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I wonder why there are no timed sections in Cave Story?


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#1 22 October 2008 - 03:53 AM

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You know, with the counter that goes down and you die if it reaches 0, the closest thing to one in Cave Story is Sacred Grounds.

#2 22 October 2008 - 04:20 AM

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You know, with the counter that goes down and you die if it reaches 0, the closest thing to one in Cave Story is Sacred Grounds.


Because then the game would be more difficult than fun?

Or maybe because Pixel didn't want to do so, or maybe the idea just didn't pop up in his mind before he completed the game? o.o

What you're asking is just like asking: "Why is the world round?"
Ans: "Because it was made so."
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#3 22 October 2008 - 04:40 AM

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That didn't help very much, and it is not as dumb as that question.

#4 22 October 2008 - 04:52 AM

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That didn't help very much, and it is not as dumb as that question.

Actually your answer was there in Metalogz' post. Good games find the line between difficult and fun. Obviously Pixel thought that forcing someone to speedrun in order to progress the game was a bad idea. Thus he created hell for the difficulty aspect and stuck to the "between difficult and fun" line for the rest of the game.

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#5 22 October 2008 - 04:55 AM

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That didn't help very much, and it is not as dumb as that question.


Actually what Metalogz said answered your question perfectly.

Daisuke-san either didn't want to put a timed part in the game or didn't think of putting a timed part in.

I'm going with the first one myself. And the difficult part of the game is hell.
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#6 22 October 2008 - 07:37 AM

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Speaking of what, any mods using such element? Or is it not possible to do with SW?
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#7 22 October 2008 - 08:26 AM

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I don't believe you can make the timer count downwards with mere TSC.

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#8 22 October 2008 - 09:45 PM

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There is a countdown timer for drowning...

...Well before the easy/hard path split...
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#9 22 October 2008 - 11:34 PM

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What you're asking is just like asking: "Why is the world round?"
Ans: "Because it was made so." Because of Newton's laws of gravitation.

Fixed that for ya.

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#10 22 October 2008 - 11:48 PM

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