It's not the graphics. It's all about the limitations

Written by Matt Paprocki
Published September 14, 2004

I consider myself a classic gamer. I wasn't really old enough when the first big boom hit back in the early 80's, but once the NES was available, it was over for me. Now, even today, I'm still playing the consoles of that era. Whenever people ask the simple question of "Why?" the answer is simple: Limitations.

Let us use the example of my all-time favorite game for this experiment, "Samurai Shodown II" on the Neo Geo. For those who don't know, this is a one-on-one fighting game much like Capcom's famous "Street Fighter" series. The difference? It's actually more limited.

Unlike the combo system of "Street Fighter," this is a game that restricts what the player can do, but it's all for the sake of a better game. Landing a hit on a skilled opponent, particularly the slower and hence more powerful ones, is a true accomplishment. You feel it. The game actually slows down for a brief second so a player knows his accomplishment. In "Street Fighter," you can land a hit and then follow it with many more in rapid fashion. "Samurai Shodown II" doesn't allow this, with each player battling for that one move that can end the bout, significantly enhancing the skill involved.

Unlike modern 3-D fighters, "Samurai Shodown II" doesn't let players dodge to the side with a quickstep maneuver. You can move backwards, duck, and block, but you are always confined to a single plane of movement. In "Soul Calibur," skilled players simply dodge an attack to the side and initiate a massive assault on their helpless opponent.

Newcomers to the game are lost, baffled and confused as their opponent dances around them in a taunting manner all the while draining their health meter. Die-hard players simple trade blows in-between their movements. In "Shodown," a new player can quickly figure out an all-out attack is not the way to play and the field is evened, again because of a limitation in the gameplay.

I'll get even older now. How about Taito's "Space Invaders?" You are limited to a movement of left-to-right, nothing more. What if the game was moved into a 3-D perspective, just behind your ship/turret, and you had the ability to change your altitude, as could the aliens. Not only has the game completely changed, but also it's become needlessly complicated in the process. The simplicity (and, of course, the limitations given to the player) is what makes this one such a classic.

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Matt Paprocki is the reviews editor for Digital Press, a video game website with an appreciation for the retro side of the industry. The deep game collection which spans nearly 30 systems and 2,000 games line his walls for research purposes. Matt strives to bring credibility to video game journalism, and take it in a new direction to aid the industry in becoming respected with all forms entertainment media.
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It's not the graphics. It's all about the limitations
Published: September 14, 2004
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Section: Gaming
Writer: Matt Paprocki
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#1 — September 14, 2004 @ 04:26AM — Dirk [URL]

As far as I can remember I have been fascinated by the idea of games enabling you to do anything.

Space Invaders is nice, but I wouldn't lose sleep over it now. It's too basic, I want variety, move freely in a world and do whatever seems right to me.

#2 — September 14, 2004 @ 12:55PM — Patrick

I'm a big fan of "classic" games (though I gotta feel a bit older, with these new Plug-n-play joysticks saying "play the games your parents played when they were your age!", when I was raised on Centipede and Galaga). Yea, sure, the new ones *look* better and have a more complex storyline, but you know..I don't want to waste hours of my time to tell if a game sucks or not. I can tell w/i minutes of playing an older game if I'm going to have a good time or not and the there's none of that backtracking to solve a puzzle or whatever that just draaags in newer games, especially when I'm having just as much fun playing that game from the 80's.

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