
Clack clack clack clack, splash splash—doodoodoodoo, splash splash, splash splash… Why do I press my body against every waterfall I see in any game? Is it waterfall training? Once you experience “There was a hidden path behind the waterfall!” just once… you fall under the curse of needing to rush into every waterfall.
Another condition that occurs is a meticulous check of whether equipment and parts are not placed by running backward from the starting position.
>>1
Memories of Mega Man X2
When I slip it in, I feel really happy.
I’m having fun doing it, so I don’t really connect with the idea of it being a curse.
In the game Breath of Fire 2, there is this.
It makes a nearly double difference in the protagonist’s mid-game maximum firepower whether it’s there or not, so it’s critical.
It also developed in Wiles.
If you can dive, there are also some decent things at the bottom of the waterfall basin.
It feels like a curse for those who can’t be satisfied unless they go through all the branches of the dungeon.
>>7
If you take the path that doesn’t lead to a dead end at the fork, it feels like a loss.
>>38
If you draw the correct one first, then you’ll wonder if you should go back.
>>44
If it’s Himmel, then they would have done that.
>>7
If the event is over and I can explore, then it’s okay to temporarily ignore it, but suddenly hitting the correct route and having the dungeon collapse after the event ends is…
The curse of the complete survey
When examining an object, the events change depending on the direction.
>>8
There is no treatment.
It’s in Elden Ring too…
>>9
At the magic academy—! It really does exist! I have to go back to the beginning!
If there was a house, you would probably go inside, right?
Isn’t the development side already cursed as well?
The one I’ve seen to death in Pokémon gameplay videos.
It’s my fault, but when it comes to hidden passages, the feeling of “I’m happy to have found it” is less than the frustration of “I’m upset I couldn’t find it,” and I can’t feel satisfied until I’ve checked every possible place.
But in the end, it becomes tedious and turns into a chore, causing me to distance myself from the game itself.
I’m really the one at fault, though.
For now, Kirby and Donkey Kong.
I was disappointed that it was in Skyrim but not in Starfield.
In fact, it’s quite a decent probability…
There is quite a lot behind the waterfall.
Since we will have to check for secret passages in the wall in the future, please stop it.
No, this really ruins the game experience.
I think it would be fine if everyone unlocked the hidden routes on the second playthrough.
When I have to keep talking continuously and the lines change to trigger an event, it really gets on my nerves.
Will there be a dispute in the meeting over whether to create a path behind the waterfall?
The first time, it’s all about the spirit of throwing away plays.
Why do you need to hit the wall or hit the treasure chest before opening it?
I’m currently playing Xenoblade Chronicles X for the first time.
Sometimes there are waterfalls that you can’t enter from the front and have to go around to the back to get in.
It’s not too bad in 2D games, but it’s tough to be cursed by this in 3D games.
Since I got cursed in Link’s Awakening, it hasn’t been lifted at all…
Once you find it, then…
Ante was disappointed that he didn’t have this.
Never to be solved in a lifetime.
Because it happened in both Monster Hunter and Yumia…
I truly hope that those who randomly put hidden doors in completely ordinary walls will go extinct.
For now, I’ll rub my body against the space behind the waterfall, the well, and the big painting.
I definitely don’t need it anymore, but I’m going to hold onto the equipment I had at the very beginning for now.
Talking to someone twice or investigating twice…
When I find a strangely flat wall…
Rather than making objects like waterfalls when you have no secrets.
This wall color seems different…
The path of two choices splits again after you make your selection.
Then, while clicking my tongue, I go back to the opposite choice of the two options from earlier.
Sometimes there are two choices beyond that, and it’s confusing.
The great waterfall located directly beneath the fish-shaped aerial ruins in Teyvat.
In a narrow space where water springs up and cannot be entered
I blame the staff who set the material mushrooms to pop.
I wasted about an hour believing that there was a hidden passage I could enter from somewhere, thanks to that mushroom.
In Elden Ring, the curse of having to hit a treasure chest at least once before opening it was never lifted until the very end.
This treasure chest has a double bottom!
>>47
I won’t forgive you for the habit I have of checking the treasure chest twice…
>>56
In some indie games, when you check a treasure chest that is open from the start, the message changes each time.
I was suspicious about the double bottom and had been researching it for a long time.
After about 20 times, the messages started to loop, so I stopped trying to investigate.
I feel like there was a game where you could get taken advantage of like that and if you got too close to a waterfall, you would fall and die.
>>48
Is it a moth lamp?
If there were actually a waterfall, it would definitely have a place where you could go in, so it doesn’t matter at all.
