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Tough Love - Can A Game Be Too Hard?

Thanks to Slate for its article discussing the excessive difficulty inherent in some videogames. The writer argues: "Some [games] are so freakishly, spoon-bendingly difficult that they take 10 hours of solid play before you've even begun to master the basics... I usually discard them in frustration after a couple of hours and wonder: What's the point? What adult has the time to master this stuff? Could it ever be worth it?" He continues: "The latest test of this thesis is Tecmo's new Ninja Gaiden, a game so punishing that even some hard-core players fear picking it up." Although the piece concludes: "Just because a game is hard doesn't mean it'll have a payoff", what games have you played that are insanely tricky to master?

309 comments

  1. Insanely tricky by joelparker · · Score: 4, Funny
    what games have you played that are insanely tricky to master?

    wopr# globalthermonuclearwar

    1. Re:Insanely tricky by Anonymous Coward · · Score: 0

      Yeah that was a very difficult game. I almost destroyed the world twice before I realized it was real!!!

    2. Re:Insanely tricky by eunos94 · · Score: 1

      How about a game of tic-tac-toe instead?

    3. Re:Insanely tricky by minotaurcomputing · · Score: 5, Funny

      Oh please! That game is soooo simple. The trick to winning is not to play the game.

    4. Re:Insanely tricky by Robmonster · · Score: 2, Informative

      Its a rubbish game. The only way to win is to set it to 0 players.

      --
      I have no sig yet I must scream.
    5. Re:Insanely tricky by Anonymous Coward · · Score: 0
      ...and THIS gets modded up as "Informative?"

      Just gotta love the Slashdot mods...

    6. Re:Insanely tricky by Gorelab · · Score: 2, Funny

      Am I the only one scared that this is infomrative rather than funny?

    7. Re:Insanely tricky by Henry+V+.009 · · Score: 1

      I'm afraid that I have to correct you on that. One player works even better.

      Yes, I'm an American.

    8. Re:Insanely tricky by SamSim · · Score: 1

      Um, how can you be said to have won the game if you didn't play it at all?

    9. Re:Insanely tricky by EMH_Mark3 · · Score: 1

      Let's say we play a game: flip a coin. If you get tails, I get to cut your left arm off. If you get heads, I get to cut your right leg off. How do you win? In a lose-lose situation, the 'winning' move is the one in which you lose the least, which would be not the play stupid sadistical coin-flip-of-death games.

      --
      Burn the land and boil the sea, you can't take the sky from me
    10. Re:Insanely tricky by Syrrh · · Score: 1

      You just say that because you're not very good at it. (And the game is inherently brutal to newbies like Iran)

  2. Ninja Gaiden - overhyped by Anonymous Coward · · Score: 0

    Not as hard as they make it sound. I won it in about 20 hours.

    -Cecil

    1. Re:Ninja Gaiden - overhyped by Anonymous Coward · · Score: 0

      Clearly you're not talking about the first two.

      Ahh Ninja Gaiden. There was this one guy, the only time I know of when anyone ever heard him swear was when he was playing that game.

      To this day I describe the pinnical of anger as Ninja Gaiden rage. I have yet to meet someone who doesn't know EXACTLY what I'm talking about.

    2. Re:Ninja Gaiden - overhyped by wickedj · · Score: 1

      You have to love a game that sets you back two whole levels when you die. Grrrrrr....

      Now, if you want a game that really pissed me off, Ghost and Goblins. Oh, you think you beat the boss but wait, you have to play through the game twice to actually win.

    3. Re:Ninja Gaiden - overhyped by Anonymous Coward · · Score: 1, Interesting

      Ninja Gaiden - in all of its incarnations - was one of my favorite games of all time. I could never get enough... and in fact, I think I'm going to break out my emulator this weekend, now that I've thought about it!

      But the most frustrating game I've ever seen was Dragon's Lair (and of course DLII and Space Ace were just as tough). It wasn't until I got a home version of the game that I even understood it - in the arcades, it was just too tough, and I never had enough quarters to learn it properly.

      I also remember ZooKeeper being incredibly challenging in the arcade. Kept me addicted for years.

      And for anyone who had a TI99/4a - remember Parsec? With that insanely long refueling tunnel in the later stages? Man, I'd love to find that game again...

    4. Re:Ninja Gaiden - overhyped by EllF · · Score: 2, Informative

      Sets you back two whole levels? Dude, there's a savepoint near the beginning of every level (expect for the very last boss battle, I believe.) It isn't handed to you on a silver platter, but your -first- order of business upon reaching a new area should be to find that savepoint, and not get killed in the process.

      --
      We who were living are now dying
      With a little patience
    5. Re:Ninja Gaiden - overhyped by Have+Blue · · Score: 2, Insightful

      All too often, searching for that save point results in blundering into what was supposed to be the challenge that that save point would let you repeatedly attempt. Also, the save points tended to be quite far back from said challenge (usually a boss), requiring you to repeatedly run the same jumping puzzle and defeat the same bunch of enemies to get back to the boss and try again.

    6. Re:Ninja Gaiden - overhyped by wickedj · · Score: 1

      Whoops, sorry. I forgot to mention that I was refering to the NES version. No save game. Basically, you would get to the second to last boss and if you lost, they would send you back two levels. Talk about getting pissed.

    7. Re:Ninja Gaiden - overhyped by MikeDawg · · Score: 1

      Ahhh, my sweet, sweet, TI99, too bad you never really hear anybody talking about them in the "consoles of years/decades past"; you always here about Atari's 2600 and so on, but never along any console timeline do you ever see mention of the TI99. I grew up on a TI99, and an Apple ][e. Parsec was awesome, but during those long refueling tunnels, there was a command you had to enter that would slow you down, Maybe it was like T and a number key or something. Thats how I was always able to do those long tunnes.

      --

      YOU'RE WINNER !
      Another lame blog

  3. Nope.... by Gigahertz · · Score: 0, Troll

    If you think it's too difficult, you're just a little slow... read the book, learn the controls, and then play the game as intended. If the quality assurance team could beat the game before release, you can do it now.

    1. Re:Nope.... by mausmalone · · Score: 2, Interesting

      Given the ammount of times QA are forced to play the game, and the fact that they can just ask the developers for solutions to puzzles, it's not surprising they can beat them. Given time, I'm sure I can beat any game. I'm too casual of a gamer, though. I'll never be able to put in as much time as QA testers do.

      --
      -=-=-=-=-=
      I'd rather be flamed than ignored.
  4. Origianl Donkey Kong Arcade game by raminator · · Score: 5, Interesting

    The origianl Donkey Kong arcade game was impossible to beat. I don't know if you could even beat the game or if it had an ending. I had one in my basement and I spent endless hours trying to beat it.

    1. Re:Origianl Donkey Kong Arcade game by curtisk · · Score: 4, Informative

      well there have been people that have scored @1,000,000 on this game and no ending, after the 22nd level the timer is way too low, so basically you just squeeze out a few points extra at that point. Heres a recap of the current world record

      --

      Sehr geehrter Toilettenbenutzer!

  5. Toughest game *ever* by andawyr · · Score: 2, Funny

    Tic Tac Toe - man, I *never* know which square to pick.

    1. Re:Toughest game *ever* by wickedj · · Score: 2, Funny

      The only winning move is not to play.

    2. Re:Toughest game *ever* by andawyr · · Score: 1

      Bingo! I was wondering how long it was going to take for someone to make the connection with 'War Games'.

  6. Quake by HardYakka · · Score: 5, Interesting

    I have been playing first person shooters since the genre was invented. I spend about our hour a day playing Quake 3 Arena online and I still get my ass kicked most of the time.

    I think some people must have an innate ability to master some types of games and others need simple games to keep from getting frustrated.

    Masochists like me keep trying.

    1. Re:Quake by Anonymous Coward · · Score: 0

      I'm one of those people with the innate ability so I don't find first person shooters that hard at all. ;)

    2. Re:Quake by Anonymous Coward · · Score: 0

      Why the fuck even post that comment as AC???

    3. Re:Quake by Anonymous Coward · · Score: 0

      Because he really uses aimbots and speed hacks ;-)

    4. Re:Quake by Anonymous Coward · · Score: 0

      I'm one of those people with the innate ability so I don't find first person shooters that hard at all

      Well fucking good for you.

    5. Re:Quake by Anonymous Coward · · Score: 0

      First of all, I was at work and didn't feel like logging in. Second of all, that comment makes me sound like an asshole. So of course I'm going to post anon. I'd wager that's the exact same reason YOU posted anon. :)

    6. Re:Quake by ezzzD55J · · Score: 1

      Hm, I have that feeling with Warcraft III ... Not that I've been playing RTS's since they were invented (at all), but I do get dominated by 12-year-olds or whatever all the time and I keep trying.. embarassing. Well, the reason I bought (!) the game was so that I could play on battle.net without worrying about CD keys, so ...

  7. XKobo by BinLadenMyHero · · Score: 1

    XKobo is one of my favourites, and I still play it today (I'm in stage 242, and there are only 50 stages, they begin repeating after that. Not that I'm addicted or something.. :)
    The gameplay basically about dodging enemies in a two-way scrolling space, trying to destroy the bases. The level 6 and some later levels are very hard.

    There is a modern version in SDL, called Kobo Deluxe, but I still prefer the original. Beware!

    1. Re:XKobo by YOU+LIKEWISE+FAIL+IT · · Score: 1

      We used to play this on a crummy old pentium laptop running BSD during our first and second year lectures ( Computer Science, UTS ). Sometime in second year, a friend tried to teach a neural net to play XKobo for his major project in Cognitive Modeling, but it never quite worked out. Killer game!

      --
      One god, one market, one truth, one consumer.
  8. Harry Potter. I admit it... by AtariAmarok · · Score: 1, Informative

    I admit it. I was balked at the first Harry Potter game. Everything went fine until I got to the "Fluffy" dog heads. I could not find a way to get them all to sleep at the same time; gave up after a while.

    --
    Don't blame Durga. I voted for Centauri.
    1. Re:Harry Potter. I admit it... by Pxtl · · Score: 4, Interesting

      Diddy Kong Racing was ungodly hard. I find that many kids games have this problem - they make the game hard for the playtesters, and forget that their target audience is 8-year olds.

      The second problem is this - my Dad tried to play a modern action game once (and only once). This man is an optical physicist, so he's at least of reasonable intelligece, drives a stick, so he can handle complex controls, and races in go-kart tourneys, so he's got at least minimal reflexes. Modern games assume you've played every predecessor in the genre, so they've got such incredibly complex stacks of rules and are so baroque that it took me 5 minutes to explain the intricacies of the rules (let go of the throttle before you hit the dash zones and you go faster), and another 5 for him to get his hass kicked anyways. This piling of rules upon rules upon rules makes for a nasty barrier to entry.

      When will they learn: the good games have simple basis/interface and intricate play, not vice-versa.

    2. Re:Harry Potter. I admit it... by fireduck · · Score: 2, Interesting

      Diddy Kong Racing was ungodly hard. I find that many kids games have this problem - they make the game hard for the playtesters, and forget that their target audience is 8-year olds.

      I loved Diddy Kong Racing (moreso than the various Mario Kart incarnations). I found it challenging but not overly hard. I unlocked most of the content, but could never beat the clock on many of the tracks, so I never got one of the racers. The problem with Diddy Kong vs Mario Kart, was that DK relied more heavily on one's skill, and the seasoned players would invariably dominate the less experienced in multiplayer (whereas MK has the random power-ups that favor the players not in first place and attempt to equalize things).

      The real hard Nintendo game is F-Zero GX. That's just an insane racer. I can't get past the third or forth level in the story mode, nor can I complete some of the tracks with anything resembling skill. It's just impossible and I've given up. The frustrating part is that there is no ramping up of difficulty or training of any sort to prepare you for how hard it actually is. You're just thrown in and stuck on endless repetition until you have maybe figured out how to beat a track with a specific driver. Which all goes out the window if you want to try someone else.

    3. Re:Harry Potter. I admit it... by Anonymous Coward · · Score: 0

      I agree. F-Zero GX's story mode is unnecessarily, insanely, frustratingly difficult. It probably took eight years off my life, but I got all the way up to the Grand Prix level, which I presume is either the last or next to last race (I'm guessing the last might be some sort of boss fight like F-Zero X's Death Race mode). I just couldn't beat it. It's a mutation of Mute City (heh) with lava and mines every-freaking-where. Whoever came up with this is not right in the head.

      GP mode is only slightly better. I wish I knew how the other racers always have a higher top speed than me, no matter what car I use or what car they use. The only way to win is to suicidally boost continuously, hoping to make it to the recharge strip before you die every lap. Even then, in harder modes the other racers can keep up with you pretty well without boosting themselves!

      The good news, however, is the points system, which lets you win the championship without ever winning a race. You have to watch who's ahead of you, points-wise, and take them out of the race. I believe the insane difficulty was meant to encourage players to fight to win like this instead of racing to win, but I'd like to be able to win a clean race, too. I think they didn't get the balance right at all.

    4. Re:Harry Potter. I admit it... by Crayon+Kid · · Score: 1

      When will they learn: the good games have simple basis/interface and intricate play, not vice-versa.

      And yet... look at all the hand-to-hand fight arcade games out there, such as Street Fighter, Mortal Kombat, Virtua Fighter and God knows what else. All have complicated controls and combos and succesion of moves. And yet they are quite popular. Perhaps it has to do with the player's mindset as well: you don't expect overly complicated controls in a driving game, but you do in a fighting game or a flight sim.

      --
      i ate crayons when i was a kid and now i have two braincells and the blue ones taste nicer
    5. Re:Harry Potter. I admit it... by Chelloveck · · Score: 3, Interesting

      Playing against my 11yo son, I find Diddy Kong tremendously frustrating. It's not so much skill based as it is memorization based. If you haven't memorized the tracks and know all the secret shortcuts, you're screwed. I refuse to play it with him any more. On the other hand, I still like to play Mario Kart with him. MK relies less on secrets. He still beats me, but I don't feel like it's because I didn't know some crucial hidden game element.

      Robotron is the epitome of good, hard games. The thing's insanely difficult, but you never feel you're being cheated. It doesn't hide anything from you. All the enemies are in plain view, all the time. I suck at the game, but I know it's because I suck. There's never a point where I say, "WTF? Where did *that* come from?"

      On the other hand, there's skirmish mode in Starcraft or Warcraft III. The AI just plain cheats. It gets to build units faster than you do, then it simply overruns you before you've had a chance to build up. Also, in tight battles it can target spells with insane speed and precision. It doesn't have the human problem of trying to pick the spellcaster out of the crowd, click him, select a spell, then find and click the target. The AI can whup me any time, and it's not because I suck. It's because I'm good, but not godlike.

      --
      Chelloveck
      I give up on debugging. From now on, SIGSEGV is a feature.
    6. Re:Harry Potter. I admit it... by Pxtl · · Score: 3, Interesting

      Unfortunately, memorisation is a staple of racing games. One of my all-time fave series' is WipeOut, which are very good racing games, but because of the game's obscene speed and powersliding, the game requires a large amount of memorisation. I found myself frustrated at this, and got to wondering: when do we get a racing game with a random track generator? Yes, it would be a lot of work, but would be incredibly rewarding for multiplayer gamin.

      Anyhow, I recommend Looney Toons Space Race for the Dreamcast if you're looking for a good and forgiving racing game. The weapons are heavily biased towards reclaiming the lead and the game has an extremely powerful catch-up effect, to the point that I will frequently run from the front to the back of the pack and vice-versa several times in a single race, and still win.

      Actually, one of the best games for being forgiving was a very old Playstation title called High Octane. It was a slow hovervehicle racer. The game was very forgiving in that it had very short tracks with very large numbers of laps, so you'd learn all the turns before the 3rd lab, and you still had 5 more to go. The walls were just bouncy surfaces and steep slopes, not the sudden-death fall-offs or sticky walls of other games, so it was rarely even a problem to take a turn wide.

      My fave racing game is still always Half-Life Turbo (a Snark racing mod) that is the most obscenely violent race I've ever played. Its buggy, kludgy, and minimalist, but its still my fave.

    7. Re:Harry Potter. I admit it... by MilenCent · · Score: 1

      Seconded, on Diddy Kong Racing, one of those games I've been sufficently obsessed by to beat (both difficulty levels), but will never play again. It was just too hard.

      But these days I think many games err on the side of being too easy. Ocarina of Time I've beaten, fairly easily until the last boss, without collecting a single heart piece or container, Majora's Mask doesn't even kill you if you run out of hearts, and Wind Waker wasn't much harder that OoT. All of those games could have used, in my opinion, a bit more challenge, but on the other hand I've seen newbie players have trouble with Wind Waker, mostly because they're more afraid of the boss fights than they need to be.

    8. Re:Harry Potter. I admit it... by MilenCent · · Score: 3, Interesting

      Yes, Robotron is classic difficulty. Extremely hard, but ultimately masterable. My high score on default settings is over 500k, but most of the time I average around 150-200k. It's taken a lot of practice to get to even that level.

      Williams used to be the king of this. Have you ever played Defender or Stargate (also known as "Defender II")? I very recently had my first 100k game on Stargate, it's *brutal* in difficulty and there certainly are times when there is just no way to survive. And yet, people have rolled the score counters of both games, multiple times. I just don't see how they do it, and I'm not a bad gamer if I say so myself.

      I think the reason these games aren't "too hard" has less to do with difficulty, but that with tons of practice the difficulty is surmountable, and more importantly, the games themselves are interesting enough to keep you playing despite it.

    9. Re:Harry Potter. I admit it... by MilenCent · · Score: 3, Informative

      I found myself frustrated at this, and got to wondering: when do we get a racing game with a random track generator?

      F-Zero X, the version of the venerable high-speed racing series for N64, had such a generator in it's secret "X Cup", which unfortunately was difficult to unlock because F-Zero X is one of those games that epitomizes extreme difficulty.

      F-Zero GX is even harder -- it has a "story mode" that is just about the hardest thing I've ever seen. It was programmed by the Super Monkey Ball people, and it shows.

      And Super Monkey Ball! Getting to the secret ultra-tough Master levels (which requires getting through 50 super-tough Expert levels without continuing, then getting through 10 hyper-tough Expert Extra levels also without continuing) may be the hardest of all video game challenges. My record is 37 levels without continuing.

      But I'll get it someday!!

    10. Re:Harry Potter. I admit it... by amuro98 · · Score: 1

      Most fighters rely on the player's skill somewhat. A truly skilled player isn't going to rely on his character's special moves exclusively.

      Still, even a skilled player is going to have a tough time against someone who just mashes the controls randomly. This is why my sister can routinely beat her boyfriend even though she has no idea what she's doing. (I dunno, maybe she's some sort of fighter-savant? ;)

      At least the Capcom fighters have a common set of commands, even if the individual attacks differ. For instance, who here doesn't know 'fireball'? Of course, anyone who tries to rely on just fireball will quickly find his character on its back...

    11. Re:Harry Potter. I admit it... by Anonymous Coward · · Score: 0

      I'm not sure about Starcraft, but you're right, the AI on Insane in Warcraft III/The Frozen Throne has increased mana/health regeneration on all units, and gets double the amount of gold and lumber. I've made my own AI scripts in the editor; they're still undefeated so far...

      As for most frustrating game, remember Lemmings? The original one? I beat all the other modes, but Mayhem, holy crap, I think I got to level 6 and just said screw it after they all kept dying their pixely deaths over and over again

    12. Re:Harry Potter. I admit it... by Achoi77 · · Score: 1
      Diddy Kong Racing was difficult, sure, but not up to the point of being unplayable. The beauty of this game is that once you totally mastered it, you realize how good you actaully are.

      I'm a huge video game racing nut. I've played DKR, beat all the stages, unlocked all the secrets, everything. And not to brag, but I have yet to meet someone of similar skills.

