gameplay that cannot be experienced again

I don’t know if this counts how about Chrono Trigger’s battle system.
i'd say probably not. the active time battle system was used in FF 4-9 in addition to chrono trigger. the battle systems in FF10 and megaman command mission would be pretty close to not being seen very often. turn order changes on the fly depending on what actions are used. items barely slow you down, usually giving you an extra turn, orverdrives, hyper mode, action triggers [mmxcm] and powerful spells like holy and ultima give severe speed penalties.
 
You can totally play Elemental Gearbolt without the gun. It's not ideal, but you can.

I think just "games that had weird peripherals/gimmicks" fits? Like the Alex Kidd BMX game, or that Famicom boxing game that had an inflatable thing you hit, etc.



Famicom boxing game that had physical peropheral an inflatable thing required for gameplay?
What was the name of this? Was it Japan only release?



Elemental Gearbolt was designed with the light gun in mind. The intended way to enjoy the game is lightgun on CRT. Using a controller and emulator is frustrating. Everything is tuned and balanced for gun point and shoot method of play.


Now I'm thinking of Zelda Twilight Princess being designed for Gamecube and then the maps mirrored for right hand Wii mote play. This doesn't exactly fit the theme of this post but it is worthing noting.

Does Motion Controller requirements of the game design make this game experience difficult to replicate on non-original hardware?
 
Everything that had a big beautiful bright cabinet CRT and arcade controls.

  • Arcade lightgun games like Time Crisis, gun with refoil
  • Namco's Crisis Zone, lightgun MACHINEGUN with recoil and a visual eruption of papers/junk/environmental destruction flying everywhere in the game. There’s a PS2 port but the colors were changed and are awful, while the arcade version had bright beautiful colors. And the arcade version does not work in MAME. Maybe it never will.
  • Arcade racers like Virtua Racing, with the wheel and seat
  • Arcade flight sim games like, well it’s not really a flight sim but Galaxy Force 2 with the seat/frame that moved all around.
  • Namco's River Paddling game Rapid River, I’ve never seen or played it in real life.

Also see the Sega era of “Taikan” cabinets, enclosures for cockpit airplane games, sitting on a motorcycle for Hang On. I love Super Hang On in MAME but I’ll never know what it’s like to have the motorbike cabinet controls.

Even just playing any random game on a bright intense extremely crisp and low/no-motion-blur screen is a big thing that we’ve lost. And as of 2025 we still won’t have brighter better MPRT screens for years.
 
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Famicom boxing game that had physical peropheral an inflatable thing required for gameplay?
What was the name of this? Was it Japan only release?



Elemental Gearbolt was designed with the light gun in mind. The intended way to enjoy the game is lightgun on CRT. Using a controller and emulator is frustrating. Everything is tuned and balanced for gun point and shoot method of play.
Intended and unplayable aren't the same, though. You could buy the game without a gun and it's immediately playable with a controller. I'd argue it's as playable as House of the Dead with controllers on consoles, which again, not ideal but you can absolutely finish it that way.

As for the boxing thing, it's here. Never tried it myself, but I have to imagine a copy with a surviving inflatable thing has to be pretty pricey: https://famicomworld.com/system/controllers/exciting-boxing/
 
Fatal Frame for Wii U with the gamepad screen & motion control. The game was ported to ps4 but the WiiU version will be the most fun for me
 
Dark Wind on the PS2. A first person fighting game from 2004 that required a mat, tracking device and gloves. Personaly really enjoyed the game despite it getting mixed reviews at the time. Found it be a lot of fun and a good work out.
 

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Famicom boxing game that had physical peropheral an inflatable thing required for gameplay?
What was the name of this? Was it Japan only release?



Elemental Gearbolt was designed with the light gun in mind. The intended way to enjoy the game is lightgun on CRT. Using a controller and emulator is frustrating. Everything is tuned and balanced for gun point and shoot method of play.


Now I'm thinking of Zelda Twilight Princess being designed for Gamecube and then the maps mirrored for right hand Wii mote play. This doesn't exactly fit the theme of this post but it is worthing noting.

Does Motion Controller requirements of the game design make this game experience difficult to replicate on non-original hardware?
twilight princess being mirrored on the wii version is because about 90+% of the human population is right handed, and most people hold the wii remote in that hand. it's not a very good reason to do that, but someone thought it was.
 
Any Videogame that came with those popcorn makers' first MAME would need a miracle or a satanic ritual to emulate them, second a rich enough person to buy a still working contraption to dump the rom, even if we could emulate it, it would be pointless since the popcorn making is what draw us in the first place

Like this one for example
 
Any Videogame that came with those popcorn makers' first MAME would need a miracle or a satanic ritual to emulate them, second a rich enough person to buy a still working contraption to dump the rom, even if we could emulate it, it would be pointless since the popcorn making is what draw us in the first place

Like this one for example

This is the perfect example of that ephemeral video gaming experience that is tied to a time, a place, and a fragile technology.
 

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