A cave behind the waterfall is a classic, after all…
Don’t bother checking behind the waterfall and behind the hanging scroll.
Wasn’t it in ff1?
An event where the flag finally gets raised after talking to them three times.
Can I allow a wall that can be passed through, which allows me to see a little beyond the wall?
Let’s make it so you can’t get in just by walking with a bit of a step.
I’ve been cursed to investigate suspicious places because I worked part-time as a tester.
The comments of the townspeople change depending on the progress.
It’s a grateful performance, but it’s tough.
>>59
I wonder why I feel the need to investigate something that wouldn’t be a problem at all if I overlooked the mob’s remarks.
>>65
Sometimes they have sub-events, you know…
>>65
At times like this.
That character who was presumed dead is actually alive! It’s the kind of hinting message that suggests that.
>>59
Wiles had it rough because the dialogue occurrence was randomly generated.
I looked it up, but there’s only herbal medicine there.
There is a treasure chest under the bridge.
Open a soul chest after striking it.
Choosing the correct branch means you’ll be forced to escape from the dungeon after the event, which is annoying.
Map completion rate 98.15%
When you move the elevator, immediately get off and check if there’s anything below.
Because I received that cursed baptism in Mother 2, it can no longer be undone.
I can’t forgive that there’s no way to deal with treasure chests that change over time.
There should have been FF4.
Thanks to that, I end up missing objects that should definitely be found along the highway.
I won’t forgive those who exceed a 100% achievement rate.
An unnatural dead end will just make me punch the wall for now.
It’s due to Tomb Raider…
The branching paths of the dungeon are frustrating when you find the correct route.
>>79
Then, going down a wrong path and finding nothing makes me even more irritated.
Rather than having a waterfall that you can’t enter, I feel like you shouldn’t even make a waterfall.
Under the bridge!
Actually, it’s a climbable hedge!
Movable bookshelf!
The fact that you can actually go behind the waterfall is what shouldn’t be.
You investigate the middle of the flower field, right?
A quiet sub-event appears with the passage of time in the early village where there is no longer any need to return!
If you had stayed oblivious all along, that would be one thing, but once you happen to notice it, well… you know.
>>85
There was a scenario where a companion who was separated in the early stages reappeared in the later stages and became a companion again in the village where they parted ways.
It appears quietly without any foreshadowing, so I cleared the first run without knowing…
Moreover, when I made it my ally, it was wearing an incredibly rare item that was just a towering pile of crap.
The way of saying “curse” is kind of annoying.
>>86
Then it’s good with a blessing.
>>86
That’s a curse.
>>89
What does that mean?
>>91
It’s already too late to realize this meaning.
Is it only in the game that one is obsessively attached to the back of the waterfall?
In an old historical drama, the stronghold of the peasant uprising was set behind a waterfall.
Because that set was also put together.
I guess everyone likes the cave behind the waterfall…
While being disappointed that there is nothing after investigating various things in the early stages
This game gives me peace of mind that I don’t need to look things up one by one.
It’s reassuring to have a wall-like blockade at the waterfall.
Why does a cave form behind a waterfall in the first place?
What kind of natural law is it?
>>93
I don’t know if it exists in nature, but it’s a hidden passage and hidden room that can be expressed in a natural way, so it has a sense of romance.
>>93
There was an article about the Urami Falls mill shell, but it’s a bit different from the cave in the thread image…
There are games with a kind feature where a sparkling effect appears wherever there are items.
Because there is a traitor hiding items in places without sparkle, I am constantly looked at with suspicion.
For those who have become complacent with the game, it is nothing but a curse that increases the amount of work.
The color of the tiles on this floor is different… Let me check.
This pillar is the only one that is broken… Let’s investigate.
There is an unnatural stain on this wall… I’ll investigate.
There’s a gap here even though it’s a wall full of shelves… I should check it out.
Night Sword
Skeleton x2
Behind the waterfall, there is another waterfall.
I feel that waterfalls have become a standard hiding place that is now taken for granted in 3D.
Recent games have certainly become larger in scale, so I don’t do that anymore, but back in the day, every time the story progressed, I used to talk to NPCs to see if they had any new information…
I’m getting fed up with having to re-examine all the places I’ve been to since I got the key in the RPG.
It’s also a hassle to advance while taking notes on the location of the doors in advance.
In Monster Hunter Wilds, there was a heavily cracked wall, and I tried a lot of things like using bombs to break it, but it turned out to be just a passage for the octopus to escape, so I was disappointed.
I have to think about which of the two incorrect routes it is every time.
I can’t stop because I want to feel the sense of accomplishment from solving escape game-like puzzles.