      The original Mario Kart was the most difficult of the three (four if you count the GBA version). I've gotten so good at the original, whenever I played the newer versions, they are basically too easy. I was introduced to Super Mario Kart for the Gamecube on a friday night. I've unlocked every character and beat every circuit (including all of the reverse 150cc cups) by sat morning.

      I remember one of my greatest video game acheivements was getting a record time of less than 30 seconds in F-zero n64 death race (the trick is to destroy as many as possible (24-28) in the first 10 seconds, and chasing down the remaining few). I haven't played it for the gamecube yet, but my time will come. :-) I know Sega makes DIFFICULT racing games (I have yet to get the highest ranking in Crazy Taxi - I bow to those that can), but Sega is bar none my favorite game company. Hrm, maybe I will rent F-Zero tonight...

    13. Re:Harry Potter. I admit it... by Rallion · · Score: 1

      I have to agree with this. I'm going to give an example of a bad game and a more complex improvement: Double Dragon and all of its ilk, and Viewtiful Joe. The games are very similar, but VJ is just more complex where the old "punch, throw, kick or jumpkick" games are far too simple.

  9. Nethack by tttonyyy · · Score: 5, Funny

    It's pretty hard getting that @ down to level 20.

    --
    biopowered.co.uk - catalytically cracking triglycerides for home automotive use since 2008. Just say no to big oil!
    1. Re:Nethack by Sancho · · Score: 2, Interesting

      And that isn't even the end of the game!
      Nethack can go down lower than 50 levels, though from 30-the lowest level are extremely boring. Then you get to traverse back up :)

    2. Re:Nethack by highwindarea · · Score: 3, Funny
      Hell yeah. Every time I play it I get to around level 10 and think "this time I'm gonna make it". And suddenly the roof collapses

      or I get surrounded by dragons

      or I run out of food

      or... You get the picture

      --
      I think this internet thing sounds like a good idea
    3. Re:Nethack by The_reformant · · Score: 1

      Genociding cockatrices helps..i still cant finish it though :( its rock hard

      --
      I have discovered a truly remarkable sig which this post is too small to contain.
    4. Re:Nethack by Soul-Burn666 · · Score: 1

      Finished it two weeks after first game.
      The trick is to use spoilers ;)
      I mean, the day I stopped quaffing from fountains, I got much deeper. The day I understood how important Elbereth is, I got deeper. When I realized playing Valk is a piece of cake, I ascended.

      Not such a hard game if you frequent #nethack @ freenode.org

      --
      ^_^
    5. Re:Nethack by Soul-Burn666 · · Score: 2, Informative

      Genociding cockatrices actually makes the game harder. Cockatrice corpses are an awesome weapon in the right hands, when u make sure you have gloves and can't fall into any pits or something.
      Hell.. it can kill Demogorgon in a single strike.

      Keep the genocide until you reach Lichs... they are MUCH more worthy of it. Bless your genocide and kill L.

      --
      ^_^
    6. Re:Nethack by dasunt · · Score: 2, Interesting

      It's pretty hard getting that @ down to level 20.

      Been there, done that, got the T-shirt. Nethack has the nice difficulty curve -- hard at the beginning, but your character's survival chance goes up post-quest and post-castle.

      Been playing Dungeon Crawl lately, which seems to be more fatal then Nethack. [Plus you have Xom, the chaotic god, whenever you decide that the game is too easy.] Its damn annoying to hit dungeon level 10 or 12 and find that your character's survival chances aren't much improved since level 1.

    7. Re:Nethack by MilenCent · · Score: 1

      Well, if you're playing a Valk and are engraving Elbereth....

      Another great thing about Nethack is that the different characters, since about 3.2 when the weapona and magic skill systems made it into the game, playing different characters can be quite different experiences -- a Wizard has a much different method of early survival than a Valkyrie or Barbarian, and a Tourist has to play in a way counter to every other class. Also, the equipment you find tends to lend each play its own unique flavor.

      On the other hand, later on when you've got your ascension kit mostly complete, and are slogging through the mazes, the different character experiences become a lot more similar, and Nethack gets really annoying. The game's fallen a bit in my estimation because of that.

    8. Re:Nethack by MilenCent · · Score: 1

      Hmmm. If that's a recommendation I might try it out, I've been looking for another Roguelike to play lately that isn't ADOM or Angband (which both bug me, for different reaspons).

      Not long ago there seemed to be like two dozen promising, up-and-coming Roguelikes. (Including, it must be added, my own Roguelike-like module for Neverwinter Nights.) What happened to them all?

    9. Re:Nethack by Bahumat · · Score: 1

      Seconded. While I prefer Wizard class, it's still an absurdly hard game. Even those rare games that I survive long enough to get something I can engrave Elbereth with, and exploit the toss-gem-to-aligned-unicorn, or otherwise milk an altar for everything it's worth, I still haven't made it past level 17 or so.

      Anybody have any luck with Monk class? I found them rather fun.

      --
      "To pass through the jungle; silence, courtesy, ferocity, as the occasion demands." -- Kamau, "Proper Passage"
    10. Re:Nethack by Anonymous Coward · · Score: 0

      That's because nethack cheats. Whatever your character's current weakness is Nethack exploits. Starving? No food drops, poisoned food drops or the goddamn pet eats the food before you get to it Low on hit points? More monsters. Lots of hit points? Traps which degrade your equipment and no monsters. Bad AC? No armor drops. Bad weapons? No weapon drops.

      It has potential, but the gameplay is so tweeked you don't have a chance.

    11. Re:Nethack by Yorrike · · Score: 1
      Pffft. That's nothing. Try playing Megaman Network Transmission on the GameCube.

      Really, really damn hard. And not that rewarding.

      A rewarding, difficult game is Ikaruga. But you'd have to like that sort of stuff in the first place :)

      --

      Looks can be deceiving. Or CAN they?

  10. Homeworld 2 by Anonymous Coward · · Score: 0

    Lovely graphics, fascinating storyline, beautiful music, blah blah blah...

    But to an RTS-neophyte like me, it's impossible. It's simply no fun when you can't beat the sodding thing. I think I got to the third level or so before giving up. I'll have to have another try - is there anything to make it a bit easier? It might be okay for people who've played millions of RTS-type games before, but I haven't... :-/

    1. Re:Homeworld 2 by Robmonster · · Score: 1

      I think I'm in the same boat as you.

      I played lots of the older RTS games like the original Command And Conquer , but got frustrated with them after a while and so haven't played any for ages.

      I too picked up Homeworld 2 on a friends recommendation, and managed to get severely whipped on level 2 or 3.

      My main grip with these games is that there seems to only ever be one specific way to complete a level. Specifically the maps where you are given a set number of troops, have no way of receiving re-enforcements, and yet are expected to take out an entire enemy base or get all the way across a large map. That's probably more true of the older ones, like C&C, which is certainly why I stopped playing them.

      One RTS that I did get on quite well with was Warcraft 3. That has a pretty good learning curve, but does still have a couple of the 1-unit-against-the-world style levels.

      RM

      --
      I have no sig yet I must scream.
    2. Re:Homeworld 2 by king-manic · · Score: 1

      in C7C, the AI ignored walls, they were neutral structurs to them. But wall them in, build up, attack. As for war3 every stage in the original was pretty easy, the expansion was much harder.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    3. Re:Homeworld 2 by Zeriel · · Score: 1

      The trick with homeworld 2 is that mission objectives tend to have a lot more HP than you think they do, so what you really have to concentrate on is conserving your own forces--wait until you can attack in bulk, repair your fighters (by docking them) every time you get a chance, etc.

      Then in the level with the first shipyard, you start doing nasty things like using a marine frigate to capture an enemy infiltrator instead of reserving it to recap the shipyard instead. Then you use your new infiltrator and the marine frigate to catch two enemy infiltrators, and so on--pretty soon you're capturing every enemy frigate you see, you don't have to worry about losing infiltrators/marines to enemy gun frigates because you've got a dozen, and you can concentrate on building your fighters and gunships up to wipe the enemy carriers.
      After the shipyard level, it gets significantly easier provided you managed to escape the level with a decent number of ships (maybe three-four each of fighters, gunships, and frigates).

      And Homeworld 2 is exactly opposed to your main gripe--you start every scenario with the exact fleet you left the last one with, and it even harvests all the resources for you after you finish the map and gives them to you. It doesn't get much more fair than that--aside from those first three levels.

      --
      "America has done some terrible things. But I know that Americans don't cheer when innocents die." -Dave Barry
  11. hey Beavis by Anonymous Coward · · Score: 5, Funny

    hey beavis, that kid sits in his basement all day long beating his donkey kong.

    1. Re:hey Beavis by Anonymous Coward · · Score: 0

      high-larious!!!

      Lots of chuckles on that one, good job AC.

  12. One of my own games... by Lord+Graga · · Score: 2, Interesting

    I once made a game, and through the development of it, I found it pretty easy. But then, after a month without trying it out, it was insanely hard to play :P

  13. Genghis Khan by arcanumas · · Score: 2, Interesting
    Most people probably will not know/remember it since i doubt it was successful, but the most insanely difficilt game i've seen was Genghis Khan, a strategy from Infogrames. Released at around 1990 both for Amiga and the PC
    Man, _THAT_ was dificult. I was a strategy enthusiast when a played this game (at around 1993-4) and nobody i knew could go far in this game.

    I wonder if other Slashdoter have gone far with this thing..

    --
    Slashdot Sig. version 0.1alpha. Use at your own risk.
    1. Re:Genghis Khan by Anonymous Coward · · Score: 0

      Pretty sure I played this, wasn't it a KOE game though? ala Romance of 3 Kingdoms et. al.

      Yeah I recall it sure kicked my tail around, but then I can barely manage w/ KOE's idiot button-mashing games (Dynasty Warriors, etc)

    2. Re:Genghis Khan by clarkc3 · · Score: 1

      It took me a long time (almost 6 months), but I first beat that game using all 4 countries to conquer the world then 'let' one country beat the other three. A month later, I managed to do it all with one country (Byzentine) - I would still concur that is one of the hardest games I have ever played

    3. Re:Genghis Khan by Anonymous Coward · · Score: 0

      Yep, it was a KOEI game. I don't know who is the developer and who is the publisher (since both KOEI and Infogrames are on the box).

    4. Re:Genghis Khan by cableshaft · · Score: 1

      I consider that game to be my 3rd favorite turn based strategy (just under civilization and warlords 2), even though I never usually play for longer than 6 hours (or about three battles) at a time (I never save the game either, for some odd reason). Still awesome though. It was way ahead of the ROTK I-IV games at least (I still haven't played any ROTK that's newer than IV).

      --
      Creator of the popular web game Proximity
  14. hardest game by cassidyc · · Score: 1

    C64 classic Armalyte.

    Just about managed to get to level 2 if I was lucky

    CJC

    1. Re:hardest game by Anonymous Coward · · Score: 0

      Ah yes, the good old C64 days...
      There were very few games you could realistically complete due to the lack of a save option...you just had to start from the beginning each new game....

      But the excitement when through sheer luck you actually got further then the hundereds of previous tries! For a few precious seconds you got to see something new...and then the pressure became too much, you made a mistake, and you died...

      That feeling of having accomplished something has been lost in this quicksave era, but at least now it's possible to get to the end of the games. And you don't have to play level1 over and over...

  15. 3 words by sporty · · Score: 1

    Ghosts and Ghouls.

    --

    -
    ping -f 255.255.255.255 # if only

    1. Re:3 words by bile · · Score: 1

      don't you mean Ghosts 'n Goblins... and lets not forget the SNES great Super Ghouls 'N Ghosts... not AS hard but...

    2. Re:3 words by Bluesman · · Score: 1

      I guess I'm not the only one. I rented that for the NES once, and had a difficult time getting past the first half of the first level. I gave up after about an hour.

      --
      If moderation could change anything, it would be illegal.
    3. Re:3 words by mausmalone · · Score: 1

      I used to pump quarters into that sucker at the local pizzaria. It kicked my ass every time, but man was it fun.

      --
      -=-=-=-=-=
      I'd rather be flamed than ignored.
    4. Re:3 words by lucas+teh+geek · · Score: 0

      was the sega master system version really, really easy (like 10x easier than any of the other versions)? i remember making it so far as a kid, but after playing the emulated arcade/snes versions it seems improbable i was that good at that age

      --
      TIAEAE!
    5. Re:3 words by Walpurgiss · · Score: 0

      Definetly what I was thinking. Just a few weeks ago some frends and I were talking about how video games these days usually are too easy, and this title was one we both wholeheartedly agreed on as a real game. The original Ninja Gaidens weren't too easy either.

    6. Re:3 words by jeffasselin · · Score: 1

      I've beaten that game once. after that, I never managed to get past stage 7 or 8. Last boss was easier than those as long as you had the cross weapon...

      --
      If he explores all forms and substances Straight homeward to their symbol-essences; He shall not die.
    7. Re:3 words by moon-monster · · Score: 1

      I have a ghosts n' goblins machine at home. It's impossible. I set the difficulty to zero (I think it goes up to three) and put it on max (8 or so) lives, and I effectively had infinite continues.

      I played it for about five hours solid and got to the last level, but just couldn't kill the boss at the end. The last level was particularly annoying, as it didn't have a point halfway through that you could restart at if you got killed. You had to play the level from the start each time.

      Eventually I had to stop playing, because my hands hurt too much. I still play it from time to time, but I've never re-attempted that marathon. It's just too much like hard work. Apparently you have to play the game through twice to complete it, too.

      The guy who sold me the machine told me that he'd give me my money back if I could show him a photograph of the final screen.

      --
      "Pokey, are you drunk on love?" "Yes. Also whiskey. But mostly love... and whiskey."
  16. Difficult games by PhotoBoy · · Score: 4, Insightful

    The only problem I have with difficult games is that now I have to be a "grown up" and go to work everyday I don't get much time to play games.

    As little as 3 years ago it would have been fine for me to devote lots of time to a game like Ninja Gaiden, but now 30 minutes could be considered to be a big gaming session for me. Which is one of the reasons I like the quick save in PC games, true it makes a game very easy but it also means I can stop playing when I choose to and resume without having to play large sections of the game again to get back to where I was before.

    With Ninja Gaiden if I die it often means replaying 10 minutes worth of stuff I've done before just to get back to the bit I'm having trouble with, which can be frustrating, it can also mean my entire gaming session is spent replaying the same part of the game over and over without making any new progress. I'd probably never see beyond level 1 of most games if we still lived in the days of consoles without memory cards. I lost count of how many hours it took to get to the end of Super Ghouls and Ghosts before being told to go through the whole game again by the princess because she'd dropped her bracelet.

    I saw the other day that the creator of Ninja Gaiden wants to make the sequel just as hard, despite people's complaints. I admire the guy for sticking to his design ethics but I think he might out off a lot of potential buyers by doing this.

  17. Two kinds of hard by Apreche · · Score: 5, Insightful

    There are two kinds of hard. One is good, the other is not.

    The first kind is the kind you get in a Zelda game. You need to beat a puzzle to proceed. The puzzle is a real mind bender. You sit there thinking and thinking, maybe even dying, and eventually you figure it out. These are good since your lack of skill keeps you from continuing. Also like in a space shooter, if you keep dying at a boss its because your twitch reflexes and button pressing isn't up to snuff, so you don't continue.

    What is bad is when arbitrary information prevents you from continuing. For example a Resident Evil type game. Let's say you get to a point where you are completely stuck. There is no puzzle solving or skill shooting or anything like that which prevents you from going forth. It's simply that you don't know that widget X goes in thing Y. The only way to know is to read a FAQ or try everyting. This is stupid and bad game design. If you want someone to figure something out, it has to be in puzzle or riddle form. Don't just give the player stuff and force them to try every combination of places and things with no logic behind it. If there is no thinking or hand moving skill involved its not worth my time.

    However, in games with the correct type of difficulty, crank it up all the way. I remember when saying you beat a game was a badge of honor. Sometimes you couldn't even repeat the feat. Seeing the ends of games, however crappy, was the best thing ever. We have to go back to those days. *cough* Silver Surfer *cough*

    --
    The GeekNights podcast is going strong. Listen!
    1. Re:Two kinds of hard by Anonymous Coward · · Score: 0


      What is bad is when arbitrary information prevents you from continuing. For example a Resident Evil type game. Let's say you get to a point where you are completely stuck. There is no puzzle solving or skill shooting or anything like that which prevents you from going forth. It's simply that you don't know that widget X goes in thing Y. The only way to know is to read a FAQ or try everyting. This is stupid and bad game design.


      How is this any different than half the puzzles in Zelda games?

    2. Re:Two kinds of hard by Anonymous Coward · · Score: 0

      Zelda hard? You've been coddled my friend.

    3. Re:Two kinds of hard by hal2814 · · Score: 3, Interesting

      I don't agree that if your twitch reflexes aren't up to snuff, you shouldn't be allowed to proceed. I can see that being the case for shooter games, but sometimes puzzle games require these types of reflexes for some parts and these annoy me to no end. There are some good games that I have played that have gotten me to a certain point far along in a game and then I'm stuck because I couldn't get past a certain part because even though I knew what to do, I couldn't push the buttons fast enough to make it work.

      The two examples that I can think of that made me go from loving a game to loathing it are Prince of Persia and Lost Vikings.

      In Prince of Persia, there was one room where you had to step on a plate to open a door three or four screens away. If you didn't time it perfectly, the door was shut by the time you get there. This part was insanely harder than anything before or after it and I just didn't like the game after I finally got past that part.

      Another similar situation was the Lost Vikings. There was one level where you had to jump on platforms as they are falling to reach the top. I knew what to do, but I just couldn't do it. It's a shame that I missed out on the rest of the puzzles in the game because that level had one insanely hard part to it.

      I'm playing a puzzle game to solve puzzles. If I've already figured out what needs to be done and tried my best to do it over a reasonable period of time, I'm going to be annoyed if the puzzle isn't solved. Then again, I don't see beating a game as a badge of courage. I see it as an admission of defeat that the developer has run out of interesing things to put in the game.

    4. Re:Two kinds of hard by Torgo's+Pizza · · Score: 5, Insightful
      I've just got to tweak your post a bit. The "two kinds of hard" that you are describing are actually two schools of game design; logic and reflex. The degree to which they are implemented is difficulty.

      Logic puzzles can be extremely simple to just bizarrely difficult. An example of simple logic in a game is a dark room with a switch on the wall. Turn on the switch you have light. Insane logic would be to coat the switch with peanut butter then hold out a ferral squirrel with tongs so the rabid rodent flips the switch. Reflex puzzles mostly involve timing and key combinations. Occasionally they can be mixed with simple logic puzzles to focus in on key areas, such as a glowing spot on an enemy to show their weak spot.

      A game will fail when it fails to scale appropriately for the player or the logic used to arrive at an answer is actually in fact, illogical. You are absolutely correct when you state that often a player has to "brute force" his way to a solution. Proper game design shouldn't give an answer away, but instead offer enough clues along the way to offer a solution. Infocom games, while extremely difficult, were possible to solve because enough context and clues were given to solve any puzzle. Riven was horrible for just dumping a puzzle in front of a player and walking away without any explaination.

      In the end, you want the player to use his reasoning and increased knowledge of button skill to solve the challenges in the game. It's often too easy to toss out a kick to the crotch to a player by using insane logic or immpossible foes. Difficulty comes through design, not through tricked up foes and puzzles.

    5. Re:Two kinds of hard by mopslik · · Score: 1

      There is no puzzle solving or skill shooting or anything like that which prevents you from going forth. It's simply that you don't know that widget X goes in thing Y.

      Reminds me of the last few King's Quest games that were released. In KQ5, to get past the Yeti you had to lob a pie at him, or something else completely unrelated. At that point, the games simply became a "click on everything with everything" mouse-fest. Ugh.

