Posted August 07, 2021
dtgreene: Also leads to an interesting dynamic when there's a reason to lose a life on purpose, like in Zelda 2 where you recover your HP and MP, but losing your last life sends you back to the start, takes away all your XP, and in the Japanese version lowers your three levels to match the lowest one (so if your levels are Attack 4, Magic, 5, and Life 2, after a game over they all become 2). Also, in some shoot-em-ups (including, for example, the Touhou series), dying gives you a new set of bombs to use.
That reminds me of one mechanic that does seem to have disappeared, but was quite common in the NES days, but could be considered obsolete: Only way to save is to game over. (Examples include Zelda 1 and 2, Metroid, and Castlevania 2. Magic of Scheherezade was also partially like this, but you could also save (or, rather, get a password) in mosques, but later chapters don't have one in the starting town.)
Another mechanic of that sort that has disappeared and could be considered obsolete is password saves. In some older NES and GB (and some SNES) games, when you go to save, you are given a password, and to reload, you have to enter that password. For some games, like the Japanese version of Dragon Quest 2, these passwords can get pretty long, which makes it rather annoying to save your game. (Note that this type of save system is found on the SMS (Wonder Boy 3: The Dragon's Trap; the modern remake even includes such "retro passwords", but they're not required to save/load) and probably on the Sega Genesis.)
ResidentLeever: Yes indeed, and in some games like Battle Garegga you kinda have to die at times to lower your rank and make the difficulty manageble. That reminds me of one mechanic that does seem to have disappeared, but was quite common in the NES days, but could be considered obsolete: Only way to save is to game over. (Examples include Zelda 1 and 2, Metroid, and Castlevania 2. Magic of Scheherezade was also partially like this, but you could also save (or, rather, get a password) in mosques, but later chapters don't have one in the starting town.)
Another mechanic of that sort that has disappeared and could be considered obsolete is password saves. In some older NES and GB (and some SNES) games, when you go to save, you are given a password, and to reload, you have to enter that password. For some games, like the Japanese version of Dragon Quest 2, these passwords can get pretty long, which makes it rather annoying to save your game. (Note that this type of save system is found on the SMS (Wonder Boy 3: The Dragon's Trap; the modern remake even includes such "retro passwords", but they're not required to save/load) and probably on the Sega Genesis.)
In WB3 you also respawn the chest contents by loading a password, so it can be used to farm.
Dragon Quest 2, I believe, is similar in many respects; many one time only items will appear in their original locations if you load a save without said item in your inventory. There's also a couple interesting things that the game does with this:
* To get the Water Flying Cloth, you need to give the components to a specific NPC, then save and reload (which involves a password in the JP version). This can be exploited to get a second one, if you get the ingredients again before picking up the first one.
* There is a small island with a Yggdrasil Leaf (Leaf of the World Tree). This leaf will always be there if it isn't in your inventory, even if it was in your inventory when you loaded the save, and even if you just picked it up and used it right away (it's a consumable that revives a dead party member). This mechanic would make appearances in later games as well, though sometimes in slightly different form.
Incidentally, some early WRPGs (I'm thinking Wizardry 1-5, Bard's Tale 1-3 (though 3 less so than the others), and Might & Magic 1-2, take similar approaches to such items; if it's not in your inventory, you can get it again from the original location.