It’s outrageous to call me a great sinner! I’m just living as a mob most of the time, and it’s only when I include a specific character among the party members that I trigger side quests!
>>108
With such trash around, we have to keep changing members and talking to people in town over and over again.
I feel like Breath of the Wild had a lot of things like this.
>>110
Yahaha!
When you investigate, there’s something sparkling✨ in the area where Zico is, it’s wonderful, isn’t it?
Trust points for the creator +1
>>113
What I expect from Zico is merely a game-like flavor, so I think it would be disappointing if it was done in a regular game.
>>113
Well… there are items even in places that aren’t sparkling.
>>120
I will never forgive you.
>>126
It will never be solved.
Ninja Gaiden 1 was a game that did all of this.
There’s a treasure chest behind the waterfall, and just after you get off the elevator, if you walk towards the direction where the camera can’t move around, there’s also a treasure chest there.
There are about 10 columns lined up, and if you do a triangular jump between two specific columns and reach the ceiling, there is a collectible item placed there (without any markers).
After starting the mission, if you walk backward from the route for about 3 minutes back to the previous mission’s stage, a hidden challenge will begin…
>>114
I have a memory that Bayonetta was something like this too.
>>142
The original inspiration for these two works was Devil May Cry, so…
There aren’t many waterfalls in nature that you can’t see behind.
You can only see the hidden room when wearing these truth glasses.
Moreover, this is not limited to this dungeon.
>>117
I remembered the item that reveals illusions in The Witcher 3.
The hidden block chime in Mario RPG and so on.
I wish it didn’t exist at all…!
In other words, if there isn’t a place where you can approach the waterfall as a field instead of just a background, then why was it even made in the first place?
The sense of emptiness is overwhelming when I make an effort to check and gain nothing, so I want something to be left in suspicious places.
It doesn’t seem like a place where you could easily enter if there were actually a waterfall pool.
Mega Man X2 and Dark Souls have instilled my sense of common sense.
It was combined with the fact that there is a hidden passage behind the waterfall, which has a width like Niagara Falls.
I will never forgive that terrible map that had only one square as the entrance to the cave hidden in the secret passage.
A curse that attacks before opening the treasure chest.
→Trash
>>130
After being attacked by the treasure chest-shaped mimic
If you attack the treasure chest, it actually has a bomb trap set inside.
I remembered that the items inside were shattered when that trap was activated.
>>130
The terrible thing about Dark Souls 2 is that chests become worthless if they get caught in enemy attacks…
I am covered in curses.
>>131
This curse will never be lifted throughout my life.
Isn’t it a bit crazy that in Dragon Quest, you can break into houses and rummage through dressers?
>>132
There it is, a coin and a sword!
I want the walls that can be passed through to have slightly different colors or to be cracked.
I seriously won’t forgive the development that set the boss behind the stained glass in VP1.
When I find the correct path in the dungeon, I am cursed to also try going the other way.
>>136
It was the same in Himmel.
We’ll do the same.
I think it’s a bad culture left behind by Zelda.
Even though I know it’s pointless, I feel like I miss out on something if I don’t touch behind the waterfall at least once.
I don’t like having to search all the squares because invisible items are also dropped.
If you find a relatively challenging hidden item early on…
I feel a bit gloomy wondering if there will be hidden items at this level in the future…
As I age and have less energy to devote to games, I think I should ignore these hidden elements and focus on reducing my backlog, but I can’t help but search for them.
>>146
Isn’t it that the game has become a double obligation?
There’s nothing behind the waterfall → There’s really nothing…? (disappointed)
There’s something behind the waterfall → Is there really… (despair)
As I raise the elevator car and jump down, a new route emerges there.
When the elevator rises, something comes out from below.
Except for the edges of the waterfall, it’s common to have instant death from falls, so it’s actually reasonable.
If necessary, I will definitely operate the camera and carefully check the back side.
There is a hole where it’s okay to fall into a trap that leads to death.
A curse that makes you stand right at the edge of a cliff and look down.
You should not sell the initial equipment that is not sold in stores.
For now, I want to lift the curse of choosing hard mode on the first try.
>>157
Please stop the difficulty selection that just makes the enemies tougher and more of a hassle.
In side-scrolling games, I’ve fallen into holes because of Mega Man X and Super Donkey Kong, and I feel like there might be hidden passages there, so I’ve developed a habit of trying to fall in just in case.
Even if I have it, it’s not really a big deal item…
>>159
The highest-level job transfer item was thrown into the workshop…
As expected, the glitter was added later on…
>>168
Finally, I can go to a map that doesn’t have enemies, like a research lab at the end.