    6. Re:Two kinds of hard by Robmonster · · Score: 1

      Insane logic would be to coat the switch with peanut butter then hold out a ferral squirrel with tongs so the rabid rodent flips the switch.

      Anyone remember Gobliins 2? That had insane puzzles just like this.

      Gobliiins 1 and Goblins3 were a bit better though.

      All three were great games regardless.

      RM

      --
      I have no sig yet I must scream.
    7. Re:Two kinds of hard by MagicM · · Score: 1

      I remember Maniac Mansion: DOTT, where you had to paint the fence and have the cat rub up to it to make it look like a skunk so you get someone out of the way.

      Somehow, it all made sense.

    8. Re:Two kinds of hard by amuro98 · · Score: 1

      Playing through OOT for the first time, and many of the puzzles didn't make any sense to me at first.

      I still don't understand how you're supposed to know that playing the "time" song causes certain blocks to move around. I didn't see any clues about it previously...

      I made it to the Bongo Bongo boss, and gave up. I'm not that good with the bow & arrorw, and I was just getting tired of the game. I'd already uncovered most of the secrets up until that point and didn't really feel that compelled to continue.

    9. Re:Two kinds of hard by Anonymous Coward · · Score: 0

      Playing through OOT for the first time, and many of the puzzles didn't make any sense to me at first.

      Most of the puzzles in that game were just a matter of pushing blocks and finding switches. Navi's tendency to give hints all the time actually made a lot of puzzles that would have been mind-benders pretty easy. If you read the post someone made about rules stacking on rules, it applies to the Zelda series pretty well. By this point, Zelda veterans know to leave no block unpushed, no wall untapped with your sword (to check for weak spots), no pot unbroken, and no enemy alive.

      I still don't understand how you're supposed to know that playing the "time" song causes certain blocks to move around. I didn't see any clues about it previously...

      The blocks that the Song of Time moves have the same symbol on them as the Door of Time in the Temple of Time. I think Navi even mentions that the first time you see one. That's your only clue. After that, you can sometimes summon one that you can't see if Navi turns green in a seemingly meaningless spot, which was trickier to figure out. You pretty much just had to play songs until something happened when she turned green, since there wasn't often any other clue. You might move a Time Block, or summon the dancing scarecrow, or just get a fairy.

      I made it to the Bongo Bongo boss, and gave up. I'm not that good with the bow & arrorw, and I was just getting tired of the game. I'd already uncovered most of the secrets up until that point and didn't really feel that compelled to continue.

      Bongo Bongo was probably my favorite boss, just because it was so different from all other boss fights in the game, although they were all very cinematic. It's too bad you never finished it, though. The final battle is just about the best moment in the entire game.

    10. Re:Two kinds of hard by Apreche · · Score: 2, Interesting

      I do agree with that. I think you slightly misunderstood me. In a puzzle game twitch reflexes should not matter. Just as in a space shooter puzzle solving should not come into play.

      I agree greatly that the figuring out how to do the puzzle is the fun part. Once you figure out how something should be done, the doing of it should be automatic. When a game makes it hard to figure out how to do something, then makes it impossibly hard to actually accomplish the feat that is as bad as game design gets.

      --
      The GeekNights podcast is going strong. Listen!
    11. Re:Two kinds of hard by Minna+Kirai · · Score: 1
      Insane logic would be to coat the switch with peanut butter then hold out a ferral squirrel with tongs so the rabid rodent flips the switch
      1. Feral, not ferral. And there's no such thing as a "feral squirrel", since "feral" means "no longer domesticated".
      2. It's a squirrel? All along I thought I had a mongoose in my inventory! How can I get by the snake room with just a squirrel?
      3. One of the more famous examples of adventure-game puzzles based on a combination of sticky food and fuzzy animals was Gabriel Knight 3. To visit a different town, you had to steal someone's driver's license, draw a mustache on it, pour maple syrup on your face, kiss a cat (to give yourself a mustache too), and then grab his motor scooter.
    12. Re:Two kinds of hard by demi · · Score: 1

      There are a lot of infamous "timed runs" like this throughout the Tomb Raiders, hated by many, including me. I like a little running around with my puzzles, sure, but I have suck reflexes. That's why Tomb Raider appeals because you don't have to aim the guns and so forth. But those timed runs--ugh!

      --
      demi
    13. Re:Two kinds of hard by Wolfrider · · Score: 1

      > In Prince of Persia, there was one room where you had to step on a plate to open a door three or four screens away. If you didn't time it perfectly, the door was shut by the time you get there. This part was insanely harder than anything before or after it and I just didn't like the game after I finally got past that part.

      --I quit playing (well, attempting to play) Aladdin on the Sega-16 for a similar reason. You basically had to jump on *thispixel* or you had to go back and try it all over again. Maddening. (And I'm not that bad of a game player, either - even though these days I like playing Time Splitters 2 on the Xbox in Chilled mode.)

      --
      .
      == WolfriderV6 == I'm willing to admit that *I just might* be wrong... Are you??
    14. Re:Two kinds of hard by Wolfrider · · Score: 1

      > Insane logic would be to coat the switch with peanut butter then hold out a ferral squirrel with tongs so the rabid rodent flips the switch.

      --Hey, I bought that game for my roomie, back in the day! :)
      Gobliins 2

      --I don't think he ever finished it... ;-)

      --
      .
      == WolfriderV6 == I'm willing to admit that *I just might* be wrong... Are you??
  18. Asked and answered. by Anonymous Coward · · Score: 1, Informative

    If you pick first, pick a corner not the center square. The satisfaction from crushing engineering majors repeatedly in Tic-Tac-Toe is something special. The confusion horror and masochism the exhibit is truly special. It's a game that everyone thinks they've mastered but far fewer have.

    Play it right and X can only win or draw, and O can only keep alive by moving into the center square on their first move and a side square on their second. Any deviation will rack up a win for X.

    1. Re:Asked and answered. by gabec · · Score: 0
      I believe it's that X should pick a corner and O should pick the center on the first move. If O picks anything other than the center he's toast.

      There's actually a couple pretty fun variants of tic tac toe: naughts and crosses is tic tac toe on an infinite grid where you play until someone gets, I believe, 4 in a row ... though googling only turned up "naughts and crosses is another name for tic tac toe" so... who knows. Maybe I got the name wrong.

      Another cool one is called Equus. It's played on a 5x5 grid that can be rotated as you play the game. You either place a piece or rotate on your turn. a java game of it is here: http://www.inanutshell.us/html/projects.php

    2. Re:Asked and answered. by Anonymous Coward · · Score: 0

      Naughts and Crosses is the British name for Tic Tac Toe. Just so you know. Hey, that rhymes.

    3. Re:Asked and answered. by Finuvir · · Score: 2, Insightful

      Tic Tac Toe (aka Noughts and Crosses) loses all interest once you realise that it's impossible to win, you just wait for you oponent to lose. That is, you can't force a win, you just hope for a mistake.

      --
      Why is anything anything?
    4. Re:Asked and answered. by Anonymous Coward · · Score: 0

      So what, the only things that can defeat the perfect pass are the perfect pass rush, and the perfect DB.

      Every game, every endevour is like that.

      Tic-Tac-Toe just has a very small number of variation. But it does have more than most people think it does. And in that false assumption lies victory.

    5. Re:Asked and answered. by obeythefist · · Score: 1

      Ahh, once you know how to play, yes. You can always force a draw.

      The game is so simple that there are two options:

      1) You play first and your opponent is smart, draw.
      2) You play second and force a draw.

      Alternative outcomes:
      You might start first and have a dumb opponent, in which case you win. (Unlikely, more likely your opponent will force a draw).
      You might start second and be playing George W. Bush, in which case you will likely win, as George may not have gotten up to "X" in the alphabet.

      --
      I am government man, come from the government. The government has sent me. -- G.I.R.
  19. Hardest game ever by idiot900 · · Score: 2, Funny

    Try and beat this game: Hold the Button

    (Obviously, don't give the site any email addresses! But you should know not to do that already.)

    1. Re:Hardest game ever by Anonymous Coward · · Score: 0

      There was a competition where a car was placed somewhere, and people could touch the car. Whoever kept their hands on it for the longest, won the car.

  20. If you like the game by Inexile2002 · · Score: 4, Interesting

    It's worth it.

    I got a copy of Ninja Gaiden right before I left for Europe for a year and since I was planning to leave my XBox behind I had 10 days to either finish it or leave it alone. I finished it, and man it was worth it. Once you master the game, you realize how good you are and it becomes just plain old fun. There is a certain satisfaction in kicking a boss' ass because you know YOU kicked his ass. The progression from button mashing to (pardon me here for a second) mad skillz is part of the fun.

    I don't always want something like Ninja Gaiden, but getting to the end, unlocking the secret costume and playing the first few levels on the unlocked "Very Hard" setting... well worth it.

    Says I, anyway.

  21. Last level of XIII by EnglishTim · · Score: 1

    The last level of XIII was bastard hard. After failing at it 15 times or so, I gave up for the evening. I haven't loaded the game since.

  22. Conversely by Tagham_Vidar · · Score: 1

    Games these days seem increasingly easier to succeed in. I recall the days of old games such as Rush N' Attack in the arcade....the pain....the quarters. Or how about the "original" Ninja Gaiden on the 8-bit? Or Ghouls and ghosts (What was that original called again?) Minor payoff, major pain in the.. but in the end success was sweet because you had to try so hard and get a bit lucky to win. I believe that today's games and their level of difficulty directly parallel the lackadaisical attitude society projects about what it takes to succeed. Society has programmed individuals to sit back and expect success with little effort. The end result is a culmination of whiny, overweight, and unsuccessful people who think they are perfect and everything is broken around them. I agree with the concept of making games harder under the right premise, (not the unknown-info premise as mentioned earlier) If you are playing games on the easy level, you would be just as well go watch a cartoon and pretend to control the characters.

    1. Re:Conversely by Robmonster · · Score: 1

      The original was called Ghosts and Goblin. That was also pretty hard if my copy on Mame is anything to go by.

      --
      I have no sig yet I must scream.
    2. Re:Conversely by Forkenhoppen · · Score: 3, Insightful

      I think maybe a line has to be drawn here, because you're confusing two different concepts.

      If you go to college or university, you're expected to work hard because you're getting an education. This is where the hard work and perseverence is applicable, because you're paying for an education.

      With gaming, it's totally different. You're paying for entertainment, and the expectation here is that you're going to be entertained. Difficulty and rewards versus how much you put in shouldn't be dictated by how skilled you are. Sure, there are basic skill requirements for any game, but the objective isn't to weed out those unfit for, what, the sequel? I've paid for my game, I've paid to be entertained, I don't need to be weeded out because I can't afford to put in 4 hours a day trying to figure out how to get past [insert stupid crazy button press combo/timing crud here].

      In case you're wondering why I'm making the comparison to education, it comes to mind because I knew a guy who looked at it from the other angle; I'm paying for my education, why don't they pass me? Needless to say, the guy was a bit of a moron.. (If you're reading, bud, it's because you were PLAYING ZELDA WHEN YOU SHOULD'VE BEEN STUDYING.)

      Just, um, clearing that up.

    3. Re:Conversely by FriedTurkey · · Score: 1

      Rush N' Attack was hard. It sucked your quarters because it looked easy. You kept saying to your self I can master this but the control was hard to knife the guards at the right moment. The jumping over the dogs to kill the guard at the end of the 2nd level was really hard. Got to the 3rd level once.

    4. Re:Conversely by Chibi · · Score: 1
      If you go to college or university, you're expected to work hard because you're getting an education. This is where the hard work and perseverence is applicable, because you're paying for an education.

      With gaming, it's totally different. You're paying for entertainment, and the expectation here is that you're going to be entertained. Difficulty and rewards versus how much you put in shouldn't be dictated by how skilled you are. Sure, there are basic skill requirements for any game, but the objective isn't to weed out those unfit for, what, the sequel? I've paid for my game, I've paid to be entertained, I don't need to be weeded out because I can't afford to put in 4 hours a day trying to figure out how to get past [insert stupid crazy button press combo/timing crud here].



      Hmm, you know, your education/entertainment is actually working in the opposite direction for me. When you pay for your education, the institution is responsible for teaching you, but it will also require work on your part. The more you put into it, the more you will likely get out of it. I think the same works for video games (within reason of course, there are games that will suck no matter what).

      Think about online games. While there are cases where some people are just naturally more skilled than others, in a lot of cases, people get better putting more time into it. They practice. It might not be fun at first, but hopefully it is.

      The biggest issue is probably priorities. Unfortunately (or some may view it as fortunately), you don't have as much time for games. That probably means that you just need to be more selective than others with what you do with your free time, especially in game selection. I don't think game developers need to appease everyone in their game design. They just need to figure out who their target audience is, and then go with that.

      Oh, and one final tangent. What about movies? You're paying for entertainment in that case, too. The movie studio or theater doesn't guarantee that you will be entertained. If you thought the movie sucked, they won't give you a refund or a remake of the movie into something you'd enjoy more. You'd probably start to learn, though, that you might prefer certain actors, directors, movie franchises, genres, etc. The same can probably be applied to video games ("Wow, I love Shigeru Miyamoto!" "Ugh, there hasn't been a good Castlevania game in ages!" etc). You can't expect something like a guarantee on something as subjective as entertainment.

      --
      If all you have are silver bullets, everything looks like a werewolf.
    5. Re:Conversely by jguevin · · Score: 1

      My two cents: the challenge, the chance to hone an arbitrary skill set and excel at a "pointless" task, is _exactly_ what I pay money for. I think every single game that I love has shared that quality of making you work for success. To me, there's nothing better in gaming that hitting that "zen" zone, whether it's in Soul Calibur, Tetris, Montezuma's Revenge (remember that?), or frigging Gorf.

      Maybe _really_ hard games aren't for everyone, as Ninja Gaiden's creator seems to believe. Fine with me. Now that I know NG will kick my ass, I'm gonna go buy it!

    6. Re:Conversely by TachinbanaUkyo · · Score: 1

      I wanted to point out that there are two ways to make video games. Fun can be provided to you (like a rollercoaster). Or you work for it and the harder it is, the more potentioal satisfaction (like rock climbing). I think both are valid, I guess you have to figure out which side of the line a game is on.

    7. Re:Conversely by amuro98 · · Score: 1

      This is what's impressed me about SSX3. It offers a variety of different methods to progress to the different peaks, depending on your individual style of play. I don't do so well at the races - that's OK, I can concentrate on the freestyle events and still progress.

      Sure, there are rewards that you can earn only after winning all events and the game rewards those who are either skilled at racing and tricks but if that's just not your thing, you can just go for the free runs down the mountain.

      The only thing SSX3 needs is a tutorial area for learning/practicing tricks. SSX/SSX Tricky had this as part of the trickbook. It'd show you precisely what buttons you needed to push and what the trick looked like, as well as letting you try until you got it right. SSX3, meanwhile, seems to assume that you remember from SSX/Tricky what all the tricks are and how to perform them. It's been awhile since I played SSX Tricky, so I don't remember how to pull a FS 360 Flying Squirell...

  23. Manhunt by mungeh · · Score: 1

    This article coming up is a strange coincedence for me -- I feel this way about the latest Rockstar game, Manhunt. Damn it's frustrating!!!

  24. Rygar! by palironsat · · Score: 1

    Freakin Rygar, man! 86 hours of game, ONE lonely, solitary sad little life. Play the game for a week, keep it on pause while you sleep, and die near the end, only to have to start over from square one.

    Thank [insert deity here] for Game Genie...

    1. Re:Rygar! by curtisk · · Score: 1

      which one are you talking about? NES or the recent remake? The NES one wasn't that hard, took a little time though, NES Rygar also has some great glitches to get you to places where you are not supposed to be...

      --

      Sehr geehrter Toilettenbenutzer!

    2. Re:Rygar! by default+luser · · Score: 3, Interesting

      Rygar for the NES was an incredibly long game but lacked the ability to save your progress. The shortest duration I've seen it beaten is somewhere in the 24-36 hour range.

      The game I had in mind while reading thsi thread was Castlevania. Sure, you could continue as many times as you wanted, but the bosses were DAMN HARD.

      * The Mummy Men were very difficult until you figured out to use fire or a boomerang. This required patience and stamina from a player, since you could only get fire at the start of the level, and the boomerang midway. If you died past these points, you couldn't go back to get them.

      * Frankenstein was the same deal, only two weapons worked well, and you had to hold on to em.

      * The Grim Reaper didn't require you to hold on to a particular weapon (the boomerang, which was most effective, was available near the end of the level), but he was just insanely hard.

      * Count Dracula was an incredibly tough enemy. You had to have observed two aspects of the game by that point, or you were toast:

      - You could make candles re-appear by leaving a screen through stairs.
      - You could use a special weapon on targets to get double and triple shot.

      You had to collect tons of hearts and triple shot before each go at Count Dracula. If you were persistent enough to get EIGHTEEN hits on his head as he teleported and shot fireballs, he would morph into his second form. Then, if you had enough life and triple shot boomerang, you might have time to kill him.

      I spent a good 3 months on that game (a whole month stuck at Dracula) before I decided it was unbeatable. I picked it back up a year later, and beat Dracula. I was so happy :P

      I have only beaten that game on my NES maybe a half-dozen times, it's so hard. You folks with your emulators and save states got it easy.

      --

      Man is the animal that laughs.
      And occasionally whores for Karma.

    3. Re:Rygar! by MilenCent · · Score: 1

      I beat Rygar, without help, from the first time I played it through to the end, in three hours. A big aid was quickly discovering which enemies to kill gave disproportionately large amounts of experience (the robots in the sky world). Overall, I wasn't impressed -- I had cut my teeth on that kind of game on Metroid.

      Anyway, you could continue in Rygar -- you just had to press the Start button from the title screen after Game Over.

      But the original Castlevania... that's a keeper. I've beaten it on one credit, but that doesn't happen too often. Your comments on the bosses are all accurate, all I'd add is:

      I haven't tested this out, but once or twice I've found Frank incredibly easy when he shouldn't have been. It *might* be when you manage to hit both Igor (bouncing around the room) and Frank with the same whip strike. Research is required here. Anyway, if you have the holy water Frank's a cinch.

      And the thing about Dracula is, the Boomerang (available before the fight) makes both his first and second forms a challenge. The Holy Water (available in the boss room itself) makes his first form much harder, but his second a snap.

    4. Re:Rygar! by scot4875 · · Score: 1

      Umm, I beat Rygar back when I was a kid, and I certainly didn't spend 24-36 consecutive hours on it. If you know where to go, it's more like a 90-120 minute excursion.

      --Jeremy

      --
      Jesus was a liberal
    5. Re:Rygar! by Niobium-41 · · Score: 1

      I can beat Rygar for the NES in probably less than 45 minutes..

      I can't imagine someone really taking 24 hours to beat it..

      Ouch..

    6. Re:Rygar! by Syrrh · · Score: 1

      Holy water is indeed the *only* weapon needed in Castelvania, all bosses fall before it, except dracula's first form.

      The one trick that I never could duplicate effectively was striking something as you get hit. In some obscure timing, it causes you to do 8 damage in a single strike. Thankfully for the game's integrity, it was just too hard to pull off.

    7. Re:Rygar! by MilenCent · · Score: 1

      In fact, no sub-weapon is needed. The game can be completed with the whip alone, and there are times when it's the best choice to use anyway. And there are certainly times when there are better weapons to have than the holy water.

      The cool thing about it (and a large part of the coolness of NES Castlevania's design) is that it's almost a boss specific weapon. If you manage to get it to the end of a level, no fewer than four of the six bosses (Medusa, Mummies, Frank and Grim) can be defeated outright using it. But Holy Water is the worst subweapon, from a perspective of making general progress through the game. Most enemies go down after one hit from any weapon, and are much more mobile than Simon, so reach and speed are more important in most non-boss situations, especially since getting knocked into a pit is always fatal.

