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Game Essentials - 20 Difficult Games

Last week, in a discussion of the essentials of game design by John Harris, Gamasutra posted a list of twenty really difficult games. It's interesting not only for the purposes of the article (examining the concept of challenge in game creation) but also simply as a personal scorecard for your own gaming career. My personal albatross: "8. Monkey Ball, a.k.a. Super Monkey Ball. Putting that monkey in the ball may have been a whimsical masterstroke, but don't let it fool you. This game is hard. Design lesson: If you're going to make a super hard game, make it fair. No one thinks Monkey Ball is unfair. There is no randomness. Everything that happens is a direct result of the player's actions, and there are no hidden portions of the level waiting to destroy the player. It's not like a boss enemy with secret attacks the player couldn't possibly survive the first time seeing it. It's not only possible to reach and finish Monkey Ball's Master levels, but it could be done on one's first try. Winning the lottery is more likely, but it's possible." How many have you mastered?

130 comments

  1. I havent beaten a game in years... by ihatewinXP · · Score: 1

    I'm too busy playing in digital playground type games with open endings like GTA: San Andreas. Give me the 5 star code, a bicycle and 100 foot bunny hops and watch me go ET over the national Guard - the best games are the ones you come up with.

    Mastering though? Certain courses and cars on Gran Turismo - and I lie about not _beating_ a game of late, recently I knocked out both Super Paper Mario and Godfather: Wii Edition in the last few weeks. And as I sit down to write this I just got done playing Wii bowling for a couple hours after work - I havent mastered it but I rolled a 238 with friends just now and had a much better time than I would have had making speed runs in a basement.

    But thats just me.

    --
    ---- The real Slashdot is still here. You just have to browse at -1 to read the comments.
    1. Re:I havent beaten a game in years... by immcintosh · · Score: 1

      I could say much the same thing--it's been a long time since I've beaten a game--but for very different reasons. For me, at about halfway through almost every game coming out these days starts feeling entirely disposable. I don't end up really caring how it ends because of the generally generic plots and boring characters, and by about the midway mark everything in current games starts feeling way too repetitive. In fact, I have more half finished games than I really know what to do with. Maybe I'm just becoming an old and jaded gamer :(

    2. Re:I havent beaten a game in years... by AuMatar · · Score: 1

      Personally, I hate any game that doesn't have an ending. I rarely if ever do side quests, I don't want to collect every item in a game, and I don't want 70 endings that require you to play it in different ways. One game, one ending, and on to the next one please. Sandbox games have 0 interest for me. If I want to play a game with no ending, it'll be a strategy game like Civ, where the goal is still the same every time. I paid to be entertained, not to come up with my own entertainment. If I want that, I'll go outside.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    3. Re:I havent beaten a game in years... by Desipis · · Score: 1

      One game, one ending, and on to the next one please.

      Sounds like you'd have better luck watching movies...

  2. Huh? by Anonymous Coward · · Score: 0

    I skimmed TFA, but I didn't see Ghosts 'n Goblins. Am I hallucinating, or was that game easier than its reputation claims?

  3. Ikaruga by benbean · · Score: 3, Insightful

    It made me sit through eleven pages only to find Ikaruga wasn't on the list. Pah.

    --
    It's a Unix system - I know this.
    1. Re:Ikaruga by Dracil · · Score: 1

      Shmups in general can be pretty hard. Just try 1CCing on Lunatic any Touhou game from the main series.

    2. Re:Ikaruga by altanhaider · · Score: 1

      Same here with Zeliard. Bah. I still haven't finished that game. I attempt it again every 2 years.

  4. FOSS classics by Anonymous Coward · · Score: 1, Funny

    Why no mention of great FOSS games?

    Oh... that's right.

    1. Re:FOSS classics by Mprx · · Score: 3, Funny

      Just because you suck at Nethack, doesn't make it "difficult".

    2. Re:FOSS classics by Aim+Here · · Score: 1

      Rogue, some implementations of which are FOSS and/or public domain, is right there at number 18.

