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> At that time, death was just a part of the puzzles of the game. Repetition was not a hindrance. Some of this design philosophy continued into arcade games (w
by Terr_ 2y ago
> At that time, death was just a part of the puzzles of the game. Repetition was not a hindrance.
Some of this design philosophy continued into arcade games (where inserting a new token was profitable) and onwards to early home consoles. ("Nintendo Hard.")