      Since the non-boss game is hard enough as it is, and because a good number of bosses can also be defeated, with some difficulty, using the Boomerang, I tend to prefer it in general situations. However it's also the rarest weapon, and to use it against some opponents requires you to keep it through whole levels, making you vulnerable to the worst aspect of game -- that it doesn't ask you when you accidently pick up a dagger if you want it or not. That's ruined several promising games of mine....

  25. Game that pissed me off by Mr.Dippy · · Score: 1

    I just rented R-Type final for the PS2 last week and that game is insanly hard. The first level I kept dying at this one part and finally I gave up and put the God Mode cheat in. I was able to beat the game within a half an hour but to my disappointment the ending to the game sucked! I didn't feel so bad using the cheat because if I had wasted 20+ hours trying to master the game and finally get a lame ending I would have shot someone or threw the game out the window.

    --


    -Dipster
    1. Re:Game that pissed me off by CokoBWare · · Score: 1

      Well I keep playing this game. It is insanely hard, and I finally made it to the last stage of the game, with the last boss... and 2 seconds into the last god boss, I die... what fun is that? I have unlocked about 30 or so ships, and I will keep playing the game until I unlock all of them. I played the game on baby mode to get some of the ships and to increase the duration I play the game for, but I think I've put in a lot of time since I bought the damn game. It won't be a game that I trade or throw away... it's just too damn good!

    2. Re:Game that pissed me off by karnal · · Score: 1

      Man, I might have to pick that game up.

      The one I'm anxiously awaiting is Gradius V. Konami keeps slipping the ship date (girlfriend wanted to buy it for me for my bday last year in december, but they pushed the date out.) I'm really really anxious to see if it's any better than Gradius IV, which in my opinion was good, but not as good as Gradius Gaiden for the Japanese PS1.

      IF you love side scrolling shooters, get a modded ps1 and purchase a copy of gradius gaiden off of ebay or somewhere. I guarantee you won't regret it... darn, is that music catchy....

      --
      Karnal
    3. Re:Game that pissed me off by wickedj · · Score: 1

      If you have a Sega Saturn, get Silver Radiant Gun. It's awesome. They made a sequel to it called Ikaruga for Dreamcast and GameCube. It rawks too.

    4. Re:Game that pissed me off by Fred+Or+Alive · · Score: 1

      BTW, The game's called Radient Silvergun, not Silver Radient Gun. Personally I have a switched Saturn, and would get it, but it happens to generally cost a large amount of money. (Bloody leet-ultra-rare stuff, I want Panzer Dragoon Saga and Shining Force 3 as well, but I'd need to win the lottery).

      --
      10 PRINT "LOOK AROUND YOU ";
      20 GOTO 10
    5. Re:Game that pissed me off by wickedj · · Score: 1

      Yeah, bad memory. I mix up Blaster Master and Master Blaster all the time too. Thanks for the correction.

    6. Re:Game that pissed me off by Shadeborn · · Score: 1

      R-Type Final, like all R-Type games, requires both reflexes and tactics. The first levels are usually easy enough to complete without practice, but the later levels are a different matter altogether. The game would throw so many enemies (and bullets) at you that you need to plan your movements and weapon usage very carefully.
      Sometimes you need to have the right weapon for the job. Sometimes a well-placed Wave Cannon shot is all you need. Sometimes you just need to be in the right place in the right time. Sometimes the correct usage of the Force device is the key. Sometimes you need to dodge like crazy. Sometimes survival requires all of the above.

      IMHO, the appeal of the R-Type series has never been in the endings (R-Type Final has three of them), but in the feeling that you get when you finally manage to survive a part of the game which seemed impossible before.

      Yes, R-Type Final is difficult, but it is also one of those games where adjusting the difficulty level makes a real difference. On the easiest (Baby) level, not only do you start with the Force device, but you also get to keep your weapons if you die. Also, all enemies are much slower and weaker. If you increase the difficulty level to Bydo or to R-Typer, all enemies are faster and tougher, and even the smallest enemies pose a problem due to the huge number of bullets they spew out. Completing the game on R-Typer without infinite continues will require superhuman reflexes, though.

    7. Re:Game that pissed me off by Shadeborn · · Score: 1
      with the last boss... and 2 seconds into the last god boss, I die... what fun is that?

      Try staying at the center of the screen. The whirlpools at the top and the bottom spew out enemy ships. If you aren't at the horizontal center of the screen, you will eventually get hit.

      Let me know if you can't figure out what to do next. :)

  26. You think Ninja Gaiden is bad? by Anonymous Coward · · Score: 0

    Radio Zonde is the single most difficult game I have ever played. Games like Ikaruga, P.N.03 or Viewtiful Joe (on the harder difficulties, of course) are a walk in the park compared to Zonde. If you manage to make it past the first level without using infinite lives, I salute you. And that's at the lowest difficulty.

  27. All time hardest FPS: by Anonymous Coward · · Score: 1, Interesting

    The Shrooms secret level (the vomitorium IIRC) on RoTT. Psychodelic mushrooms, trampolines, rockets and Johnny five on crystal meth....

  28. Difficulty vs. challenge by Airwall · · Score: 5, Insightful

    There's a big difference between something which is just "difficult" - e.g. loads of baddies, psychic enemy AI, and something which is a real challenge.

    My main criterion is, when I've been killed by something/crashed into a wall/allowed the coloured blocks to stack up too high, whether I'm thinking, "Yeesh, not again! How was I supposed to see that coming?", or "My fault - should have been more catious".

    I know it was insanely successful, but I got seriously pissed off with MOHAA because of the sniper sections. Everyone I've spoken to who played it agreed that the only way through was:

    i) Walk into new area
    ii) Wait to be shot
    iii) Try and work out, as you die, where the sniper was
    iv) Load save
    v) Walk into area, already pointing the right direction and waste sniper.

    This is a waste of my time. I want to feel that if I die, it's my fault, and that I could have done better. I don't want to end up feeling that the game designers just deliberately wasted me. As an example of what I do like, I'd suggest Deus Ex and (to a lesser extent) its sequel. I got blown away plenty of times in both games (on "hard" setting) but each time I knew what I should have been doing differently, and learnt a lesson that helped with the rest of the game.

    1. Re:Difficulty vs. challenge by GoofyBoy · · Score: 1

      >Everyone I've spoken to who played it agreed that the only way through was:

      This is pure poor game design.

      It effectively the level designer playing a game of "Guess what I'm thinking."

      And its never clever or fantasitc once you figured it out, its just annoying.

      --
      The surprise isn't how often we make bad choices; the surprise is how seldom they defeat us.
    2. Re:Difficulty vs. challenge by Jerdie · · Score: 1

      I completely agree with you, I hate games that are all booby traps. Areas where the only way to survive is to know what is coming up. Jedi Knight II was that way. There were parts with mines that you could not see, till just the half second when they get activated..and then blew you to pieces. These bombs were simply placed on a walkway in a city, no indication at all.
      Jedi Knight 2 had all sorts of parts like that. Though the saber fighting was awesome, and actually took skills. At least if I loose a saber battle, I know it was skill, not my lack of precognition.
      And yes, there was even a sniper part, step out, get disintegrated, reload game, step out and try and find the 4 snipers...
      What was really fun was this was just after you get the light saber for the first time in the game, and they immediatly put you up against the one weapon the light saber can't block, the sniper guns!

      --
      Programming is simply the application of logic to creativity
    3. Re:Difficulty vs. challenge by KDan · · Score: 1

      What was really fun was this was just after you get the light saber for the first time in the game, and they immediatly put you up against the one weapon the light saber can't block, the sniper guns!

      Please tell me this was intense sarcasm. I was so frustrated by that at the time! "woohoo I got a light saber people can't shoot me from the front!" *PAF* *disintegrates* *wtf???*

      And you forget they also pit you against grenade thorwing bastards at that point. Another weapon you can't block.

      Daniel

      --
      Carpe Diem
    4. Re:Difficulty vs. challenge by Airwall · · Score: 1
      Please tell me this was intense sarcasm.

      I think it was :)
      I'd forgotten JKII, but you're right, it did have annoying snipers and mines. And jumpy platformy bits, too. It was excellent in other areas, and not very hard over all, so I'll let it off.

      (Unlike it's console-game-for-preschoolers sequel, Jedi academy).
    5. Re:Difficulty vs. challenge by silicon+not+in+the+v · · Score: 1

      Stuff like IANAL are cool, because they're used in context, but you mention a game only by its complex acronym with hardly any context (snipers? wartime tactical game?). What the heck is MOHAA?

      --
      We may experience some slight turbulence and then...explode. -Capt. Mal Reynolds
    6. Re:Difficulty vs. challenge by Airwall · · Score: 2, Informative
    7. Re:Difficulty vs. challenge by Minna+Kirai · · Score: 1

      What the heck is MOHAA?

      Ask your guardian or caretaker to sign you up for a remedial adult-ed course on "Googling". You'll be amazed at how easy the "World Wide Web" can be!

    8. Re:Difficulty vs. challenge by silicon+not+in+the+v · · Score: 1

      I have a long enough attention span to be able to read more than one post at a time, so I would like to be able to just read them without having to be interrupted to Google for something in every post.

      --
      We may experience some slight turbulence and then...explode. -Capt. Mal Reynolds
    9. Re:Difficulty vs. challenge by Minna+Kirai · · Score: 1

      Error- that does not compute. You think that waiting for an answer from a slashdotter who might never respond is somehow faster than clicking "I'm feeling lucky" on Google?

      Anyone reading a videogame forum should either recognize the abbreviations for the top 20 PC games, or be prepared to go look them up.

  29. Lack of Time - Need better learning curves by Robmonster · · Score: 2, Insightful

    echoing an earlier poster I find that my complete lack of time makes games that others probably find easy much harder for me.

    While kids are able to devote a lot of time to games, and eventually become very proficient at them, I find that my adult life has far too many other commitments.

    Don't get me wrong, I love gaming, but if a game is initially difficult then I cannot justify spending what little gaming time I get playing through that game. If these things had better learning curves that gradually introduced mew skills and methods then I would be able to play more, as I would feel that I would achieve more at each sitting. Instead I opt for games that I find myself able to play, and thus enjoy my limited time more.

    If anyone is looking for a bite-sized game that fits into a hectic adult life easily, but can be expanded to take up as much time as you have then click the link in my sig.

    RM

    --
    I have no sig yet I must scream.
    1. Re:Lack of Time - Need better learning curves by Tyggyr · · Score: 1

      It's not just a kids vs. adults issue; there are plenty of kids with little time and adults with lots.

      But the real opportunity is for game design to teach skills without insane difficulty ramps and the dreaded save/die/load loop. As fun as *any* section can be, if you have to play it 50 times each time waiting for a loadgame, you'll hate that section by the time you're done.

      Requiring time sinks dates way back to useless (and long) mazes in 80's adventure games. It's a cheap way of extending a game, and leaves a bad taste in the player's mind.

      Much better to have a shorter game that is enjoyable, or design around the timesink.

      Smallball does a nice job of avoiding timesinks. Takes about 10-15 minutes a day to train your team, and then you can launch as many games as you have time for. I've been playing for over 3 years... ;-) http://www.smallball.com

  30. Rogue - with no save games by lanroth · · Score: 3, Interesting

    The hardest game I ever played and completed is Rogue.
    The version I played was written in 1982 and was a port for the IBM PC. It had a bug that prevented one from loading a saved game. This was one of its greatest features in my opinion. Every time you played it you had to start from scratch and because there were so many random elements in the game no game was ever the same.
    I played this game for years and a few of my friends did also. Getting into the top 10 scoreboard was nearly impossible and when someone managed it I'd get a phone call "Hey! I got 9th place on rogue!" and we'd swap the score file on floppy disk so everyone had an up to date version.
    After a couple of years I wrote a new high score program that screen-scraped your score (how much gold you had) and other stats too. It recorded the top 100 scores. After a couple of years even getting into this top 100 was difficult.
    We literally played tens of thousands of games without getting out of the dungeon with the Amulet of Yendor and I thought it impossible - the game couldn't be completed.
    One very happy day I managed it though! I can't tell you how excited I was - definately the most difficult game I ever played but because it was such a fun and random game I never bored of it. I still played it after completing it - and managed to complete it two more times and my brother also eventually completed it.

    These days I play lots of "press F6 to quicksave" type games - they're a lot of fun but where's the tension and exhilaration that comes from knowing your character could die - and die properly? No re-loading.

    The people who made this version of Rogue called themselves Artificial Intelligence Design Systems - AIDS. Heh. Wonder if they're still using that name...? ;-)

    1. Re:Rogue - with no save games by TychoBrahe · · Score: 1

      The version I played was written in 1982 and was a port for the IBM PC. It had a bug that prevented one from loading a saved game. This was one of its greatest features in my opinion. Every time you played it you had to start from scratch and because there were so many random elements in the game no game was ever the same.

      I must disagree with this assessment. In the many times I played Rogue, sometimes I would get all the way to dungeon level 15 before being killed by a monster, sometimes I would repeatedly fall down traps from the beginning so that I had no chance against the monsters I eventually ran into. In both cases, I would play the game the same way, meaning that when I died, it wasn't because of anything I could have prevented, but rather it was pure chance that killed me. This would tend to kill any chance of celebration when I got far--after all, it wasn't that I played especially well, just that I had gotten lucky. This is not to say that it didn't pay to have some knowledge of the monsters' abilities and what potions could do to you, but it was never a deciding factor. How many times did I die simply because the last five dungeon levels didn't have any food? It was absolutely frustrating, not challenging.

      Eventually I got tired of dying over and over because the game didn't generate levels that were survivable, and just wrote a batch file that would copy my savegame file before loading (and destroying) it. Thereafter, the game never carried that same sense of tension, but it also lacked the frustration of unavoidable deaths. This was a tradeoff I am happy with.

    2. Re:Rogue - with no save games by lanroth · · Score: 1

      I have agree with you to some extent. Because so much of the game was randomly generated many games were impossibly difficult.

      For instance: getting to level 2 and gaining 1 hit point (out of a possible 10) put your character at a big disadvantage - I'd always just quit a character that got 1 HP at level 2.

      There any many other tips and tricks that would give your character an edge though - for instance always walking the minimum distance and re-tracing your steps where possible. This gives you a huge advantage - I very, very rarely ran out of food (like 1 in 1000 times) once I did this. Plus if you re-trace your steps you'll greatly reduce your chance of hitting trapdoors (or any other trap).

      There were many, many tips and tricks that'd give you a slightly higher chance of winning - strategies my friends and me discussed and tested. It is a VERY random game and luck plays a big part but skill is just as important.
      To win the game you needed a lot of both.

      As for copying your save game using a batch file - I did of course try this but the load/save game code was buggy and didn't work! I used this cheat to complete many other roguelikes though (nethack, angband, ADOM, ...)

  31. Today's games are too easy by vasqzr · · Score: 1

    Think of the games you can't beat. There's many of them!

    I was a much better video game player when I was 10 or 12 compared to now. I can still beat most Playstation 2 games.

    If I go back and play some NES games like Ghouls and Ghosts, the original Ninja Gaiden, I wonder how I even got as far as I used to.

    1. Re:Today's games are too easy by Anonymous Coward · · Score: 0

      I think the point is that today's games are different.

      Earlier games were like carnival games, or sports, games of skill and chance, which you played for the thrill of playing/winning.

      Today's games are much more like simulations that you play through for the experience of being someone or doing something you can't do in real life. First person shooters are about being an Army Ranger or a Jedi Knight, etc. for a couple of hours. Even moderm action/adventure/platformer games have this aspect, you basically live the life of a cartoon character (Mario, et al) for awhile.

      While modern games do require some quick-wrist and puzzle solving skill, it does make sense that most people would be able to 'beat' them, or rather, play through the simulation to it's end. Afterall, what would be the point of pretending to be a Jedi Knight or James Bond only to find out that you don't make the grade in fantasy land either?

  32. Counter Strike :: Condition Zero by Anonymous Coward · · Score: 0

    Man the new CS 1 person game sucks on the Hostage Missions. You personally have to save 4 hostages. If your team kills the terrorists before you can return to the drop zone, you don't get the credit.

    I played this one level 52 times before I was able to get the hostages out - lol.

    Would be much better if they would give you the credit if you have the hostages in possession when your team wins. Or if they would keep the level running until all the hostages (alive) are rescued or all the good guys are dead.

    The game is sweet tho - hehe.

  33. Zeliard! by mnmn · · Score: 1

    Circa 1983. Has anyone played this DOS game with MIDI music? Its got lots of levels and you have to find secrets and memorize the maps, through which you have to go back and forth throughout the game.

    I've reached two levels before the final, the level after the fiery level, and then completely lost my bearings. Ive spent months on it.

    If youre looking for a really tough one, with LOTS of levels, a nasty maze but all well-rewarded, get Zeliard from some abandonware site. And tell me how you get across the third last stage..

    --
    "Give orange me give eat orange me eat orange give me eat orange give me you." -Nim Chimpsky
  34. Mike Tyson by Anonymous Coward · · Score: 0

    It took me a full 6 months to beat him. It's still one of my all-time crowning game achievements.

  35. Su-27 Flanker by Divide+By+Zero · · Score: 3, Interesting

    Although I can get on board with Ninja Gaiden being frustratingly difficult (rented it, no book, no hint of skills improving, gave up), the hardest game I ever played was Su-27. It was not enough to be a flight sim. It was not enough to be a seemingly-painstakingly-accurate flight sim. It was not enough to be a seemingly-painstakingly-accurate flight sim that put you in VERY sticky situations. It was a seemingly-painstakingly-accurate flight sim that put you in VERY sticky situations and all the controls and indicators were in RUSSIAN.

    The "instant action" puts you head on with three OPFOR fighters just outside missile range. Here's how it went the seven times I tried it: Fly for a couple seconds, lock acquired on me, attempt to avert destruction by clever use of countermeasures and/or aerobatics, fail miserably.

    I'm a fan of meticulous flight sims. The bigger the manual, the happier I am. I loved the Jane's series from EA, and Falcon 4.0 was right up my alley. But man, Flanker beat my ass and sent me crying home to mama.

    --
    Dare to Hope. Prepare to be Disappointed.
    1. Re:Su-27 Flanker by Anonymous Coward · · Score: 0

      Amen to that!!

  36. I beat it... by emilng · · Score: 3, Funny
  37. Hardest twitch game? by dthree · · Score: 1

    Robotron.

    --
    "I forgot my mantra."
    1. Re:Hardest twitch game? by chromaphobic · · Score: 2, Interesting

      Heh, Robotron is still my favorite game of all time.

      Challenging, but not impossible. Plus it's just so frenetic, you can never really relax. Always running, always shooting. Bliss. :)

      One of these days (like, when I have a larger apartment) I'm going to break down and just buy one of the old Robotron cabinets.

  38. Grand Prix Legends by 1967+Ferrari+312 · · Score: 1

    It takes months to "master" driving these beasts... but it's so rewarding when you get there. It was a commercial failure (less than 100k copies sold), but it's still in wide use after over 5 years (and beautifully updated by the community too!).

    1. Re:Grand Prix Legends by Anonymous Coward · · Score: 1, Interesting
      Oh man. Grand Prix legends. I remember a gamer friend came round and I was playing that game. I demonstrated to him how I could get the car round three corners without crashing. He seemed a bit confused by my boastful attitude until he had a go himself...

      Grand Prix Legends is truly a high point in no-compromise game realism and I can well appreciate why the community would find it a satisfying game to still be playing.

    2. Re:Grand Prix Legends by Anonymous Coward · · Score: 0

      This game has one of the best physics model I've ever seen. True that this game was a commercial failure but I think that's mainly because it was about "Legends" and did not reach the mass video game market who did not know much about these "Legends" except maybe from the original movie "Grand Prix". In today's latest driving games I've found that the physics models are usually tuned down so that they're a mix of simulator/arcade (Grand Turismo/Gotham Racing/Need For Speed style). The few games that I found had realistic modelling lately were Toca Racing 2 and the Grand Prix Series (on PC) at the highest level of difficulty. In these games you have to *know* the track you're racing and then know and control the handling subleties of the car you're driving. Just my 2$.