    3. Re:FOSS classics by Anonymous Coward · · Score: 0

      some implementations of which are FOSS


      So by your own admission this isn't a FOSS game. I can make a FOSSie rip off of Pac-Man, but that doesn't make Pac-Man a FOSS game.
    4. Re:FOSS classics by chrish · · Score: 1

      Rogue's in there, what are you talking about?

      --
      - chrish
    5. Re:FOSS classics by guruevi · · Score: 1

      There is certain campaigns in Battle for Wesnoth that are really difficult to finish (or even impossible) especially when your hero HAS to die.

      --
      Custom electronics and digital signage for your business: www.evcircuits.com
    6. Re:FOSS classics by Aim+Here · · Score: 1

      I admit no such thing. I don't actually know exactly what the copyright status of rogue is. It's either FOSS or near-FOSS, in that the source code is freely available on the net and there's no problem with people making copies of it; I'm just not sure if there's any free software incompatible restrictions, such as a noncommercial one.

      In fact, I'm also not sure which of the many games calling themselves "Rogue" out there are Rogue, ports of Rogue, versions of Rogue, ripoffs of Rogue, clones of Rogue or not-Rogue-at-all. Define "Rogue".

      Rogue's as near FOSS as makes no odds.

    7. Re:FOSS classics by Ubergrendle · · Score: 1

      Nethack is easy compared to Angband. Angband deletes your save file when you die (a la Starflight did) and the monsters are much more...creative...in their abilities and intention to kill you.

      Cripes, archangels Uriel & Gabriel; titans like Atlas; Tiamat and Vecna for AD Saruman; and Sauron are mid-level monsters, just warm ups for the hard stuff.

      --
      John Maynard Keynes: "When the facts change, I change my mind. What do you do?"
    8. Re:FOSS classics by Anonymous Coward · · Score: 0

      Why no mention of great FOSS games?

      Because naming a recent difficult game would force them to accept that people do in fact still make difficult games and that they don't all dumb it down to the lowest common denominator.

      For an example, take Noiz2sa (source code can be compiled on Linux with a few tweaks), a curtain-fire shooter where even the bullets shoot bullets.

    9. Re:FOSS classics by Vintermann · · Score: 1

      > Angband deletes your save file when you die

      So does nethack. Or anyway, you can't re-use it without cheating (which is surely possible in angband as well). It could be that Angband is harder, I've only tried it a bit, but it seems clear to me that nethack is funnier. There are a lot more obscure tricks in nethack that can be used to increase survival chances (and even permit such insane stuff as pacifist atheist ascensions) while in Angband it just seems there is so much less to do.

      --
      xkcd is not in the sudoers file. This incident will be reported.
    10. Re:FOSS classics by Vintermann · · Score: 1

      I've never played the original Super Monkey Ball, but Neverball is great fun and _extremely_ difficult. And the things people manage to do pull off to get a best time or best all coins time... there's a site with recordings, at http://www.nevercorner.net/table/ .

      --
      xkcd is not in the sudoers file. This incident will be reported.
  5. The TMNT game for NES by EraseEraseMe · · Score: 3, Informative

    Now that game was F'ing hard. I could finish every other game on the NES we had in my youth, except that one. Getting to the technodrome, with it's one hit kills and various baddies was hard enough. Shredder then would proceed to live up to his namesake and spit out a gutted turtle corpse. It wouldn't be so bad if you could restart from where you lost your original turtle, but no such luck. Back to the beginning of the level you went, often with the weakest turtle to fight Shredder with.

    --
    "Anybody who tells me I can't use a program because it's not open source, go suck on rms. I'm not interested." (LT 2004)
    1. Re:The TMNT game for NES by Anonymous Coward · · Score: 0

      There was a trick to solving TMNT. First off, you can swap turtles anytime. If your turtle is hurt, swap him. Also, health pizza powerups near the entrances of buildings and sewers respawn as soon as you enter the room. Go in and out of the door and that one piece of pizza can heal all your turtles to full health.