A box that looks completely different from the treasure chests that used to exist is rolling around.
I was horrified thinking that if I had gone past this without realizing it, when the item was an accessory that nullified all status ailments.
I guess I should have the residents of the first town mention that there is no cave entrance behind the waterfall.
>>160
(The fact that they are intentionally mentioning this means there is something to it, right…)
I sometimes realize that I took a wrong path and turn back, but occasionally the place I returned to is actually the right path, and I try to act calm.
There was a treasure chest in the PS version of Bastard that changed when you checked it twice during the game, and a companion would join after the boss battle.
“By simply placing a person whose lines change until you talk to them 10 times at the beginning,”
The gaming experience decreases!
It would be troublesome if it happens after having the same conversation several times.
Children who played Dragon Quest 1 or the original Pokémon are undoubtedly cursed to repeatedly press A on empty tiles.
Damn it, it’s an incurable disease.
I feel like it was also in Mario Kart.
Be careful, because if this disease occurs in an open world, it can become endless and boring.
I have already filled in the elements I missed with the commentary.
A curse that makes you return to the towns you’ve passed through as the story progresses to see if the dialogue has changed.
We need to do something about the tendency of the game to take the attitude of “Normal? No, I’m confident in my gaming skills!” when it comes to difficulty selection…
In the floor that spews flames, if you step on it you take damage, but there is one flame that is an illusion and doesn’t cause damage.
When I was told something like “There’s an item hidden on that floor,” I really felt like saying, “Please spare me.”
Isn’t the only way to investigate the illusion to take damage?
You can’t hit the hidden block unless you step on Toad’s head and climb above the door.
>>175
It’s fine to have it.
It’s fine, but don’t include it in the acquisition rate.
At least don’t show the acquisition rate.
>>175
You can try again later, right?
Huh? You can’t do it?
No matter what I do, I laughed and said that an RPG that reaches the boss room in the shortest time on the first try is ridiculous.
The mob that refers to the protagonist’s temporary situation triggers the activation of the curse.
Number of total defeats: 0
Why wait in front of the waterfall for three minutes?
Since the moment hidden elements came into existence in this world, one cannot escape, and it is no longer original sin.
This is clearly a suspicious wall.
When destroyed by a bomb, there is a corridor and room inside.
However, the items at the back of the room cannot be obtained.
This is a wall with nothing on it.
There is a good item that can be broken with a bomb, as referenced in the earlier matter.
I have learned the importance of doubting.
I will forgive you if it can be fixed later…
Let’s try making a cursed game that specializes in infecting people with curses like this.
When I got caught in the waterfall, I was like “Oh!” and then bumped into the wall.
It was just a bit deeper, but the emotions when there was nothing were completely like a roller coaster.
>>187
Ah, that thing comes in the second half of the story, and you can go even deeper.
Where is the idiot who did this first…
I really think it’s an existence that has cursed the world.
>>189
If it’s a story about the cave behind the waterfall, it’s that guy called Earth.
>>189
What are you dissatisfied with?
Shall we have them play a game where a room with nothing in it is set up in large numbers…?
>>190
I don’t know if it’s an old RPG or a punishment room, or if there are hidden elements.
>>190
Is it Gaia Saber?
If you keep waiting without choosing either option, a different choice will emerge.
A treasure chest at the end of the hidden passage.
A hidden passage behind…
The creators include a little playfulness or service by adding bonus elements.
The player is cursed.
I think the most sinful of this type of curse is the blue dragon.
If it’s just the curse of the waterfall, it wouldn’t be so troublesome.
When these pile up to 50 or 100 types, it can take hours away from gameplay with unnecessary actions.
>>199
The game itself is a waste of time.
If it felt like I entered after getting a hint, I would feel like I’ve lost something even if I found it.
>>200
If you approach it with the mindset of just looking at the strategy guide and picking things up in the end, then…
If I find a hidden element, then I’ll have to remember not to go back after clearing this…
nothing
There are five bronze haniwa in the world (only four exist).
The room of Maridia in Super Metroid.
It seems there are two choices, but if you repeat the lower input five times, a third choice will appear, and you must choose that to become an ally.
In Minecraft, you can climb up with this…
It’s a curse, but it’s limited to that game.
It’s something you can be sure there aren’t many of.
The curse that makes you feel uneasy if you don’t win with the character you arrive with, when there are strong enemies placed that have no meaning in defeating them.
Speaking of which, the curse of the Metroid series doesn’t occur in other Metroidvania games.
…Maybe it’s because it feels like the map designer is hiding things.
I think the trophy system is also accelerating the worsening of the curse.