Donkey Kong Country 1 and 2 had multiple levels where going left at the start was the play.
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Maybe it was DKC2 which also had a secret INSIDE a secret.
I was permanently broken after that.
After Silksong, I now check to see if the secret room has a secret room.
Oh no...
~~Bad~~ Old habits die hard.
I feel like most dungeon crawlers in the 80's and 90's had something nice hidden in the starting room.
Lots of games. If you want those secrets, you gotta explore.
This is why I've never finished Baldur's Gate 3, there's just so much exploring by the time I hit act 3 I'm mentally tired from all the searching methodically lol
Once in the city I just follow quest markers directly and search anything that happens to be in my path.
I tried to be thorough the first time but so far on every (singleplayer) playthrough since then I have discovered new things mostly in acts 1 or 3 though.
The original Lego Star wars had a mini kit off the back end of the starting platform in the Count Dooku duel level. You had to play as a flying character to grab it
Also, fuck that one cause it's not even visible, you have to fly off the screen a dozen times before you get it...
Yeah the only reason my brother and I found it was because he was goofing off and decided to jump off the ledge to prevent us from playing.
Oh yeah that was an example I found recently. But heck, even Sonic 4 Episode II did it, you had to hold backwards all the way in the first act to get a life. Which isn't that big of a deal in that game, but it was a thing.
Yes, I was upset watching Ready Player One, how'd you know?
You disliked Ready Player One for that weird twist.
I disliked Ready Player One because it was a shit book that became a movie.
We are not the same.
Also, checking behind waterfalls.
Real life too.
Don't listen to TLC though they're trying to keep all the good waterfalls for themselves.
Damn you Donkey Kong!
DK2 loved this trick.
The Crash Bandicoot games did this several times.
Every video game hides loot off the main path. If you aren't looking for hidden items on side-trails, then you'll miss half the resources in the game.
I hate when I don't know which path leads to the exit, and which path leads to a dead end and treasure.
Elden Ring did a good job at giving you multiple routes and a clear "point of no return" in dungeons.
a few games have done this, I think I remember TR3 ?