    2. Re:The TMNT game for NES by r_jensen11 · · Score: 1

      There was a trick to solving TMNT. First off, you can swap turtles anytime. If your turtle is hurt, swap him. Also, health pizza powerups near the entrances of buildings and sewers respawn as soon as you enter the room. Go in and out of the door and that one piece of pizza can heal all your turtles to full health.

      No shit, how do you think he got as far as he did?

    3. Re:The TMNT game for NES by 1arkhaine · · Score: 1

      Most of the time I got as far as the Technodrome, but it was so hard. I also found the level where you fall down a really long shaft to kill a huge mouse robot thing, great for killing off turtles.

      I beat the game once. I distinctly recall that I wasn't even really trying all that hard in the Technodrome (As I had learnt to my sadness it was stupidly hard), and then bam! Shredder and then, bam! Shredder was dead. Never saw him again after that, but I did it once. Great game, though.

    4. Re:The TMNT game for NES by Anonymous Coward · · Score: 0

      Glad you mentioned this game! It's the first one that came to my mind, though I never got to Shredder. Always stuck in the third stage where you drove the van around town.

      Good, frustrating times. :)

  6. Monkey Ball, np by Anonymous Coward · · Score: 0

    Finished all levels of Monkey Ball. Gave up on F-Zero for GameCube. That game was just too difficult to beat.

  7. Super Monkey Difficulty! by ideonode · · Score: 1

    Ah yes, Super Monkey Ball. Specifically: Expert Level 7. Those who have faced this level will understand the sheer frustration felt.

    Another hard game: Project X on the Amiga. It took two of us playing co-operatively to beat it. And this is a side-scrolling shoot-em-up!

    1. Re:Super Monkey Difficulty! by Anonymous Coward · · Score: 0
      If you read the article, they mention the Master mode. And, indeed from Wikipedia:

      Finishing all of the floors in the expert difficulty (including the extra floors) without using a continue unlocks the master difficulty, which contains ten incredibly difficult levels. So if you thought expert level 7 was hard, just think of Master level 7. I didn't even know that existed which begs the question, "Is unachievable game content worth putting in a game?" I may be tempted to say that it is because it becomes the player's white whale and makes for more replay value.
    2. Re:Super Monkey Difficulty! by Fross · · Score: 1

      Project X was massively hard, but good fun. Not the hardest Amiga shoot'em-up though.

      That accolade must go to the original Xenon, which the Bitmap Brothers freely admit they made stupidly hard inadvertently by playtesting it themselves throughout development and tweaking it to their 6-months-with-the-game ability!

      (Not the sequel, Xenon II, which was great but perfectly possible to complete)

    3. Re:Super Monkey Difficulty! by Dentaku81 · · Score: 1

      This is a topic I think about alot, when making a game where do you put the "good stuff"? Do you front load it so that people just getting started playing will get to see it without much investemnt, or do you push it towards the end and have lots of unlockable to work at? The second option seems initally the more appealing and rewarding as a gamer, but as a business decision the first option seems the better choice.

    4. Re:Super Monkey Difficulty! by crgrace · · Score: 1

      Another hard game: Project X on the Amiga. It took two of us playing co-operatively to beat it. And this is a side-scrolling shoot-em-up!

      I thought Shadow of the Beast was incredibly hard. What pissed me off about it was you had to get through the entire level again after you died. So, if you had a hard time at one spot near the end of a level, too bad, you had to work for 5 min to get there again. That f*in game made me want to throw my joystick through my 1084 monitor! Another tough one was WINGS. I guess it was hard since actually surviving a WWI dogfight was hard, so it at least was realistic. I killed so many poor aviators.

    5. Re:Super Monkey Difficulty! by kliklik · · Score: 1

      Wings is one of the best games I have EVER played. I remember reseting the machine as soon as it was clear you're going to die, so it doesn't save your profile :)

      --
      guru in training
    6. Re:Super Monkey Difficulty! by Vintermann · · Score: 1

      The Chaos Engine was interesting, I think, with its idea that the heavy guys were easiest on the first levels, the mediums on the intermediate, and the lights on the last. I actually completed the game with preacher and gentleman, one of the more impressive wastes of time in my youth, but I'd like to see someone completing it with thug and navvie.