  39. There are solutions... by JMZero · · Score: 4, Interesting

    There's better ways around the difficulty problem than quicksave. For example, the extremely challenging shooter Ikaruga lets you play any level section you want from the main menu. You also have the option of playing it in slow-mo to work out technique, or watching a master play through the level.

    Ikaruga gives you all the joy of getting better at the game, without replaying sections you can get through. The design is centered around this, actually - and it's pretty satisfying.

    --
    Let's not stir that bag of worms...
    1. Re:There are solutions... by wickedj · · Score: 2, Interesting

      I love Ikaruga. I wish they would bring back Silver Radiant Gun though. That game was hardcore. Talk about difficult. I never kept my eyes open for so long. I had a hard time shutting them after playing since they were so dry. You can't blink in those games.

    2. Re:There are solutions... by PhotoBoy · · Score: 2, Interesting

      Yeah there are a few good alternatives to quick save, my favourite is probably from Shenmue which let you save wherever you wanted but you could only reload that save once.

      That way you could stop playing the game whenever you wanted but you couldn't abuse it like a quick save by reloading it again and again.

    3. Re:There are solutions... by Psykechan · · Score: 2, Funny

      I've heard that not blinking is a sign of brain death. The game you are referring to is Radiant Silvergun. Maybe it was all the "engrish" in the game that now causes you to now mix up the title. "Be attitude for gains" my eye.

      I didn't find RS too hard though. It was a great game, sure, but not that difficult. Ikaruga with it's black/white thing just frustrated me. It was an interesting concept but I just couldn't play it.

      I always wanted a thing called tuna sashimi.

    4. Re:There are solutions... by cableshaft · · Score: 1

      Shenmue did this? Hmmm, I never noticed. I'm curious, what happened if you loaded it once, but didn't resave your game later, or shut off your machine without saving? Were you just screwed? I've got a save that's on that last (awesome) day in Shenmue that I saved so I could play it again and again at a later time, does that mean I can't use it anymore?

      --
      Creator of the popular web game Proximity
    5. Re:There are solutions... by wickedj · · Score: 1

      Thanks for the correction. I knew it was something like that. I guess it's just my bad for trying to recall it from my bad memory.

    6. Re:There are solutions... by PhotoBoy · · Score: 1

      It depends, Shenmue has two types of save, there is the save point in Ryo's bedroom that you can only use at the end of the day. This save would be permanently stored on the VMU until you save over it. I think your save of the last day is probably this type.

      The other save type was the "Interrupt" save that could be used pretty much anywhere and was accessed via the inventory screen. This is the one that gets deleted right after it's loaded to prevent "quick-save syndrome". If you did reset without saving a new interrupt you would have to go back to your last bedroom save, so at most you'd lose an in-game day's progress.

      Shenmue captured the best of both save methods really, it allowed you to save whenever you wanted but you couldn't abuse the saves to speed your way through the game.

      PS: Fingers crossed Sega's big announcement for E3 is Shenmue III! :)

    7. Re:There are solutions... by Deraj+DeZine · · Score: 1

      While I haven't played the game, I couldn't imagine it being any harder than my personal favorite shoot-em-up: Dangon Feveron. That's right, Disco Fever!

      It's the only game I've played where the enemies nearly fill the screen with shots (that have varying speeds and/or are guided) and any single hit kills you. Fortunately the bomb (or "panic button" as it should be called) takes all the shots on the screen off (except bombs are limited unless you've got a lot of quarters). Seeing dancers after firing a bomb is always and interesting experience for newbies to the game =)

      --
      True story.
    8. Re:There are solutions... by Minna+Kirai · · Score: 1

      The other save type was the "Interrupt" save that could be used pretty much anywhere and was accessed via the inventory screen.

      Anywhere? How about on day 13/40 of nocturnally sneaking into the warehouse, eh? That was a brilliant gameplay sequence!

      After you tried to sneak in once, you were locked into attempting it again and again every 24 hours, skipping the time in between. If you can't sneak well, there's no escaping the loop: CUTSCENE, sneak around 4 crates, get caught, CUTSCENE, REPEAT... although after a few months of this, a bum takes pity and carries you through.

      (Once finally inside, the man who lives there gives an enthusiastic greeting, and suggests you telephone next time before dropping by!)

  40. Tetris with a spinning board by Washizu · · Score: 0

    So far I'm the only person I know who can beat a game I made (not that many have tried).

    Spew, a tetris clone where the board spins around while you try to play. There are 7 levels. See if you can beat it.

    --
    OddManIn: A Game of guns and game theory.
  41. Zeliard by JMZero · · Score: 1

    Zeliard was from Sierra in around 1991 I believe (not 1983) - and it really is a great game. From what I remember, there wasn't a lot of tricks to getting to the last level (just make sure you've explored every section again) - and I never found the Fairy Flame Sword that in-game characters are always whining about. I never understood why this game never got noticed - it was as fun as any Zelda game I've played.

    Anywho, if you really want to know how to get through it, there's a walkthrough at GameFaqs.

    --
    Let's not stir that bag of worms...
  42. Lets add a jumping puzzle! by GoofyBoy · · Score: 3, Insightful

    HalfLife was the perfect game until you got to the end and there was the jumping puzzle from hell. The audio and visual effects and different creatures created the alien feeling. The jumping puzzles added nothing to this.

    To this day I still have no idea what the level designers where thinking. It had nothing to do with the rest of the game, it was boring and tedious (Woops you were 1 second off, reload and repeat).

    Today, Far Cry has point saves (You can only save at certain points). Why would they do this on a PC game? Why do game designers force you to play something in one sitting?

    When its fun, its a challenge. When its not, it gets me out of the "game" mode and start thinking about how poor the level designers were when they had to resort to making things difficult which has nothing to do with the game or having fun.

    --
    The surprise isn't how often we make bad choices; the surprise is how seldom they defeat us.
    1. Re:Lets add a jumping puzzle! by chromaphobic · · Score: 1

      Today, Far Cry has point saves (You can only save at certain points). Why would they do this on a PC game? Why do game designers force you to play something in one sitting?

      And it's that lack of a quicksave function that has kept me from buying this. So, in this case, it's cost them at least one sale.

      The last game I played that didn't have save-anywhere/anytime functionality was Diablo 2, and that game was the final straw with regard to restricted save ability.

      I have read that a patch for Far Cry is forthcoming that will add save-anywhere, so once that happens I'll gladly drop the cash. :)

    2. Re:Lets add a jumping puzzle! by be951 · · Score: 1
      I agree on both counts. I still haven't finished half-life for that reason.

      I don't think having set save points is a terrible thing. But put them reasonably close together. I don't mind replaying 5 or 10 minutes a few times to clear a level, but 1) I don't want to play 20/30/more minutes just to lose it because there is a tough boss/puzzle/whatever too far from a save point and; 2) If a boss/puzzle/whatever is wicked hard such that an average gamer might have to try dozens of times to get past, there better be a save point right before.

      IMO, there is no reason to make a game too difficult. If you want your game to have wide appeal, give it multiple difficulty settings. Then lots of people with a range of skills can enjoy the game (that's what it is all about, after all, right?). If you want to reward the dedicated gamer who really works for the win, make the payoff for beating the game better for hard/extreme than easy/normal.

    3. Re:Lets add a jumping puzzle! by zero_offset · · Score: 1

      For FarCry -- I agree, the automatic saves were too few & far between for my tastes. Sometimes I just don't have that much time to burn.

      Put "-DEVMODE" on the command line. In-game hit the reverse-apostrophe/tilde key to go to the console. Type "\save_game" and it'll create a savegame file called "quicksave". You can load that through the UI, or you can go to the console again and type "\load_game" to reload it. On rare occasions there are HUD bugs reloading, but if you simply reload through the UI, the problem fixes itself. You can also specify a name for the save, but I haven't really found a reason to bother.

      My only other complaints with FarCry are balance and, frankly, the "monsters". I was having a huge amount of fun just stalking/fighting/killing other guys at all the cool outdoor bases. Then they introduce these insanely hard monsters (if you crank up the difficulty so the humans are fun to fight, the monsters are practically impossible to kill). And as if that wasn't enough, the last three levels are almost impossible even on the normal setting (medium difficulty, setting 2 of 5).

      And still, it's so damned good, I just love it. And I rarely get that effusive about games. I think the last game I enjoyed this much was Atari Space Duel, and I have the full-size arcade machine to prove it. :)

      --

      Slashdot quality declines as the number of hot grits posts decreases. - Provolt's Law, Apr-09-2005

    4. Re:Lets add a jumping puzzle! by zero_offset · · Score: 1

      As you note, the next patch supposedly supports this, but it takes all of about ten seconds to do it yourself in the current version (and you can bind it to a keystroke if you want). Check my reply to the parent post. FarCry is worth the minor hassle.

      I agree, it was a really stupid design decision.

      --

      Slashdot quality declines as the number of hot grits posts decreases. - Provolt's Law, Apr-09-2005

    5. Re:Lets add a jumping puzzle! by Alkaiser · · Score: 2, Insightful

      The jumping puzzle is the sign of a extraordinarily uncreative and horrible game designer.

      Have you played Tron 2.0? Fantastic...up until the game decides it's going to be the jumping puzzle from hell. Timed jumping moving platform puzzles! Jumping moving platform switch states puzzles! The last 6 to 8 levels just kept throwing annoying jumping sequence after another at you.

      I've never met a gamer who is proud of the jumping puzzles they've defeated, or anyone who's said, "Oh man, that jumping section of game X, that was great!"

      My least favorite jumping puzzles are the ones they put in RPGs...when your character is twice as high as the obstacle they're trying to jump over, and yet, still has to execute a perfect game of hopscotch, or start again from the beginning.

      --
      Netjak.com independent reviews of domestic & import video ga
    6. Re:Lets add a jumping puzzle! by MilenCent · · Score: 1

      Wellll....

      I REALLY hate to say this, but my favorite parts of Mario Sunshine are the Void Levels.

      I'm not even sure why. There is certainly a good amount of creativity in them. The best has got to be the one that's just a long chain of big, rotating wooden blocks, hanging in space. Makes spectators freak out, but once you get used to it it's not really that bad.

      Of course, Sunshine's not a shooter. But Metroid Prime is full of jumping puzzles, yet they aren't nearly as annoying, for a simple reason: no fall is instantly fatal in that game.

    7. Re:Lets add a jumping puzzle! by Bahumat · · Score: 3, Funny

      I loved the void levels. True story; first time I saw one, was my roommate playing SMS, and I was playing Morrowind.

      I chanced to glance over at the TV screen, saw the level he was playing, and instinctively hit the Quick Save button on my game.

      Now that's 15+ years of gaming instinct!

      --
      "To pass through the jungle; silence, courtesy, ferocity, as the occasion demands." -- Kamau, "Proper Passage"
    8. Re:Lets add a jumping puzzle! by k8to · · Score: 1

      I really enjoyed the jumping puzzles in Sly Cooper. It was a platformer to begin with and they were somewhat forgiving, but they were a LOT of fun.

      --
      -josh
    9. Re:Lets add a jumping puzzle! by Anonymous Coward · · Score: 0

      That's where I stopped playing Halflife. Did anyone actually finish the game? I got bored as soon as it went to the alien world, and the jumping thing was the final straw.

    10. Re:Lets add a jumping puzzle! by tunah · · Score: 1
      I've never met a gamer who is proud of the jumping puzzles they've defeated, or anyone who's said, "Oh man, that jumping section of game X, that was great!"

      Exception that proves the rule: the new prince of persia game.

      --
      Free Java games for your phone: Tontie, Sokoban
  43. Zero Wing? That one is HARD by Anonymous Coward · · Score: 0

    Zero Wing is one hard game. I know there are some important instructions in the intro text, but I can't figure out what "All your base are belong" or "Every ZIG" means.

  44. hard games are rewarding by YGingras · · Score: 1
    what games have you played that are insanely tricky to master?

    NetHack !
  45. 4D tictactoe by sab39 · · Score: 2, Interesting

    4D tictactoe (naughts and crosses, for brits) is a very difficult game to master. I've written an implementation with a fairly naive computer player that just weights each square based on the sum of a weighting of each line that goes through it, and I still have a really hard time beating the computer at it. I guess the computer's just much better at visualizing 4 dimensions than I am ;)

    If you're interested in the implementation, I'm afraid it's not publically available right now, but it's not that hard to write. The main insight is that your entire 4D gui can be done in straight HTML tables (let's see if I can get /. to let me render this... I'll show a 2^4 grid instead of the normal 4^4 one to save typing...)

    |_|_| |_|_|
    |_|_| |_|_|

    |_|_| |_|_|
    |_|_| |_|_|

    Why 4^4 rather than 3^4? It turns out that 3^n for any n>2 has an easy strategy that allows the first player to always win. Proving that is left as an exercise for the reader.

    1. Re:4D tictactoe by Boing · · Score: 2, Funny
      Why 4^4 rather than 3^4? It turns out that 3^n for any n>2 has an easy strategy that allows the first player to always win. Proving that is left as an exercise for the reader.

      What, was there not enough room to put it in the margin?

    2. Re:4D tictactoe by cei · · Score: 1

      I always set up my n-dimensional tictactoe boards with n+1 squares per side. 4D would be played on a 5x5x5x5 board, for instance. Also, since it gives you center squares on each plane, that adds more of a challenge...

      --
      This sig intentionally left justified.
    3. Re:4D tictactoe by sab39 · · Score: 1

      Not sure if you're being tongue-in-cheek here, but if you're not and have actually played 5^4 tictactoe, what's it like to play? Is there a noticeable advantage to getting the center square?

      Do you have any software for playing it?

      Stuart.

    4. Re:4D tictactoe by cei · · Score: 1

      Yes, actually, I have played it a couple of times. Hard to find people to play against me, but the best bet I've managed so far was actually played emailing coordinates back and forth for the moves. I've played with writing code that would display the board in different states (or different slices) but it's been a while, and I probably don't have anything that couldn't be recreated with little work.

      Like I said, it's been years, but with a bit of work you can come up with formulas or a list of all the possible winning moves. First, listing moves that change in one dimension (horizontal and vertical lines in a plane), two dimensions (diagonals in a plane), three dimensions (diagonals through a cube), and the ultimate 4D diagonals. Hypercube's got, what, 16 corners? 8 3D cubes contained? etc. Don't really have time to re-create it all right here, but it's definitely playable. 625 squares on the board just makes it tough to keep track of.

      --
      This sig intentionally left justified.
    5. Re:4D tictactoe by sab39 · · Score: 1

      Yeah, as I said in the original post, I've written code (and a naive computer player, which I wrote to mitigate the difficulty of finding other people to play against) to play it using a grid rendering like my poor-quality ascii-art rendition, in HTML tables.

      I still have the code but it's a horrible perl hack with dependencies on software I'm reluctant to release out of sheer shame, and I don't have a public server to host it on.

      I keep intending to rewrite it under Mono or something, but never get around to it. The AI is really simple but still quite hard to beat. I suppose now I have to try your suggestion of playing it in a 5^4 grid instead of 4^4...

  46. FFX Celestial Weapons by Mr.+Piddle · · Score: 1


    Ugh.

    --
    Vote in November. You won't regret it.
    1. Re:FFX Celestial Weapons by DarkDust · · Score: 1

      I actually got the last one (Lulu's) a few days ago :-) Yes, they're hard to get. Yes, sometimes it was very frustrating (the Chocobo race in Calm Plains really had a bite on my Chocobo love and the damn butterfly-race was also driving me crazy).

      But I don't think that's the hardest thing I've ever played... the final levels of Super Mario Bros. 3 are way harder ;-) (I never beat that game...) And some other come to mind as well, like Shinobi 2 or whatever that was on the Game Gear...

      In fact I find having the Celestial Weapons a good reward for the hard work and frustration (Yuna only needs 1MP per magic now and Auron now does some damage }:-)

    2. Re:FFX Celestial Weapons by Anonymous Coward · · Score: 0

      ...the final levels of Super Mario Bros. 3 are way harder ;-) (I never beat that game...)

      Super Mario Bros. 3 wasn't that hard to beat for me, but I had a plan. If I played it again, I'd probably remember it pretty quickly. I'd go all the way through worlds 1 and 2, getting all the items in them, then at the start of world 3, I'd warp to 5. I'd play through about half of 5 to get the items I wanted, then warp to world 8. At this point I had enough P-wings to fly over all the tank and air force levels (and even a frog suit to make swimming under the navy easier), and a cloud to skip level 8-2 (or was it 8-1? I skipped whichever one didn't have the quicksand shortcut). That pretty much just left Bowser's castle itself as his only defense against my onslaught, and it wasn't very hard to get through, really.

      Of course, even though I didn't find it hard to beat, I still found it a very hard game to master. I never did play through all of the levels in that game.

  47. RE Hard? by revco_38 · · Score: 1

    Challenging is more like it. My friends and I rented a PlayStation from Blockbuster just to try that game when it first came out. We didnt know that you could save your progress if you had a memory card. I think we slept about 4 hours that whole weekend from having to start from scratch after each death.
    Never really had a problem figuring out the "puzzles" in RE or Tomb Raider for that matter. I do agree that 'twitch hard' is the greater evil. I hate all those damn 6 year olds that know every combo in the fighter games and I have problems doing the stupid fireball move!!

  48. Jak II by metamatic · · Score: 2, Interesting

    Jak II is ludicrously difficult in places. That would be excusable, but unfortunately it's ludicrously difficult in very boring and arbitrary ways.

    For example, the "shoot your way out of the boardwalk" mission, where the computer will simply drop limitless quantities of Crimzon Guards at you until you shoot a few thousand and get out, or die. VERY VERY BORING.

    Then towards the end of the game (last two or three missions) the game designers felt it would be a good idea to stop giving you save points. Dum dum dum dum dum.

    Also, whoever thought that random traffic jams to prevent progress would liven up missions needs to be killed as a warning to others.

    Hopefully they'll get the design right for Jak III, and it'll be the masterpiece Jak II could have been.

    --
    GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
  49. GT. by Asprin · · Score: 4, Interesting


    Gran Turismo (PS1) is probably the hardest game I've stuck with long enough to master and what that game teaches you is incredible -- like high-speed racing is all about braking, unless you are in a Suzuki Escudo PP, of course.

    I recall one specific night shortly after I bought GT where all I did was drive a 1985 nissan 280 around the short Autumn track for *SIX* *HOURS*. After four hours or so, I was able to get all the way around without spinning out in the hairpins. The best part is that different cars really are different, so you have to take some time to learn how to drive the tracks all over again. After you put enough hours in, of course, you adapt to new cars more quickly, but the learning curve over those first few hurdles is immense.


    --
    "Lawyers are for sucks."
    - Doug McKenzie
    1. Re:GT. by zero_offset · · Score: 1

      The sad part is, it isn't even remotely realistic.

      Project Gotham II is probably one of the most realistic racing games (of the video gamey lots-of-cars-to-choose-from genre) that I've played so far. (I'd have said Sega GT 2000 except that the relative vehicle performance is so messed up.)

      Signed,
      A Real Life Racer

      --

      Slashdot quality declines as the number of hot grits posts decreases. - Provolt's Law, Apr-09-2005

  50. hard ones. by joper90 · · Score: 1

    Ninja Gadien was/is hard.. but not impossibly so.
    I think personally the balance is just right.. I almost gave up before the end of the first level. The first end of level boss was just so hard.

    However, i moved on from button mashing and got control of the situation, and it owned.

    I love games that make you throw the controller at the floor :) , but then make you pick it up for 'one more go'. - queue 3 am.

