. Getting swarmed in 360 degrees is good for providing tension and paths to blow through enemies to escape the en masse. It was cool to see the weapon fire from a different perspective than from the side and hiding behind barriers didn't become stale like Gears of War. The levels had no mindless wandering around and the different areas you went to -- sometimes traversing through tight walkways or mine-riddled floor spaces to do so -- to destroy the 7 enemies to proceed to the boss provided fresh excitement to wherever you went. The first boss you fight was pretty cool. It produces a lot of moments where you could scream "get out of the way" or "it's coming right for us!". This diversion level was introduced again before the final level of the game and intensified certain aspects.

I actually have just the opposite impression of these for both Contra III and Super C (and to be fair, the two base levels in the first Contra)...they break up the flow of the excellent run and gun platforming action. With III though, the issue stands out because there's only 6 levels and two of them are top downs.

I'm going to have to disagree. The topdown level in Contra 3 is introduced on the second stage before any established stage flow or pattern is setup. The last topdown stage is used in a way of spacing preventing the super intense action from being lumped right next to each other which fleshes out the game; also, it allows for a needed buildup before entering the hardest part of the game. In a way adding a second topdown stage gives the first topdown stage a legitimacy by making it something that doesn't feel shoehorned in: it gives the player a chance to test out their skill again instead of what could be seen as a one-off mastery.

"Only 6 levels" - Are you not satisfied with the length of Contra 3? I'd assert that the final stage length is 2 stages making it a 5 stage game.

Amazingu Jun 22, 2014

The_Paladin wrote:

I did really like Triple Triad in FF8, however, I wasn't nearly as interested in Tetra Master in 9.

Same here.
I think it was also partially due to the fact that the "combat" mechanics in Tetra Master made very little sense to me.

One of my favorite diversions in video games (although I guess it's more of a side-quest) is the Old Cave in Lufia 2.
It's basically its own self-contained mini-RPG with random dungeons, with the added bonus of being able to take some rare loot with you into the main game.

I've never been able to finish that f*cker though.

Ashley Winchester Jun 22, 2014

GoldfishX wrote:

I actually have just the opposite impression of these for both Contra III and Super C (and to be fair, the two base levels in the first Contra)...they break up the flow of the excellent run and gun platforming action.

I'm kind of split on this.

I don't mind the base levels at all in Contra... to me they are classic.

The top down levels in Contra III? Trash.

James O Jun 22, 2014

Amazingu wrote:
The_Paladin wrote:

I did really like Triple Triad in FF8, however, I wasn't nearly as interested in Tetra Master in 9.

Same here.
I think it was also partially due to the fact that the "combat" mechanics in Tetra Master made very little sense to me.

One of my favorite diversions in video games (although I guess it's more of a side-quest) is the Old Cave in Lufia 2.
It's basically its own self-contained mini-RPG with random dungeons, with the added bonus of being able to take some rare loot with you into the main game.

I've never been able to finish that f*cker though.

Another one was the 100 floors thing in the Paper Mario/Super Paper Mario games.  I could never finish those either.

Definitely did not like Tetra Master compared to Triple Triad.

Ashley Winchester Jun 22, 2014

James O wrote:

Another one was the 100 floors thing in the Paper Mario/Super Paper Mario games.

This reminds me of another bad diversion: the 100 floor dungeon in RPGs

+ Wild Arms 3's Abyss was terrible and ironically the first ten floors were mandatory to open up the end of the damn game

+ Alter code:F's Abyss was a little better than 3's but still a slog

+ Star Ocean 3's Sphere Building was just the same five floor patterns repeating in an random order

However, when it comes to mindless and stupid diversions in RPGs I think the PS2 Wild Arms games take the cake. Most of the side quests to get EX keys were usually very insipid.

GoldfishX Jun 23, 2014

vert1 wrote:

I'm going to have to disagree. The topdown level in Contra 3 is introduced on the second stage before any established stage flow or pattern is setup. The last topdown stage is used in a way of spacing preventing the super intense action from being lumped right next to each other which fleshes out the game; also, it allows for a needed buildup before entering the hardest part of the game. In a way adding a second topdown stage gives the first topdown stage a legitimacy by making it something that doesn't feel shoehorned in: it gives the player a chance to test out their skill again instead of what could be seen as a one-off mastery.

I disagreed with you, you disagree with me...We're not going to get anywhere. I have to say, I think Contra III is the weakest of the first 3 Contras, partially because of the overhead stages and partially because I feel there isn't enough run and gun action in it (shortage of levels and the mini-boss fights break up the flow). I can play the first Contra for hours at a time everyday, yet I'm fine with just ripping through Contra III once a year or so.

And I actually remember somewhat enjoying Triple Triad.

GoldfishX Jun 23, 2014

Ashley Winchester wrote:
James O wrote:

Another one was the 100 floors thing in the Paper Mario/Super Paper Mario games.

This reminds me of another bad diversion: the 100 floor dungeon in RPGs

+ Wild Arms 3's Abyss was terrible and ironically the first ten floors were mandatory to open up the end of the damn game

+ Alter code:F's Abyss was a little better than 3's but still a slog

+ Star Ocean 3's Sphere Building was just the same five floor patterns repeating in an random order

However, when it comes to mindless and stupid diversions in RPGs I think the PS2 Wild Arms games take the cake. Most of the side quests to get EX keys were usually very insipid.

Heh, I just got done watching a run of someone going through a 100 level dungeon in Lufia II as well.

Amazingu Jun 23, 2014

James O wrote:

Another one was the 100 floors thing in the Paper Mario/Super Paper Mario games.  I could never finish those either.

I actually remember doing the one in Super Paper Mario.
In fact, I might even have done it twice, because I think there's an extra reward if you do.
Or were there two different dungeons or something? I distinctly seem to recall doing 2 runs, and I wouldn't do that for nothing.

James O Jun 23, 2014

Amazingu wrote:
James O wrote:

Another one was the 100 floors thing in the Paper Mario/Super Paper Mario games.  I could never finish those either.

I actually remember doing the one in Super Paper Mario.
In fact, I might even have done it twice, because I think there's an extra reward if you do.
Or were there two different dungeons or something? I distinctly seem to recall doing 2 runs, and I wouldn't do that for nothing.

Yes you have to do it twice if you want the final reward for doing it. I think there was the regular 100 floors and then there are the shadow 100 floors.

Ashley Winchester Jun 23, 2014

James O wrote:

Yes you have to do it twice if you want the final reward for doing it. I think there was the regular 100 floors and then there are the shadow 100 floors.

Why does this remind me of the Abyss in Wild Arms 3? You beat up the optional guy on the 100th floor for the Sheriff Star (the best skill in the game) and then you have to beat him again on the first floor to actually leave the dungeon which is insanely stupid. If I have the Sheriff Star how in the hell am I going to lose that fight? Bloody pointless crap in an already cream-puff RPG.

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