      --
      xkcd is not in the sudoers file. This incident will be reported.
  8. Ghouls and Ghosts by jeffy210 · · Score: 1

    Who remembers Ghouls and Ghosts or Super Ghosts and Goblins for the NES and SNES. You want to talk about hard games. I'd say those two are quite a bit harder than Zelda. Those two always gave me so much trouble, I think I have yet to beat the first one.

    --
    ------
    "And may your days be long upon the earth."
    1. Re:Ghouls and Ghosts by aldheorte · · Score: 1

      Anyone who remembers the original NES Ghost and Goblins game needs to see this:

      http://www.youtube.com/watch?v=aLTQRJXzwP0

      If the music doesn't bring on a rage headache, you probably didn't play it. It's not only ridiculously difficult, but after you win it once, you are told it was all an illusion and are forced to go back through it again from the first level to officially win.

    2. Re:Ghouls and Ghosts by jeffy210 · · Score: 1

      *blink blink* that...is...insane.

      Love the shortcut he took on the 2nd level, purposely taking a hit to be flung down the side of the house and skipping half of it.

      --
      ------
      "And may your days be long upon the earth."
  9. Go ninja go ninja go by Pojut · · Score: 1

    TMNT for NES was INSANELY hard....and in a complete opposite direction here, Ninja Gaiden Black is definately up there in the top three hardest games once you get into the higher difficulty levels.

  10. Hardest Game Ever... by blahlemon · · Score: 4, Funny

    ...Duke Nukem Forever Why do you think it hasn't been release to the general population.

    --
    It take more faith to believe in evolution than it takes to believe in God
    1. Re:Hardest Game Ever... by PFI_Optix · · Score: 2, Funny

      So now games have five difficulty levels:

      Easy
      Normal
      Hard
      Impossible (but not really)
      So hard you can't actually play it, we'll just TELL you it's hard.

      Sort of like Brockian Ultra Cricket when you think about it.

      --
      120 characters for a sig? That's bloody useless.
    2. Re:Hardest Game Ever... by UED++ · · Score: 0

      Doom and Quake at the last difficulty setting.

    3. Re:Hardest Game Ever... by spiderbitendeath · · Score: 1

      *hits you with a Linux manual, then runs very far away*

      Sorry about that.

      --
      Sometimes when I'm working on projects things disappear, I suspect gremlins.
    4. Re:Hardest Game Ever... by Anonymous Coward · · Score: 0

      Yeah, good luck winning at DNF ... because you can't get your hands on it in the first place. You have to break into 3D realms, take the developers hostage and force them to finish DNF before you can win the game.

    5. Re:Hardest Game Ever... by Hotawa+Hawk-eye · · Score: 1

      Duke Nukem Forever is so hard, the developers challenged Chuck Norris to play it just before they released it. It took him three tries to beat it. After he was finished, he roundhouse kicked his copy of the game. The developer's still working on reconstructing it from the shattered fragments of a backup copy that had been etched in diamond and stored inside a locked bank vault on the other side of the country -- nothing survived of any other copies.

  11. Try Battletoads by Alicat1194 · · Score: 3, Informative
    The only time I ever managed to get past the first speeder bike level was when I accidentally hit a level warp (and got sucked into a surfing level, where I was quickly killed off)

    Got to say it did wonders for the heart rate though - no need to exercise, just play Battletoads and watch it go!

    --
    You can learn a lot about a person if you just take the time to inject them with sodium pentathol
    1. Re:Try Battletoads by deftcoder · · Score: 1

      Haha, wait until you get to level 9... you have to swim through an underwater maze without getting crushed by fast-moving gears.

      I never made it past level 9. :--(

      --
      Peace sells, but who's buying?
    2. Re:Try Battletoads by gauauu · · Score: 1

      Ha, just wait until you make it to the last level. You'll die like a pathetic little fly. I know I did....

