>>305353
>Arcade titles in general as when emulating them I have infinite credits and it fulfills my childhood fantasy of having credits to get to the end without stressing over money so much.
I can relate.
When I was a kid, my parents only gave me money for one, maybe two coins, because they thought spending money on arcades was a waste (and looking back at it today, I think they were right)
So as you can imagine, I had to choose how used them carefully and the fun obviously didn't last long, not to mention how many times I had to go back home because the queue in front of the game I wanted to play (usually Street Fighter 2) was endless.
So nowadays having an entire arcade on the palm of my hand with free credits feels surreal to the inner child inside me.
>>305410
> never improve
Do you really think arcade games were hard for the challenge or because the devs simply wanted to nickle and dime customers as much as they could?
Some arcade games were straight up cheating with input reading bullshit (mortal combat) or with unavoidable bullet hell (in vertical shooters).
So, sometimes cheating on the cheating game ends up being the only way to enjoy it.
>>305440
>Arcades were designed to munch quarters, not to be beaten without a cheap trick. To use their own logic against them is to play their game in a 4th wall meta sense - purists can bitch and whinge and moan about it, but picrel was valid for decades.
I agree.
I also remember another trick, in the arcade machine that featured the coin slot with a metal plate placed on the top where the controls were (I think Virtua Tennis was one of those) I saw some people use a lighter close to the metal plate with the coin slot and the sparkles released by the lighter would add credits.