We also remember when most video games involved having a finite number of lives and having to start over completely if you lost them all.
Some games are like this today, but not many. Back in the day it was the basic assumption of every video game. Based off arcade games. And it seemed so natural.
And finite lives was bad. Like super Mario world on the snes. The only penalty for running out of lives was that you start at the beginning of the level and not at the checkpoint.
Arcade games or handheld or video games didn’t have any storage. Even on old home computers if you’d want to program in a save feature, you’d need to instruct the user to change to a fresh cassette for save. Then back to the game tape for reloading the game. And rewind and find the save on top of that to load.
It took a long time before floppies became ubiquitous, even longer for hard disks.
We also remember when most video games involved having a finite number of lives and having to start over completely if you lost them all.
Some games are like this today, but not many. Back in the day it was the basic assumption of every video game. Based off arcade games. And it seemed so natural.
And finite lives was bad. Like super Mario world on the snes. The only penalty for running out of lives was that you start at the beginning of the level and not at the checkpoint.
Before they had saved game state they had “warp codes” that you’d enter to start the game at a later point than the beginning.
Mega Man X Password theme plays with vigor
Arcade games or handheld or video games didn’t have any storage. Even on old home computers if you’d want to program in a save feature, you’d need to instruct the user to change to a fresh cassette for save. Then back to the game tape for reloading the game. And rewind and find the save on top of that to load.
It took a long time before floppies became ubiquitous, even longer for hard disks.