  12. Sinistar not as hard as Defender?!!!! by hal2814 · · Score: 1

    "The Warriors are so troublesome that Sinistar, while not more difficult than Defender,..."

    Did I just step into some alternate reality where Sinistar is the mother of all side-scrolling shooters and Defender is the massively hard top-down shooter where a self-assembling robot demon chases you around screaming "Ron Howard?" I deeply love both games but Sinistar is way harder.

    1. Re:Sinistar not as hard as Defender?!!!! by dreddnott · · Score: 1

      I found Defender to be much easier than Sinistar - of course I played Defender all the time on a cabinet in my grandma's backyard at a young age, but yeah, Sinistar is way harder. It's the only video game that makes me suffer from motion sickness.

      --
      I may make you feel, but I can't make you think.
  13. Ghosts n' Goblins by moon-monster · · Score: 1

    Ghosts n' Goblins wasn't on the list either. I have a GnG arcade cabinet. Me and a friend played the thing for the best part of a day on freeplay, but never quite managed to get past the second run-through.

    --
    "Pokey, are you drunk on love?" "Yes. Also whiskey. But mostly love... and whiskey."
    1. Re:Ghosts n' Goblins by Poltras · · Score: 1
      I've made it through, but never been able to pass the fourth boss of Blaster Master. To my knowledge, none of my friends were able to pass through the 6th boss (without the glitch). From the wikipedia article:

      Blaster Master is also regarded as one of the most challenging games for the NES, along with Battletoads and Ninja Gaiden. Man is it true... although it didn't make the list. All of us finished Cobra Triangle and Lolo, while there was only 2-3 of my friends at the time that could get through Metal Gear 2: Snake Revenge (the last boss). That list is definitely biased towards game designers (knowing Gamasutra, this is not surprising) and should be taken in that perspective.
    2. Re:Ghosts n' Goblins by gauauu · · Score: 1

      I've beat blaster master a few times (yes, it's hard, but actually not THAT bad). The same for BattleToads. Ninja Gaiden really isn't bad either...I've done a run through without losing a life.

      Now the REAL challenging game for nes is Snake Rattle and Roll. I've tried so many times, but could never beat the moon level without save-state cheating on an emulator.

    3. Re:Ghosts n' Goblins by LKM · · Score: 1

      I actually almost finished Battletoads. I have no idea how I did it, but I got to the boulder level, and almost to the end of it (or maybe I actually finished it, I can't quite remember). Despite the fact that you have to play the whole damn game right from the start every time you're game over.

      I must have been insane.

      When I play the game now, I don't even finish the second level.

  14. You won't see any more of these. by Fross · · Score: 5, Interesting

    Oh for the days, when computer games rewarded ability rather than perseverance.

    Computer games used to be about developing a skill, playing it until you got sufficiently good that you were able to complete something on a higher level. Nowadays, it's about who can put the most amount of time into a game. The difficulty level is a gentle gradient if not entirely flat.

    Compare modern games to the simplest and most iconic of old games - Pac-man. It only had one level, one playing level. One! Yet the same level played again and again, with increasing difficulty. Faster ghosts, less time on power-pills, etc etc. The only way you would see level 20 was if you were good enough to beat level 19, and that was damn hard.

    Compare to games these days, such as the GTA series, Half-life 1 and 2, Halo, World of Warcraft, whatever. The end of these games is not significantly different in difficulty from the beginning. The last levels involve generally the same baddies, but more of them, and you have bigger weapons to handle them. The experience is constant throughout the cycle of the game, so that a little perseverance will reward you with progress.

    Why is this? Games are now a much bigger proposition, and the audience is wider. And the audience wants easy gratification and no frustration. Sure, it's meant to be entertainment, not a challenge. But for many of us, the entertainment is in the challenge and ultimately, surpassing it.

    I remember spending ages playing Pac-man, Defender and the rest as a child trying to defeat the higher levels. When you achieve something you hadn't done before through your own skill and ability it's far more rewarding than just cruising through it.