    Another hard game that I have been playing too death at the mo is Amped 2.. Now that is a hard game, but again rewards skills and mastery of the control system.

    Both these games have one thing in common.. the controls are perfect, Ninja Gadien reacts to your moves just as you need.. no lag etc etc, and the same with Amped too. This is the difference,yes its hard. But you blame yourself and not the controler/game when you mess up.. Tony Hawks is another example.. when you crashed is caues you were trying 'just one extra kickflip' or just 'hold that grind' a little to long..

  51. Anyone got a glass jar I can puke into? by Foofoobar · · Score: 1

    I had a friend who was bulemic who just couldn't get the hang of Pac-man. 'You mean I'm supposed to EAT the dots. But look, he's so round!! He doesn't NEED to eat!!'

    --
    This is my sig. There are many like it but this one is mine.
  52. R.I.P. Infocom by Henry+V+.009 · · Score: 3, Informative

    Hard games? Nothing has ever compared to the baseball diamond puzzle in Zork II...

    1. Re:R.I.P. Infocom by DoktorSeven · · Score: 1

      I was able to figure that one out pretty easily, actually.

      Now the puzzle maze in Zork III, on the other hand...

      --
      This is a sig. Deal with it.
  53. Hitchiker's Guide text adventure by Jtheletter · · Score: 2, Informative
    --(I should probably warn people this is a spoiler)--
    I spent hours playing this game, it was annoyingly frustrating at points. There is no way I would have gotten through it without using the hints guide. I was able to figure out putting together the improbability drive, solve each of the scenarios, and I knew enough to collect everything I found in the game.

    But seriously, how in hell were you supposed to figure out to plant all the fluffs in the damn pot to grow a plant???

    And talk about an anticlimactic ending. After so many hours of typing obscenities into the game engine out of absolute frustration, you finally complete it and there was absolutely zero reward, not even a joke from D.A. (except for the one on the player I guess).

    --
    -- I'm not a pessimist, I'm a realist. It's not my fault that life sucks so much. --
    1. Re:Hitchiker's Guide text adventure by Anonymous Coward · · Score: 0

      What do I do with this Dangly Bit?

    2. Re:Hitchiker's Guide text adventure by Jtheletter · · Score: 1
      What do I do with this Dangly Bit?

      Not sure if you're being serious or not but I'll bite. Put the dangly bit in the cup of advanced tea substitute. Oh, and don't ever spill or drop the fake tea, cuz the nutrimat won't give you another and you'll have to restart from before you dropped it.

      In fact, it's probably easiest if I just add a link to the online walkthru.

      --
      -- I'm not a pessimist, I'm a realist. It's not my fault that life sucks so much. --
    3. Re:Hitchiker's Guide text adventure by Sigma+7 · · Score: 1
      But seriously, how in hell were you supposed to figure out to plant all the fluffs in the damn pot to grow a plant???
      Ask the guide about the fluff. It will then proceed to tell you about the properties of fluff and how it works.
  54. Hulk (on c64) and Einhander (playstation) by Anonymous Coward · · Score: 0

    One of the hardest games I ever played was Hulk on Commodore 64... You begin the game as Bruce Banner tied to a chair... I never succeeded getting free. It's a text adventure and we tried everything: "get angry", "cut ropes", "break free", "you're a wimp"... and all sorts of insults to get Bruce to turn into Hulk but it never worked...after a couple of hours we stopped trying and never played again.

    The other one is Einhander for Playstation. A Shoot 'em Up so packed with ennemies it's hard to move around the screen without crashing into one... and you don't get a lot of lives or continues... another game left on the shelf!

    1. Re:Hulk (on c64) and Einhander (playstation) by Robmonster · · Score: 2, Informative

      Did you try:- "Turn into hulk"

      (If I remember correctly you had to kick yourself over backwards on the chair, hitting your head on the floor, which made you angry, which turned you into the Hulk. That might be totally wrong though)

      --
      I have no sig yet I must scream.
    2. Re:Hulk (on c64) and Einhander (playstation) by Anonymous Coward · · Score: 0

      Bite lip.

      Also, don't forget to turn into the Hulk before you exit the biodome.

      Also, curse those ants! Argh! My eyes!

  55. sure, but... by hak1du · · Score: 2, Insightful

    Some [games] are so freakishly, spoon-bendingly difficult that they take 10 hours of solid play before you've even begun to master the basics

    True. But that isn't necessarily a problem: it takes longer than that to master the basics of classic games like chess or Go, games that have deservedly survived for a long time.

    The problem with many computer games lies in the specifics that makes them difficult. For many games, the difficulty is just in poorly designed menu structures and other non-gameplay related issues.

    And there is no point in learning a difficult games if it's not replayable and doesn't look like it's going to become a classic.

    Effort in games should be small compared to the expected life of the game for you, and users should be able to feel that it is an intellectual challenge that they can work out, not just memorization of arbitrary decisions made by the game designers.

    1. Re:sure, but... by Shadarr · · Score: 1

      I don't see the learning curve as a measure of difficulty. Games like Civ and Space Empires take a long time to learn, which can be frustrating at first. However, it seems more worthwhile to do so because once you've learned the game, it's fun. Conversely games with insanely difficult levels part-way into the game are just frustrating, and I usually end up shelving them. Mostly because even if I manage to get past the insanely hard level, the next one will be just as hard or harder.

    2. Re:sure, but... by hak1du · · Score: 1

      I don't see the learning curve as a measure of difficulty.

      I don't either, because the learning curve is not difficulty per se, it is a representation of difficulty over time.

      Civ is better than most recent commercial games, but even it has a lot of rote memorization followed by gameplay that is not all that interesting or challenging.

      Mostly because even if I manage to get past the insanely hard level, the next one will be just as hard or harder.

      Having ever harder challenges available is actually a mark of a good game. The problem you're having is not that the game keeps getting harder, the problem is that you are trapped in a level structure.

  56. The "stack of rules" by raygundan · · Score: 4, Informative

    I've seen this as well. My girlfriend has always been a gamer, back well into the days of 8-bit consoles and sierra adventure games. She did, however, have quite a bit of time off from gaming during college and medical school-- which coincided nicely with the advent of the 3D gaming era.

    I was amazed by how much we just take for granted-- and the painstaking detail required to "bring somebody up to speed." (you have to manage the camera? is moving body-relative or screen-relative? how can i tell where i'll land from a jump without depth perception?) It turned out that the easiest way was to drag out the old N64 and let her start 3D gaming from where 3D gaming started. The games were simpler, and the rules upon rules hadn't been built yet.

    There are other things, as well-- things we just don't realize. Consider all of the graphical conventions. The average slashdotter probably recognizes three or four different ways to indicate a "status ailment" in an RPG, for example. But to somebody new, in the middle of a fast fight, how can you explain the difference for the status ailment indication, and the powerup indication? It can be done, but it's tricky, and it's a huge barrier to entry. She expressed an interest in Battlefield 1942 a while back, and I'm not sure *how* I'm going to get her up and running with the PC FPS genre without teaching a class.

    1. Re:The "stack of rules" by Pxtl · · Score: 1

      Start her on UT'99 for FPS games. Its a very easy, forgiving FPS for newbs - my fiancee (a non-gamer) loves it to death. You'll get a kick out of her joyful squeal when she bags her first "HEAD SHOT!!!". It also has nice in-game tutorials, including introduction to FPS deathmatch and explanations of all the gametypes. Plus, I find that the biggest problem newbs have is that they get totally and completely lost in complex maps. Old UT has many "theme" maps that are mostly one or two huge rooms and thus very difficult to get lost in. Hardcore FPSers don't like these maps because they're simple, but there's nothing quite like pitting a group of 10 newbs on 2 teams against each other on CTF-Face (aka sniper-whore heaven).

    2. Re:The "stack of rules" by raygundan · · Score: 1

      Good call. I think I have two licenses for the original UT, as well. I'm not sure why that didn't occur to me-- for some reason all that was leaping to mind as an "older FPS" was counterstrike, a game whose complexity is offputting to even serious gamers. Not that that stops us from figuring it out eventually, but still-- not a good starting point.

      Doom or Wolf3D are probably even better, as they eliminate some of the complexity of movement and aiming. If you think back to how many games we went through before we were playing things like CS, it's pretty staggering-- but for most of us the approach was gradual. We just don't notice anymore-- each new game adds just one thing. Doom added additional floors to wolf3D. Quake added mouselook and 3D aiming, and standardized our expectations for control and powerups, as well as the various styles of weapon (spread, accurate, arc, instantaneous). UT taught me dual-use weapons. Team Fortress and Tribes tossed us character classes and vehicles, which helped prepare me for Battlefield. Modern games with unusual features (saber fights in JKII) are just "one little thing added to a standard FPS" for us, but when you lack the standard FPS background, you're missing a lot more than you think.

    3. Re:The "stack of rules" by Pxtl · · Score: 1

      Well, the girl in question started from UT, not Doom or Wolf - in fact, she finds those games offendingly difficult to navigate in because of the lack of visual landmarks and the tendency towards winding hallways. The real challenge is learning to mouse-aim anyways. Start with UT, and don't tell her about alt-fires until later (except on the sniper rifle). Oh, and turn off the "dodge" function.

    4. Re:The "stack of rules" by obeythefist · · Score: 1

      There's the problem right there.

      You started on consoles. Consoles do 3D very poorly because the interface on consoles isn't designed for 3D gaming at all. There are very few conventions in terms of camera angle and player orientation and movement, although there are some emerging. The controllers on each console platform are also different, which makes conventions even harder. The addition of analog sticks is a clumsy way to try and add the same ease of use that PC gamers are accustomed to.

      PC games, where 3D gaming originated (well perhaps a few distinctive titles on Amiga and the AppleIIC, flight sims namely) are very conventional. The only games on PC that don't follow the simple mouselook/keyboard move model (WASD is your friend) nowadays are console ports, which by definition again have clumsy camera and player orientation/movement controls (see above).

      I can't see why console games have been made so awkward, although there is some light at the end of the tunnel as both Sony and Microsoft are making keyboards/mice more standard on their consoles. I can only assume that because the console makers are so concerned about competing with other companies, they've discarded end-user experience for selling more controllers with analog sticks or something. There is no reason to have such bad controls on consoles, I can say for certain that prince of persia would have been a much better game if they'd followed PC control conventions instead of forcing gamers to view the game through so many absurd camera angles.

      --
      I am government man, come from the government. The government has sent me. -- G.I.R.
  57. MOO3 by CodeMonkey4Hire · · Score: 2, Informative

    I am an avid fan of MOM, MOO, and MOO2, but please don't tell me that Master of Orion 3 was not difficult. It was so confusing that I couldn't even figure out the whole colonization thing properly. Some times I would colonize and some times my ships would just kind of hang out. There were so many things to tweak but you never knew what they were doing. Maybe one day, I'll go back and try it again, but I uninstalled it to save room on my PC (I have beaten these other games, plenty, and a couple XComs to boot). Sidebar: Please bring on MOM2! Are there any OSS sequels to MOM?

    --

    Let's go Hurricanes!!! 2006 Stanley Cup Champions!!!
    1. Re:MOO3 by apepooooop · · Score: 1

      I must completly agree with this, i don't know how long it took me to figure out i had to organize my fleet before they could be used. And all the controlls of the planets development, sure it seemed in depth, but way to complicated. I can't say i ever masterd it though, because after two or three attempts at playing (before the first patch it was horrible) i gave up. And its not like they didn't spend enough time on the damn game, it was only like two years late.

    2. Re:MOO3 by Reapy · · Score: 1

      I'm with you 100% on this too. MOM was perhaps one of my favorate games ever. I played that for many years after it came out. Age of wonders games ALMOST make a good replacment for it, but theres just something missing from aow that mom had. Can't put my finger on it though, its probably just nastalgia kicking in.

      Anyway, I got MOO 3 on release, opened it, installed, read the instructions, and started reading the help in the game. A few hours later, I was ready for turn 2. I was clumsy the interface was and how burried critical menus were. I remember how my favorate part of the first moo was that everything to run the day to day buisness was right on top.

      So I get to turn 2. I'm now up to speed on how the game works because I enjoy reading manuals and all the tutorials for games before I get going. I decided that there was way too much effort with too little of a reward for me, and never made it to turn 3. What a dissapointment.

  58. PC vs PS2 by flibbidyfloo · · Score: 1

    I don't think I've ever played a PC game that was "way too hard", but I've had some PS2 games that were. Most recently come to mind is SSX3. It's pretty easy to start, and the medium levels aren't too bad once you've gotten good.

    But the very top-level challenges are excruciatingly hard. I'm talking about things like a 20 minute downhill run (which is cool) that you are going to have to master to an almost perfect degree to beat the gold medal time. Or the trick levels where my highest score is 400k and the gold score is 1M.

    I spent probably 4 hours on this one race just to get the silver, and had what I would consider a 90% perfect run. Then I saw the gold time and it was like 2 minutes faster! I gave up then and settled for my second place ribbon. And I'd already mastered SSX1 and 2.

  59. Using game limitations by zero_offset · · Score: 4, Funny

    Above and beyond anything else, the one thing that always ticks me off is when a game relies on arbitrary limitations of the game itself to make something really hard. The best example is always JUMPING.

    It never fails -- if you're in a game that allows the player to jump, there will be some level or test which requires you to RUN right up to the teeter-tottering edge of plunging to your death, then perform an AMAZING jump, which will allow you to just BARELY make it to safety on the other side.

    In my opinion, it's rarely much fun. Doom did this a few times and I still remember how annoyed I was. I mean, if you were that super badass Marine, wouldn't you just say Screw It and grab the ledge and haul yourself up or something? "Dammit, I'm a badass Marine fighting the minions of Hell, yet I just can't seem to manage those extra two pixels!"

    --

    Slashdot quality declines as the number of hot grits posts decreases. - Provolt's Law, Apr-09-2005

    1. Re:Using game limitations by Anonymous Coward · · Score: 0
      It never fails -- if you're in a game that allows the player to jump, there will be some level or test which requires you to RUN right up to the teeter-tottering edge of plunging to your death, then perform an AMAZING jump, which will allow you to just BARELY make it to safety on the other side.

      Memories... Super Mario Bros. level 8-1. A huge chasm followed by a 1-block wide platform and a smaller chasm. My sister and I try to time the running jump to hit that tiny platform and jump again without falling in the chasm on either side. We get better at it, but are about to give up.

      Dad wants to play. We show him how to use the warps to get to level 8. He reaches the chasm and just leisurely walks up and jumps, and hits the platform perfectly. The gap is wide enough so that a walking jump from the edge will land you on the platform, but if you try a running jump, you'll probably miss it.

    2. Re:Using game limitations by scot4875 · · Score: 1

      I agree with your point, but you couldn't jump in Doom. Or Doom II.

      --Jeremy

      --
      Jesus was a liberal
    3. Re:Using game limitations by zero_offset · · Score: 1

      Damn, you're right. Oh well. Probably thinking of Quake.

      --

      Slashdot quality declines as the number of hot grits posts decreases. - Provolt's Law, Apr-09-2005

    4. Re:Using game limitations by SamSim · · Score: 1

      I always loved the Zelda solution to this: no jump button, just run for the edge and Link will automatically jump off anything higher than his waist. It made the game much more enjoyable to play than it could have been.

      As for FPSs - well, realistically, how high can a man jump off the ground? Maybe three feet? In a real combat situation, nobody jumps about to avoid being hit... I don't think GoldenEye or Perfect Dark suffered for lack of a jump button. Sure, sometimes you get stuck behind low walls, but these days that could be altered to make you climb up or hop over automatically, no problem.

  60. Easy mode should actually be easy by cjmnews · · Score: 2, Insightful

    Easy mode in most games is what I would consider to be "normal". What EASY mode should be is so easy that only an idiot would fail.

    Easy mode should give you too much gold so you can buy all the equipment you want. Monsters should be simple to defeat. Timed traps and tricks should allow you to walk through unharmed, or be really slow. Easy mode should have lots of hints.

    Easy mode should allow a user to see the end of the game without having to struggle. It should teach you the basics of the button sequences to get around in the game.

    Easy mode should NOT force a user to play a section 20-30 times just to get past it (LOTR TTT : Cave Troll vs. Aragorn). It should not be so hard that you give up (LOTR TTT : Helms Deep Courtyard vs. Legolas). It should NOT force you to do difficult tasks (Harry Potter Sorcerer's Stone Broom Flying).

    --
    You can lose something that is loose, so tighten the loose item so you don't lose it.
  61. Different kinds of difficulty by Chris_Jefferson · · Score: 4, Interesting

    There are lots of different kinds of difficulty.

    There is the kind where you must hone your skills to razor-sharp levels to defeat the game. In my opinion, thats fine (some people might not like it, but thats their problem).

    On the other hand, there are the bad kinds of difficulty:

    Too far between save points: In some games this is OK, but mostly it's annoying because nowadays I don't have the time to play in 3 hours segments that often anymore. Of course this is nowhere near as bad as it was in the megadrive/SNES era where it was common for a game to take 6+ hours to finish and have no save states, passwords, or anything.

    Related to this, I'd like to take the opportunity to moan about "Viewtiful Joe". It's a lovely game, but has one really annoying feature. Every time you kill and enemy you get money to spend on powerups, which make the game easier. If however you turn off without finishing a level, you lose it all. Therefore my game playing tended to go:
    Play for 3 hours, build up 150,000 points, turn off in frustration.
    Turn back on, build up 20,000 points and finish level refreshed.
    Meaning I end up low-powered for the next level. grr!

    Impossible to survive first time: Lots of games face you with parts which are impossible (in my opinion) to pass first time, so you have to go along, die, and then repeat.

    Save coins / get level-ups: Some games (like Final Fantasy) are "hard" because you have to every so often break off and spend 3 hours doing random battles to get harder. Almost no-one enjoys doing this, it's just extending the game in an un-natural way.

    Poor controls: One big problem 3d games had for a long time was poor controls (although they are getting better). I don't mind dying in games, but I hate dying when I feel it wasn't my fault (see Tomb raider and stupid jumps, turning around oh-so-slowly in Resident Evil, etc.)

    So to sum up (and is anyone still reading?) Difficulty is good, as long as it is actual skill-based difficulty and not some artifical hack to make finishing the game take longer

    --
    Combination - fun iPhone puzzling
    1. Re:Different kinds of difficulty by Anonymous Coward · · Score: 0

      Another one that should be mentioned is bad camera placement. Castlevania: Lament of Innocence is one recent example, where players could be running down a hallway filled with enemies that they can't see because, for some odd reason, the game designer thinks they'd rather have a "cinematic" head-on view of Leon Belmont running down the hall. It's pretty damn annoying even without the enemies.

      Note to game designers: It's a game, not a movie. Save the cinematic crap for the cutscenes and let me see where I'm going.

    2. Re:Different kinds of difficulty by SamSim · · Score: 1

      Poor controls in 3D games is frankly unacceptable these days. Every console has an analogue stick and Zelda 64 had a basically perfect control system back in '98. When I first played Tomb Raider - this was an old PC demo of it, about two years after it came out - I was appalled by the control system. Sure, you could do lots of pretty somersaults, but it was complete garbage in a combat situation and not much better for precision platform jumping. I could not imagine how Eidos got it so wrong, and yet kept the obviously flawed system for so many sequels. There's no excuse for it.

    3. Re:Different kinds of difficulty by demi · · Score: 1

      Then there was something you didn't "get," at some level, about the controls in Tomb Raider, which are, in fact, excellently matched to the play of the game. The movement is broken up into units of distance and angle that are exactly matched to particular control manipulations, so that precise jumping, run-jumping, back-jumping, etc. are actually very easy and reliable compared to other games: no guesswork. Jumping puzzles, for example, are less about the jumping and more about the puzzle, unlike in some other games.

