ceargaest

[tʃæɑ̯rˠɣæːst]

linguist & software engineer in Lenapehoking; jewish ancom trans woman.

since twitter's burning gonna try bringing my posts about language stuff and losing my shit over star wars and such here - hi!


username etymology
bosworthtoller.com/5952

MOOMANiBE
@MOOMANiBE

I can't wait for a new generation of children to be driven COMPLETELY MAD by the fact that if you don't do this completely insane thing 10 minutes into mario RPG in the middle of, functionally, a cutscene, you have permanently missed your chance to get this chest and frog coin


bruno
@bruno

In the remake, this is no longer missable. Be free.


ireneista
@ireneista

annoyingly, we had a pretty good guess what we had to do as kids, but we failed to do it on the first try and didn't want to reload from save

then in endgame when we got the coin detector or whatever it was, we knew damn well what the issue was but didn't want to believe it and kept trying to find another way

wound up replaying from the start. anyway yeah


ireneista
@ireneista

but what we really need to explain is this was fun, at the time. at least, to us. if other kids disliked it that's fair enough; we were unusual in many ways and this may have been one of them

it wasn't a world where there were a thousand games a year, nor could we instantly access complete information on all their secrets. games were meant to be played and replayed over a couple months.

missable secrets were also entirely normal and harmless in the older, memorization-centric games, because you were playing from the start over and over, using knowledge to accelerate your future playthroughs. in a sense you were learning to read the game's design language to guess where secrets might be, the better to remember them next time.

the 16-bit era, which mario RPG hails from, was after memorization was no longer really a thing... but proper usability principles were still only gradually being invented, and lots of players still had the design-reading skills, so this was a hold-over. it definitely would have been better to leave this secret out or make it non-missable, but with the historical perspective it's easy to see how the designers thought it would be okay.

(today those design-reading skills are more of a detriment to enjoyment than an asset, because when you can see the design intent right away, everything feels so paper-thin and lacking in mimesis... oh well. they're an asset in other areas of life.)


You must log in to comment.

in reply to @MOOMANiBE's post:

Plus there's the Hidden Treasure signal up above giving away that there's treasure to be found in this area.

Personally, I find that to be a downgrade to the original experience. Hiding that coin in a part of the game you could search around in but would never expect to was the joke. Giving the player so many opportunities to find it, though, just turns it into another Frog Coin. The game's increased ease of access to its optional content, but at the expense of what that content originally expressed.

I agree, but also it would be incredibly rude to make it permanently inaccessible now, given that they give you the signal ring before you come here. The first time you walk into that room, you now know theres a secret hidden somewhere.

You probably still aren't going to get it the first time, unless you already know where it is.

You do have to give up an accessory slot in order to even get the hint, though, and there are already plenty of incentives to use other, better accessories! Doesn't seem like a big deal to me. Not to mention, plenty of people will just look up guides that tell them exactly where to go anyway, if that's what makes the game more fun to them. I don't see the harm!