    Games are about perceived value now, and someone who fails to finish a game will not have gained that full "value" from it. So games are tailored so almost every user can finish it, that Bob the Button Masher will be able to work his way to the end and see all the pretty bits eventually as long as he doesn't run out of Cheetos in the meantime. But this is at the cost of a real sense of progression and challenge, and hence accomplishment, by those of us dedicated enough to put the effort in to get good at something.

    Many games used to be open-ended, with just increasing skill levels and no defined end. I guess this got past that problem as every level was a measure of ability and a goal in itself. You can defeat it on level 15? Well I can get to level 20.

    Games used to be closer to a martial art (simply in terms of dedication, application and training), now they feel more like a particularly wimpy yoga session, where as long as you can make it through the time, you can say you've completed it.

    (No offence to any yogaers out there, you know what I mean)

    1. Re:You won't see any more of these. by EMeta · · Score: 1
      I must disagree. First of all, on any PvP games it comes down to ability (most of the time), because perseverance doesn't get you anywhere against other persevering players. Secondly, all the freaking rhythm games, which are hugely popular. DDR and Guitar Hero let you improve with practice, but without some innate sense of balance or finger finess, you aren't going to pass their hardest stages.

      Let new gamers get into WoW with just time spent. The original FF certainly did the same thing. Different games for different players--or moods.

    2. Re:You won't see any more of these. by spenno · · Score: 1

      Couldn't agree more, allthough the yoga comparason is slightly wrong (yoga can be quite difficult). I can't think of many truly *hard* games in recent years. F-zero, ikaruga, radiant silvergun, probably a lot more. It would be nice if there was a list compiled of decent *hard* games released on current/last gen consoles, so that fans could get hold of them

    3. Re:You won't see any more of these. by Anonymous Coward · · Score: 0

      You are wrong. Games have evolved and have also gone mainstream. This is merely an expansion, not a change. You see games that are not to your liking and you assume that no games are to your liking. If you enjoy simplistic shoot-em-ups, there is a market catering to you.

    4. Re:You won't see any more of these. by Zelos · · Score: 1

      Horses for courses, really, but I find most of the old-style games incredibly dull now (I'm 28, gaming since I was about 9). I loved space invaders etc. back in the day, but they're so repetitive that these days they're dull.

    5. Re:You won't see any more of these. by Hoi+Polloi · · Score: 1

      Thank goodness for MAME. Now I can play through all of those arcade games that were designed to eat quarters. To beat most of those games you had to play constantly and memorize patterns, something that gets boring fast.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    6. Re:You won't see any more of these. by kisrael · · Score: 3, Insightful

      I've been a classic gamer for a long, long time, I was posting on r.g.v.c. since like '93 or so...

      Here's the thing: games now have distinct content, lots of it, not just one playfield or enemy set speeded up.

      (Ideally, this content involves new interactions, i.e. involving programmers as well as designers, not just the artists saying "well, here's a 'new city' to 'explore')

      So people want to get the game that they pay for. Me, and maybe it's a personal fault throughout many aspects of my life, I don't like challenge for its own sake. I want to play with novel interactions in as economical a way as possible. (And, oddly, the time a game uses is counted both towards its cost and its benefit)

      Most games, especially sandbox ones, will have some rewards for the really dedicated and skilled player, or at least have challenges so such a player can self-motivate and have something to do. And now you even have youtube and specialty sites to show off your 'l33t skillz. Quit griping that big chunks of content aren't being created (and tested) just for you and your dedicated little band...

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    7. Re:You won't see any more of these. by Gulthek · · Score: 1

      The void you are imagining has been well filled by XBox 360 achievement points. If you are competing with your friends and family on points, It's not enough to finish the game you have to finish it with style (and do a bunch of other crazy or hard things). The best thing is, when you actually do that crazy/insane/hard thing to win the points, everyone sees it! Instant proof that you really did it!