      --
      demi
  62. MAXIMO by Anonymous Coward · · Score: 0

    Maximo is very difficult, largely due to "unfairness" in the way it handles collision detection and enemy attacks....

  63. RC ProAm for NES by silicon+not+in+the+v · · Score: 1

    The driving in that game is pretty fun, and I really liked it, except here's where it sucked. As you started to get several levels into the game, their version of "increasing the difficulty" was that this one car, the orange one I think, would just turn into Superman. You would go about a lap and then this orange one would just decide, "Hey, I don't need to poke along with you guys, see ya!" and he would just start zooming along twice as fast as the cars were supposed to go--completely lap everybody in the time it took us to get halfway around. That pissed me off to no end!

    That's my general complaint of worst thing about game difficulty, and I think the games on NES did this more than many. Apparently they didn't have good enough AI processing to increase the difficulty by making the computer opponent smarter, so they would just allow the CPU player to just cheat massively. Here's another example. I really loved Tecmo Super Bowl. As you tried to play through the season and got into the playoffs, the computer, in addition to playing a little smarter (like covering all my receivers on defense) would just be able to complete every pass when they were on offense. I would go back and know who he was going to, and triple cover him, and it would still just drop in there and complete anyway. Or their other one there was that they would strangely enough never fumble anymore, but my team starts "accidentally" fumbling three or four times a game.

    --
    We may experience some slight turbulence and then...explode. -Capt. Mal Reynolds
  64. Viewtiful Joe by antin · · Score: 2, Insightful

    Damned hard, on any difficulty level, and it has 4 of them... Most people I know can barely beat it on easy (called 'Kids') let alone anything else.

    It is rewarding however, not only is the gameplay insanely fun, but you unlock some fairly cool extras for each difficulty level you beat it on. That and it is one of the rare games that is enjoyable even while you are getting thrashed by the bosses - you just feel more determined to beat them next time.

    1. Re:Viewtiful Joe by emilng · · Score: 2, Insightful

      It's hard, but not too hard. I think 'too hard' implies that the reward is less than the effort required. I had a fun time with Viewtiful Joe. I didn't beat it, but there weren't any times when I felt like I couldn't get past a section if I tried a few more times. I can't wait until the sequel comes out.

    2. Re:Viewtiful Joe by MilenCent · · Score: 2, Interesting

      I've recently beaten it on V-Rated, and I'm approaching the fight with Fire Leo on Ultra-V (where you get no skull markers warning you where to dodge!), perhaps the hardest task in the game.

      I'm not looking forward to it.

    3. Re:Viewtiful Joe by Anonymous Coward · · Score: 1, Interesting

      Surprisingly enough, Leo isn't what bothers me on Ultra-V, the ninja robots are. If you listen to Leo, he makes a different noise when going high and low. Tap the L-trigger so that you have time to dodge, and learn to react to his sounds. I actually taught myself to do this with my eyes closed on regular V-mode so I would be ready for Ultra.

    4. Re:Viewtiful Joe by MilenCent · · Score: 1

      Our apartment often has other noises going on (like conversations in the room) that make it difficult to concentrate on his growls. I've heard that the Dragon Kick will hit him out of his whirlwind attack, that may also be useful. And after getting him dizzy after the tornado and hitting him, he runs off and makes one punch before jumping back into the lava. The story goes that, if you manage to hit him with a dragon kick before he jumps back in, he resumes the whirlwind and thus gives you a chance at inflicting more damage. I haven't tested any of these things yet.

      The ninja robots, aka Cromartys, are very annoying because they attack four times in a row, and in Ultra-V only the first attack is telegraphed. I try to be in Slow for the second -- if you're paying attention, you can just tell when it's low or high from the attack animation, and after than one the other two are the reverse of the one before it.

      But more often, I'll try to get behind him while he's punching and Slow+Z+Punch. Or start Rock-On against a lesser for and use that to get rid of any lurking Cromartys. Always abuse this.

      It's also worth noting that the worse Cromarty area, the train section of Level 5, can also be the easiest, because cagey handling of the red bottles can turn almost that entire section into one gigantic Rock-On combo. I've gotten almost 100,000 points on one play through that area alone, though 20,000-30,000 is usually a more realistic target.

  65. The Killing Game Show for Amiga by Mud_Monster · · Score: 1

    For those not as old as me or don't remember, the game is a platform shooter. Convicts are enlisted to play the game. The person is prepared by having his lower body cut off, armor applied to what's left, and given weapons. The player walks and jumps using his arms. Play starts at the bottom of a well. The contestant must fight his way to the top to get his freedom. Oh, and some menacing fluid fills the well, adding a time limit to the game.

    1. Re:The Killing Game Show for Amiga by MilenCent · · Score: 1

      I remember playing that game on the Genesis under the rather goofy title "Fatal Rewind." I enjoyed it until the level with the arbitrary, invisible skeletons in the background that appeared and instantly killed you if you went the wrong way. A good example of the WRONG way to increase difficulty!

  66. Tony Hawk 4 by British · · Score: 1

    I'm still not good at Tony Hawk. I can't do million-point combos like most people.

    Tony Hawk 3 was fun for me. I could accomplish the little goals or have my friend do it, who's an SSX Tricky veteran.

    Then Tony Hawk 4 came around. It was a bit harder, and there was a point where my friend nor I could get past any goal in Kona park. It lost its appeal to me from being so darn hard it gathered dust.

    It seems things changed with Tony Hawk Underground. many of the challenges are so darn easy even a n00b like me can do them. But there's a difference: I'm actually enjoying playing THUG than getting frustrated on timers running down/failing overall in Tony Hawk 4.

  67. Imperialism and Imperialism II by Wyatt+Earp · · Score: 1

    I loved those games and they were really fun, but holy hell the AI was brutal. I was thinking of reinstalling them, but I knew I'd only die and die fast.

  68. One word..... by Eluding+Reality · · Score: 1

    Ikaruga.

    Unbelievably difficult, even on easy mode. Ramp it up to hard and I don't think 10 years of playing could get me through the game.

    Also Super Monkey Ball (1) It is doable, but the hardest setting is virtually impossible, especially when you consider you have to get though 50 levels without using any of your continues if you want to unlock the bonus levels at the end. Come very close to throwing the controller through the TV a couple of times with these ones =)

  69. Havn't purchased a game, for myself, in years by Anonymous Coward · · Score: 0

    Two issues are the level of diffulity and the constant arms rece between game makers and buyers and players inthe hardware field. I liked Fallout and Baulders gate. They were simple games to play and ran on what I had.

    I have purchased some games for my 17yr old daughter but they do not interest me. I have no real interest in multiplayer games; I just do not have the time to invest in playing them well.

    My desires are, simple graphics, a good story, easy to start and stop. And no, I do not want to read a 2" book to play it (flight sims) if I want to work at something I will go to work (or just stay late).

  70. movies & games by mystereys · · Score: 1

    Actually, as far as I know, movie theaters will give you a refund or a certificate for a free movie, if you really hate the movie you just saw. You have talk to theater management right after the movie (or right after you walk out). My father told me this a while ago. I've never tested it out, though, because I only see movies in a theater when I know I'll like it (based on topic, reviews from friends, writer/director, etc).

    And, obligatory South Park quote:
    Let's go see Mel Gibson to get our money back. ... This is America, and in America, if something sucks, you get your money back.

    Oh, and so as not to make this a total threadjack: I prefer easier games. I hate having to re-do a section of a game 30+ times before I can continue. It seems like a lot of games rely on difficulty, as opposed to storyline or gameplay, to make it entertaining. It's seeing a movie, whose only redeeming factor is a spectacular stunt at the 1.5 hr mark, instead of it being a compelling way of telling a story. (Jerry Bruckheimer, I'm looking in your direction.)

    --
    "Righteous speed demon and trust fund party darling of justice"
  71. Ever tried Real Life? by TheLink · · Score: 1

    "Real Life"
    1) No quicksaves/quickrestore. No save spots. No save games. Nada.
    2) There's no respawn button[1].
    3) Too often there's no background music that warns you that a Big Baddie is near or something important is about to happen.
    4) Too many cheaters, lamers and arseholes ruining the game.
    5) AFAIK almost all players die.

    The graphics, sound, smell etc are pretty realistic though.

    Replayability? Let me think about this :).

    [1] Whilst there have been reports (unverified) of respawning, since almost everything changes - attributes, XP, location, era etc, that's not really very helpful.

    --
    1. Re:Ever tried Real Life? by MonkeyCookie · · Score: 2, Funny

      How does one cheat at real life? It seems to me that one always has to play within the rules, unless the GM decides to intervene.

      I had heard of a case of nepotism on the part of the GM where he let his son respawn after 3 days with more xp and an intact identity, but those may be unsubstantiated rumors flying around the player population. :)

    2. Re:Ever tried Real Life? by TheLink · · Score: 1

      Players can still consider certain actions as cheating even though it's allowed by the game physics/engine.

      For example: in soccer/association football even though nongoalies can (by physics) deflect the ball with their hands/arms, doing it intentionally is considered cheating. Even unintentional deflections can be considered fouls by the referee.

      --
  72. NES AD&D by Anonymous Coward · · Score: 0

    Old 8-bit NES had an AD&D game. IIRC, you have eight characters that you pick one of as your avator. Run into an enemy and it will kill off three or four of you. I considered it a great accomplishment to reach a window to jump out of, suicide being a better way to go than the monsters. Did anyone actually get anywhere in this?

    Another hard NES game: 8 Eyes. It's like Castlevania with a sword and falcon instead of a whip. The falcon is an awesome gameplay device that I don't think I've seen replicated in any other game, where you can control two avatars well with one simple command set. Unfortunately, the boss enemies are nearly impossible to beat unless you have the special sword from the previous boss that you're supposed to attack in order or else you only do 1/8th damage. I think I only ever beat the card-throwing boss once. Then there were the nearly impossible mazes (Germany, I'm talking to you) that I would spend hours on.

    Another hard NES game I haven't seen mentioned yet, but usually comes up in hard-game discussions: Battletoads. The first two levels give you the greatest multiplayer NES fighting action this side of River City Ransom (and possibly surpassing that). After that, the rest of the game is puzzles where you *can't* have a second player because it's hard enough for one player to get through the level, and if either one of you screws up once, you both have to start over. They should have made this two games, a m-p fighting game and a 1-p puzzle game. Instead, all the sequels (at least, those I've played) have had the same formula: early fighting, then almost-impossible puzzles.

  73. Hardest game EVAR... by log0n · · Score: 1

    The 7th Guest

    It was a great game, but the puzzles were seriously difficult to solve without any sort of cheat or reference (I didn't go back with a walkthrough until after 11 Hour came out and I wanted to reminisce). Most of them struck me as if they were planned by the designers mapping out a part of the game on a dart board, then throwing darts at something else to figure out how to solve them. Very little logic sense to puzzles, none of the 'ohhh.. that makes sense' after finally figuring something out.

    Case in point (apologies for my hazy memory): the never ending labyrinth that would reset itself once you went the wrong way (but you had no indication that you did something wrong) - that you could only escape if you had the map on the library(?) floor rug, but you couldn't go back and get once you were inside.

    Or the puzzle where (iirc) you had to do something with bottles and cans in the kitchen.. I don't remember anything about the puzzle anymore, but still to this day it brings back memories of 'WTF was that puzzle all about?'.

    Another great game, but could have been a lot more challenging: Phantasmagoria 1 (the 2nd one just plain sucked).

  74. Re:Hulk by lightspawn · · Score: 3, Informative

    One of the hardest games I ever played was Hulk on Commodore 64... You begin the game as Bruce Banner tied to a chair... I never succeeded getting free. It's a text adventure and we tried everything: "get angry", "cut ropes", "break free", "you're a wimp"... and all sorts of insults to get Bruce to turn into Hulk but it never worked...after a couple of hours we stopped trying and never played again.

    You should have read the instructions, it's explained there.

    The trick is to get your character to feel pain, to start the transformation.

    > ovgr yvc

    (in rot13)

  75. Tic tac toe by gabec · · Score: 2, Interesting
    I know the game I first played with the infinite board was called naughts (or maybe noughts) and crosses, but it was probably incorrect for them to have used that as the name.

    I found a game called Gomoku that's supposed to be the "infinite board" but it looks like a whole bunch of sites just stole some dude's java applet because they all have the same 21x21 limitation and the same description. Get them here: windows app or java applet

    The infinite board is insanely hard... at least without having read up on strategies before starting. Equus (mentioned in grandparent post) is most fun when played with another human. I found another version of the game here: http://www.rootaction.net/~tsunami/f-game.html which has a Human-vs-PC mode, but the AI is like playing a 5 year old. :P Better than nothing though, eh? ;)

    The other one I linked to has a network-play option so you can start up a game through the internet and even have a game/chat server going. pretty crazy.

  76. Shadow of the Beast by Anonymous Coward · · Score: 0

    Shadow of the Beast on the Amiga gets my vote for the hardest game ever. The game was insanely difficult and you only had one life, if you died you had to start from scratch.

    1. Re:Shadow of the Beast by Bahumat · · Score: 1

      I beat Ghouls and Ghosts for the Sega Genisis. The only really challenging level was, I found, the one with the ocean waves trying to sweep you off the pillars.

      I actually complained that the end boss was too easy.

      Toe Jam & Earl was a hard game to beat. Recently I unpacked it to beat it again (for only the second time in my life), got to the /last/ piece of the ship. I'm down to my last life, but I'm gonna beat the game. My friends are nodding and cheering, congradulating me. I decide to celebrate, and open a present.

      Total Bummer. Within 8 steps on-screen of the last piece of the ship. My life goes to zero, I die, and in chorus I and two watching friends scream our rage at the television.

      Good times, good times. But fucked if I'll ever be so arrogant to a 16-bit machine again.

      --
      "To pass through the jungle; silence, courtesy, ferocity, as the occasion demands." -- Kamau, "Proper Passage"
  77. Journey to Silius for NES by almightyjustin · · Score: 1

    I love the music, but it doesn't seem possible to get anywhere without constantly taking damage. Everything takes way too many shots to destroy and shoots stuff at you that you can't really dodge. I've only managed to beat the first level once or twice only to get killed by a boss.

    --

    Omnes arx vestrum sunt adiuncta nobis.

  78. Do you mean the boss? by Anonymous Coward · · Score: 0

    There is a secret to beating him. I won't spoil it, though.

    1. Re:Do you mean the boss? by EnglishTim · · Score: 1

      Everybody recommends shooting grenades, but the save I had there didn't have any left.

      Anyway, it's immaterial now. I sold the game to a friend for 15 quid.

  79. Ghosts and Goblins for NES by Anonymous Coward · · Score: 0

    When Compared, Super Ghouls and Ghosts is a cake walk. this is one of the only games where you go from full armor, to underwear, to bones. Thats just two hits and you're toast. Not to mention that when you get hit my the Nintendo Lag its insane.
    All the jump timing and the fact that you can only kill the final boss with one weapon. Then after you painstakingly complete it, you have to complete it again!
    You'd think that when you originally played a game and thought it was insanely difficult, it was only because you were young. Some cases you're rightm but sometimes you realize the game was just REALLY impossible.
    Also, BATTLETOADS. That one was insanely difficult. Only was able to actually beat it once, and I think I was just lucky.

  80. Shadow of the Beast by prockcore · · Score: 1

    Shadow of the Beast is by far the hardest game I've ever played. No saves, no extra men. 3 hits and the game is over.

    Second hardest is probably Ghosts and Goblins/Super Ghouls and Ghosts series.

  81. The Penny Arcade take on it by devphil · · Score: 1


    is brief and evocative.

    --
    You cannot apply a technological solution to a sociological problem. (Edwards' Law)
  82. This is why I play the classics by El_Smack · · Score: 1

    So I RTFA, and it occurs to me why I don't like so many of the new games. They are button mashers. The article says (paraphrased) "You wade into a group of bad guys mashing buttons and hope to do something brilliant, which you then try to re-create. After you can do the move, you can kill everything easily." So basically, it's frustrating until it's boring.

    I have been playing Ms. Pac-Man for almost 20 years, and the first maze is still challenging enough that I can't sleep through it. On the other hand, my 6 year old can usually beat it too.

    Bring back gameplay and I'll buy an Xbox. Till then, it's classic coin op.

    --


    There are 01 kinds of cars in the world. The General Lee, and everything else.
  83. DRoD by Inf0phreak · · Score: 1

    I'd say Deadly Rooms of Death is the hardest game I have played. The puzzles are just mindboggling hard. I think back on level 15 with horror.

    --
    ________
    Entranced by anime since late summer 2001 and loving it ^_^
    1. Re:DRoD by Anonymous Coward · · Score: 0

      Bloody excellent game though.
      Theres a remake of it at www.drod.net

  84. Wussies. by black+mariah · · Score: 1

    Alright. Here's some REAL hard games.

    Contra: Hard Corps - Genesis
    This is where the men and boys separate. It's quite possibly the ultimate test of skill because every time you die, you KNOW that it was YOUR fault and not the game cheating. Contra doesn't play that crap.

    Batman and Robin - Genesis
    The epitome of controller-flinging difficulty. The Mad Hatter boss encounter will send your input device pad screaming towards a was at an appreciable fraction of light speed.

    Mickey Mania - Sega CD
    What's that? A DISNEY game? You better believe it. Mickey Mania was one of the best Sega CD games, and probably the most underrated platformers of all time. It's also REALLY fucking hard. The early levels start out nice enough, but as you progress they get more difficult at an alarming rate. The bonus levels are nearly impossible!

    Eternal Champions: Challenge from the Dark Side - Sega CD
    Possibly the hardest fighting game ever. Limited special move use, an unconventional fighting system, and a hell of a lot of blood add up to make one of the most frustrating single player experiences ever.

    DoDonPachi - Arcade/Saturn/Playstation
    Th ultimate twitchfest. Screens literally filled with bullets, most of them your own. Insane weaponry and combo systems. No controller throwing here. You're too busy hitting the start button for another go.

    ESPrade - arcade
    Also by Cave (makers of DoDonPachi), ESPrade is the heart warming tale of some kids with ESP and... uh.... well, they blow the shit out of stuff. And you play as them. Amazing graphics and brain-numbing difficulty.

    Battle Garegga - arcade
    Made by Raizing, this may be the most difficult shooter ever. Bullets that are about 5 pixels in size combine with backgrounds of a similar color to make one of the most shrapnel filled games in existence as you repeatedly run headfirst into shit you didn't see.

    Honorable mentions:
    Chakan: The Forever Man - Genesis
    Rally Raid - PC
    Axelay - SNES
    R-Type Leo - arcade
    Armed Police Batrider - arcade

    Try out any of these games for a taste of REAL difficulty.

    --
    'Standards' in computing only impress those who are impressed by things like 'standards'.
  85. Exception by Anonymous Coward · · Score: 0

    the good games have simple basis/interface and intricate play, not vice-versa.

    And what of Nethack?

  86. Old Games are the toughest by Metapsyborg · · Score: 0

    The hardest games were all on the old platforms. These new PS2 and Xbox games are dumbed down for the slow reactions of adults. BlasterMaster (NES) was one of the best games ever made, but it was hard as hell. No saves, limited lives, and incredibly difficult levels (especially the last).

    --
    (\(\
    (^.^) INFECTED
    (")")
    1. Re:Old Games are the toughest by Syrrh · · Score: 1

      Nahhh... BM was tough, but I'm not sure I'd consider it excessively hard, I knew plenty of others who could beat it *if* they had 3 hours to blow on it in one sitting.

      The cutoff points I always saw were players who either couldn't learn the patterns of the level 3 boss or couldn't dodge enough to survive level 5. Those two points were the only places I've seen declared "too hard."

  87. Final DOOM by DoktorSeven · · Score: 1

    The difficulty level in Final DOOM is just insane compared to the DOOM and DOOM II experience. I have beaten TNT: Evilution (after a lot of yelling and screaming...), but I cannot see how it is possible to defeat the pure evil that is Plutonia.

    All this is on Ultra-Violence level, of course. Anything less is for children, and Nightmare is nearly impossible in any version of DOOM :)

    YMMV, of course. I've noticed that games that are hard to impossible for one person can be much less of a challenge to others.

    --
    This is a sig. Deal with it.
  88. Shamus by twalk · · Score: 1

    Anyone play the old Atari 8-bit game Shamus? Sort of like Bezerk!, but with much less maneuvering space, electrified walls, tons of enemies shooting tons of shots, keys and locks (so you'd have to repeat maze sections), a more deadly 'evil otto' type guy, and tons of bullets flying at you, so many that you often had to shoot them out of the air just to make room to dodge the rest. It took hours to reach the end, you had only a limited number of guys (with new guys at bonus point levels), and no save. I finished it once, and was twitching for hours afterwords.

  89. Ikaruga by TachinbanaUkyo · · Score: 1

    I'm surprised Ikaruga hasn't been mentioned. At first I thought that the game was just flat out difficult. Now I've realized there still is a learning curve, it just starts out much higher than most. Also it was very rewarding to beat GT2 without using the Pike's Peak Rally car and to beat all the bonus levels in Yoshi's Island.

  90. Awww, no instant respawn got you down, widdle boy? by Friedrich+Psitalon · · Score: 3, Insightful

    Ninja Gaiden isn't that bad; I think the problem is more that people are expecting games to come easier and be more accepting of button mashing. In an era of "Respawn and frag again!" style games (Quake, Savage, Doom, et al) a game where death is something to be actively, intelligently avoided is automatically considered hard. Now add in the component "must be able to respond to different situations in different manners" and you've got "really hard." Now throw in the dreaded "have to be able to hit buttons in a certain combination while responding to different situations in different manners" and heaven forbid "USE THE APPROPRIATE TOOL FOR THE JOB".... well, wowee zowee, you've got Ninja Gaiden. However, NG doesn't rank on the all time "hard" list simply because at no time does it "luck kill" you. Everything that happens is directly traceable to player skill. No "Ooops, we felt like you should die now." No "A random piano fell from the sky because you thought for too long." Develop the skills. Learn the responses. Appreciate the tools for the job. Ninja Gaiden isn't a hard game - it's just not a "gimme my gory gratification instantly with no work" game.

    --
    Technological competence assures no more intelligence than any other form, just more elitism.
  91. Earthworm Jim by TachinbanaUkyo · · Score: 1

    Another rewarding game it the first Earthworm Jim on the SNES and the Genesis, especially the underwater section where you need to stear the bubble with limited air supply. I recently tried it again after years of not touching it just to see if I could still do it. And just like riding a bike, it came right back and I flew through it on my first try.

  92. Omikron by dswensen · · Score: 1

    Years ago I spent hours on Omikron: The Nomad Soul only to be totally stymied and frustrated by the ending. I never could beat it, no matter how long I played it.

    A while ago I happened to meet one of the developers of the game -- he told me that no one in the entire department could beat it -- i.e., the guys who designed the game couldn't beat it. Now that's too damned hard.

    I asked him how they could design a game so difficult even the people who made it couldn't finish it, and how they expected the people who bought the game to do so -- he just shrugged. He didn't know.

  93. Megaman by Pamplemousse · · Score: 1

    The original NES megaman games are very difficult to beat without saved states. Of course I could say that for most original NES games on the system. If you have your nice emulator that you can save states on every five seconds not too difficult, but if you have to first, spend two hours getting the silly NES to actually play the game, then spend the next 10 hours or so trying to beat it.

  94. hardest game? by DeusExMalex · · Score: 0

    w/o a doubt: dungeons and dragons (any edition). this is truly a gem of a game - actually getting a party to work together to get something done can make this a rediculously hard game.

    it could also be that my dm had a thing for killing parties. it could also be that my dm also had a thing for running gygax campaigns. mmm... gygax...

  95. Re:Hulk by Anonymous Coward · · Score: 0

    Well I was about 8 years old and had a copy (what's this?!?!?) and not the original game... and of course no internet to go check the manual! but I'll sure try it again on ViceX as soon as I can!

    thanks for the help... it's just about 20 years late ;)

  96. Super Star Wars by aflat362 · · Score: 1

    Have you ever played any of the Star Wars games for SNES? Those are impossible.

    --

    Conserve Oil, Recycle, Boycott Walmart

    1. Re:Super Star Wars by TrickFred · · Score: 1

      Super Star Wars was great - I could finish it on normal, no sweat - but I could not beat the big green Chess-piece monster in the Cantina in Hard [Jedi] mode. Super Empire and Super Return were equally crazy in spots in the Hard mode, but on normal, neither took me more than 2-3 days to beat.

  97. Too hard?! by GrnArmadillo · · Score: 1

    I find most games these days too EASY, not too hard. Maybe that's because I play RPG's and don't mind taking time out to kill a few extra monsters if it gets me the next ability or whatever. But I've become all too accustomed to ploughing through $50 games without the HINT of challenge, with characters who don't take significant amounts of damage and kill anything in a few hits. Or look at the new Metroid games, where you can expect to finish a $30 GBA game in 5 hours of play and the designers have had to DESIGN the thing for speed runs in order to squeeze any semblance of replay value out of it. And then we have platformers (or even RPG's) where the "challenge" is simply nigh unavoidable threats that you are most likely to "beat" by memorizing level layouts and reacting to them in advance. Guess that might be why people want to play PVP stuff most of the time these days....

  98. Lander by Chillum · · Score: 1
    Not the arcade 'Lunar Lander' type game, but Lander by Psygnosis, a sort of 3D remake of it. The controls are really hard to master - basically, you use the mouse to tilt your craft, two keys to turn left and right, and a mouse button to fire the thruster which is on the bottom. I'd compare it to trying to balance a pole on the tip of your finger, or those stage acts where people run around spinning plates on the top of poles.

    It took me weeks to be able to fly with anything vaguely like competence, and months to actually feel fully in control of the craft, but it's incredibly rewarding now to be able to fly well and pull off spectacular swooping moves. I'd recommend it to anyone, it's an excellent game (but you do need lots of patience and determination).

  99. Steel Battalion by Kaali · · Score: 1

    Steel Battalion has some unique kind of difficulty; you'll have to master controlling the VT(mech) with two joysticks, about 30 buttons if i remember correct and three pedals. It's an unique experience that every "serious" gamer should experience.

    The difficulty level notches up a bit on the fact that if you die and didn't eject, you'll have to start the campaign from the beginning. Same thing happens if you waste too many expensive VT's, thus not having enough points to buy even the cheapest one.

    After playing and playing and playing, you'll start to get a hang of it, but it is still quite difficult. When you complete it you can raise the difficulty if the normal level wasn't enough for you.

  100. There's different versions of 'difficult'... by JustNiz · · Score: 1

    I Especially hate games that instead of actually making the gameplay challenging use the following (encountered) cheap tactics to make the game harder:

    * mouse is made unadjustably ultra-sluggish as an eye-candy 'feature' but totally prevents any fast life-saving responses in the game itself.

    * AI is so dumb your player/team/enemies keep suiciding unless you mother them along constantly.

    * Controls can't be mapped to anything natural or are only coded for non-standard hardware (e.g. PC version of Crazy Taxi *needs* digital gamepads). This makes the game/menu navigation an annoying test of dexterity rather than skillful game-playing.

  101. Halo as an example of good difficulty by Anonymous Coward · · Score: 0

    I can't believe that nobody has brought up halo as an example of a game that ramps up the difficulty near-perfectly. It's so perfect in fact that it almost changes genres as you up the difficulty settings. On normal the game is a fairly quick run-and-gun action fest. On legendary, it almost becomes a tactical stealth action game. The only real things that make it harder is that your opponents can aim as well as you can and the class of enemy that is supposedly on par with your character has been toughened up to take the exact amount of punishment that you do to go down.

    I must say however the the increase in difficulty was only rewarding to play because of the wonderful balance that was put into the control: the melee attack on every weapon, making grenades a part of the game that's actually used, the appropriately scaled clip sizes and over-heating levels of weapons to match what it takes for an enemy to go down.

    Difficulty in control is definitely something I don't enjoy at all and was brought up previously discussing warcraft3 and starcraft. There's no way for a human to be able to control an RTS as well as a computer without some massive improvement of the interface. So basically, I say a computer should be limited to the level of control a human can provide. I think it would be interesting to see the AI of RTS game programmed in a different way where they control a virtual mouse pointer that's set at the same scroll speeds as the player's instead of having direct access to everything. Then the AI might have to display some actual tactics and the genre might become fun to play when not up against other humans.

  102. ninja gaiden by sonatinas · · Score: 1

    The common complaint agaisnt Ninja Gaiden is its difficulty. I really do not see the difficulity. I believe gamers might find it difficult is because they do not use useful tactics to beat the enemies. Mashing buttons and just killing everything that moves is not a useful tactic. If you actually use counters and the soul charge move so you can kill enemies in chains( the move the first boss explains to you) you should not have that much of a problem. Also, learning how to use the weapons and when to use them. Also, if u upgrade your wooden sword to the unlabored flawlessness, the game is even easier.

    THe key to tackling games is to actully think about what u are doing and dont button mash and let the stylish moves make you think u have to do them. Espically in Ninja Gaiden, u can use about 5 moves and finish the game.

  103. No game is too difficult by elhedran · · Score: 1

    Although a great many are too frustrating.

    A game can be very difficult to beat, but as long as failure is still fun to play then its not frustrating.

    For example, Far Cry (with the difficulty set up) gives you multiple approaches. You failed and have to do a section again? no problem, just try a different approach, a different path, different weapons, timings, etc.

    Fire warrior on the other hand wasn't as hard, but a lot more frustrating. Oh, you failed, well I am going to take you back way to this point back here.. the bet where its easy for 5 minutes before you get to the challenge again. Oh, and its completely linear, there is nothing differnt for you to do and really, all the weapons are the same anyway. You just have to be luckier (or twitch better)

    I find the two games a good compare, as they are both FPS games with a check point system, the good and the bad (in gameplay) is almost pure challenge v.s. frustration. Although I would be the first to point out that 'choices' is not the only thing that makes a challenge. If repeating the same thing over and over again is still fun, then its ok. it just wasn't fun in firewarrior.

    The day when they don't make 'difficult' games any more because they can't be bothered telling the difference between challenge and frustration, is the day I stop buying games.

  104. Far Cry AI difficulty by abandonment · · Score: 1

    I play alot of games but i end up usually playing the game on Easy difficulty level because of this very reason, and more often than not i get stuck and can't complete the game that i paid good money for...

    i don't appreciate cheats, don't plan on installing any, i should be able to enjoy the game as a whole, and not have to replay the same scene 500 times before i beat it, which is horrifically 'the norm' in games today.

    Far Cry for example, they brag about how good their AI is but the game is almost impossible as a result...a game on easy difficulty should NOT have one-shot kills, should NOT kill the player as quickly as this game does...

    sure, make the AI 'ACT' smart, but downplay the damage that they do to compensate...otherwise you are doing you game a major disservice and annoying your players...

    1. Re:Far Cry AI difficulty by Sigma+7 · · Score: 1
      a game on easy difficulty should NOT have one-shot kills, should NOT kill the player as quickly as this game does...
      It is possible for a game played on Easy difficulty to allow for things similar to one-shot kills. However, it requires very careful planning and significant knowledge on game design (most developers do not have that experience.)

      One possible method is to force that attacker (usually a sniper) to miss on the first attack - that way the player should know that there is a sniper around, but not necessairly where. On the second and future attacks, normal accurracy for that difficulty level is applied.

  105. Pong! by Mathness · · Score: 1

    Most difficult game, ever. I mean, you have to move up or down to bounce the square thing back. 2 possible movements, what were the developer thinking? And that is just one side, the other side can also move up and down, you have to remember 4 movements to master the game, insane I tell you. Don't get me starter on super-elite games like Space invaders, sideways movement AND firering is just the start. Ludicrous, people will never be able to play those games.

    --
    Carbon based humanoid in training.
  106. Re:Hulk by Anonymous Coward · · Score: 0

    $ echo "ovgr yvc" | tr 'a-z' 'n-za-m'
    bite lip

  107. Feh. games are now too EASY. by mushroom+blue · · Score: 1

    a little background:
    I've been playing vide games since I was 2 years old... as of tomorrow, that'll be 23 years of being a gamer. I used to pride myself as being a good gamer. I could play a hard game like Ninja Gaiden or Street Fighter 2010: The Final Fight and beat it in about a day. I've moved up to games like Metal Gear Solid, Ikaruga, and Viewtiful Joe lately. I felt I was still at the top of my game.

    last week in IRC, I was telling my friends about Mega Man 2 being the easiest of the series. realizing that I hadn't played it in a while, I fired it up with the intention of beating it. by the time I actually beat the 8 robots, my hands were sweating as if I had just beaten Shinobi on the PS2.

    If anything, games have gotten EASIER since the NES and SNES era. go get an emulator, and see for yourself.

    1. Re:Feh. games are now too EASY. by TrickFred · · Score: 1

      Back in high school, I could finish Mega Man 2 in one sitting of a few hours - but only because I played it every day for like 2 months straight, and refined my gameplay. I wish I had that kind of free time these days...

  108. Re:Hulk by lightspawn · · Score: 1

    Well I was about 8 years old and had a copy (what's this?!?!?) and not the original game...

    Sounds more like an anti-piracy measure than a hard game, then.

  109. Tony Hawks Pro Skater by miyako · · Score: 1

    Although I normally dislike sports games, I've always been a huge fan of the THPS series, and I think it apitomizes what a game should aspire to difficulty wise. A new player, or player who hasn't played in a while, can play through and progress without realizing that they are getting better. At the same time, the levels earlier levles have more difficult challeneges to take one, all the way up to challeneges that seem sick and twisted untill the player suddenly realizes that they have aquired the skills to take on that challenge.
    I think this is one of the keys to properly setting a difficult curve, you have to taunt the players with challenges that seem impossible, but at the same time, give paths of lesser resistance so that players can follow the curve at their own pace.
    This is a throwback to many of the earlier side scroller games on the 8 and 16 bit systems. Many of these games offered multiple paths of varying difficulty and new things for more skilled players to find.
    Another Genre that has the potential to get this right, and some games succeed where others fail, is the RPG genre, where the developers can keep the main quest easy enough to be playable by novice or intermediate players, while still offering sidequests to give better players more of a challenge.

    --
    Famous Last Words: "hmm...wikipedia says it's edible"
  110. One word by agent61 · · Score: 1

    Well one string should tell you the hardest game of all time:
    up-up-down-down-left-right-left-right-a-b-a -b-sele ct-start..

    1. Re:One word by Anonymous Coward · · Score: 0

      Contra wasn't that bad. And it's just "-B-A", not "-A-B-A-B". And you only hit select if you're playing 2-player.

  111. Spaceward Ho! by AutumnLeaf · · Score: 1

    With the AI on diabolical.

  112. Dance Dance Revolution by Nebu · · Score: 1

    Some [games] are so freakishly, spoon-bendingly difficult that they take 10 hours of solid play before you've even begun to master the basics...

    If you take "master" to mean "get the highest possible score" and "the basics" to mean "the easiest song on the game", it took me 3 years (non-consecutive) before I got all perfects on a song on Basic, nevermind 10 hours.

    1. Re:Dance Dance Revolution by blueZhift · · Score: 1

      Heh heh heh! My son and I spent hours on Christmas morning getting wasted by DDR Max 2 on the normal difficulty level. I finally discovered the beginner mode and at least began to learn the game and have more fun.

  113. Hellfire... by Anonymous Coward · · Score: 0

    ...for the Sega Genesis. Any game of Quake/Doom/UT/Wolfenstein or any other modern game will seem like a walk in the park afterwards.

  114. Super Monkey Ball by Den_onda_kotten · · Score: 1
    I swear that this is one of the most difficult games ever made. It seems strange since it's a game about cute monkeys rolling around in translucent balls and therefor you'd think it's meant for children. But once you've finnished the first 10 or so levels it get absolutely crazy.

    The most annoying thing is that it has that good olde "just one more time" factor that makes it so hard to put it down when you die for the umpteenth time.

  115. Jet Grind Radio. by Chess_the_cat · · Score: 1

    Jet Grind Radio for the DC was pretty damned hard. I beat it but only after destroying a controller or two.

    --
    Support the First Amendment. Read at -1
  116. Assumption is the mother of all... by Roman_(ajvvs) · · Score: 1
    Force push, if you have it, is an extremely effective defense against anything thrown at you in JK2. It's funny to see it blow up right at the thrower's feet too.

    I laugh at myself when I make an assumption like "I found a bug in the AI" or "this makes my invincible" as it would be with the saber if I assumed it blocked _everything_ and it's then purposely countered by something as obvious as a grenade.. especially when there are other methods available. The game is then not reduced to "use uber-weapon to kill baddie" when faced with anything. I'm not saying they should punish you constantly, but rubbing it in the first time is definately entertainment in my book. Using the "Guess again" style is not necessarily an indicator of flawed design. Good games do it well. Bad games do it poorly.

    --
    click-clack, front and back. I'm not moving this car otherwise.
  117. 24 - 36 Hours? More like minutes... by Anonymous Coward · · Score: 0

    Perhaps you read the time posted on the net as 36:15 and assumed it was hours, when the 36 was really minutes?

  118. Three words: by SamSim · · Score: 1
    Super
    Monkey
    Ball.

    Now there was an unashamedly insanely hard game. I consider myself an above-average gamer and think it took me something like three solid weeks to finally unlock Master mode, and roughly fifty continues to beat M3 alone, which is probably the hardest genuinely completable (as in, get good enough and you can seriously do it every time) level in ANY game, anywhere.

    The beauty of SMB was that when you failed it was always entirely your fault. Though there were some really crazy levels (like the whirling pegs level in the Master section), there were no enemies, no AI, no "puzzles", no tricks or special tactics to be learned which would let you beat levels more easily. Your only enemy was harsh, meticulously-modelled physics, and the only way to get better was to keep playing. Success in SMB boils down to 100% white-hot skill, and I have nothing but respect for Amusement Vision for making it that way. SMB and the aforementioned Ikaruga are my top two GameCube games.

  119. Stuntman by Sv-Manowar · · Score: 1

    stuntman, it was more of a test than a game

  120. Hard classics... by Anonymous Coward · · Score: 0

    Tie Fighter- I played the final mission over and over, and I was never able to keep the Emperor from being assasinated. I came so close once that I nearly threw my computer across the room.

    X-Wing- Took me forever to beat the last three missions. The second last mission, where you fought four TIE-Advanced used to take me about an hour to win.

    Doom- Only made slightly easier (but no less frustrating) by the quick save/load feature.

    Secret Weapons of the Luftwaffe- Campaign mode. Winning as the Germans was nigh impossible. The wingmen had terrible skills, imagine trying to take down an entire box of B-17s with one FW-190! You could do it if you pumped up your research levels to get the ME-262 quicker, but you had to try hard not to lose too many pilots or manufacturing capacity in the process.

    Kiss: Psycho Circus- Some of the characters were ridiculously easy, others unreasonably hard. But the bosses were almost all impossible. The final boss was completely unreasonable. Never beat it.

    Homeworld- if you manage to have a decent fleet to survive through the Gardens and the Cathedral, you are home free in terms of resources, but you still need a guide to understand how to allocate those resources in the best fashion possible.

    One thing that can make games ridiculously easy is constant saving/loading. I admit to being very guilty of this tactic. I save as often as possible, and, when unsuccessful, or even slightly less than perfect, I will go back and do it over and over. This method can take the difficulty right out of certain games. I've started limiting my saves to beginnings and ends of levels, just to try and keep some games interesting.