      As an example, check out the achievement point list for Dead Rising: http://www.achieve360points.com/game/deadrising/
      or for Defender: http://www.achieve360points.com/game/defender/
      or for Pac-Man: http://www.achieve360points.com/game/pacman/ (hardest: eat four ghosts four times in one stage)

      Yes, some achievements you get just by playing the game. But many you really have to struggle and achieve game mastery to accomplish.

    8. Re:You won't see any more of these. by brkello · · Score: 2, Insightful

      I think what you wrote is a load of crap. Pac-man is in a different genre than the games you are talking about. It belongs in the puzzle game category with games like Tetris or even guitar hero. Can you beat all the songs at 100% on the hardest level? I bet you can't. For that genre, you have simple gameplay that gets progressively harder. Comparing this to World of Warcraft and Half-life is silly.

      World of Warcraft is based on an RPG. As long as you keep at it, you will progress in this game to the max level. It slowly introduces skills to you so by the time you are max level, it is actually a lot more complex than when you first started out. Also, there is challenge when encountering new raid instances. Of course, most of the strategies are written online before you get a chance...but it is still difficult to implement a strategy with X other people in the group.

      Half-life is an FPS...and if you think the game in the beginning is as easy as it is by the end...then maybe you should to replay it. As you play the game, you get much better at it. On a normal difficulty setting, they try to pace the action so you learn at about the same rate the difficulty increases. Try the game at the hardest setting and you get a real challenge. Say you master that...then you move on to multiplayer where the potential challenge has no limit.

      Yeah, I have been playing games since the NES days and I know how hard a lot of those games were. But the big change isn't that they have gotten easier, it is that designers have implemented multiple levels of skill so that their game can be enjoyed by the hardcore and the casual alike. If you long for the challenge of old games...play every game on the hardest skill level from the start.

      --
      Support a great indie game: http://www.abaddon360.com
    9. Re:You won't see any more of these. by Das+Modell · · Score: 1

      Hexic HD has insanely difficult achievements. Only the most dedicated and talented players will get them. I gave up, there's no way I can ever do them.

      Ghost Recon: Advanced Warfighter has ridiculous achievements. Three of them require you to be the best GRAW player in the entire world! One achievement requires you to host 1000 multiplayer games.

      I don't know if Microsoft enforces any standards for the achievements, but if they don't then they should start doing so.

    10. Re:You won't see any more of these. by vecctor · · Score: 2, Insightful
      These two comments seem to contradict each other:

      Oh for the days, when computer games rewarded ability rather than perseverance. and

      Computer games used to be about developing a skill, playing it [for hours and hours, repetively] until you got sufficiently good that you were able to complete something on a higher level. Nowadays, it's about who can put the most amount of time into a game. (bold statement added by me - but it is accurate)

      Old games were TOTALLY about perseverance. You had to play that game to death until you mastered every move and memorized every aspect of every enemy. You talk about putting time in with current games, so what do you call the constant pracice/replaying to get good in the older ones?

      I don't think that type of gameplay was all that great, and it certainly required MORE time and was less interesting than current games.
      --
      Why, yes I have been touched by His noodly appendage. And I plan to sue.
    11. Re:You won't see any more of these. by physicsnick · · Score: 1

      As far as 'classic gamers' go, I think you're in the minority.

      I still, to this day, play Super Mario Bros. regularly on my original NES (even though both my remotes are falling apart). I've beaten it in under six minutes; I've beaten it without dying; I've beaten it without warp zones. Right now I'm practicing beating it without dying AND without warp zones. Like GP, the enjoyment is in the accomplishments.

      This isn't to say today's games aren't fun. I enjoy games like Diablo II for the fantasy aspects. Fireballs are cool; I grin when I throw them. And I get the same type of enjoyment out of games like Bioshock as I do out of reading a good book. That's all they do; they're for your imagination, storytelling on a more interactive level. Like GP, I get no sense of accomplishment from beating them. This is why I think you're in the minority; how many "classic gamers" do you think played through Super Mario Bros. for the storyline or the content?

      Few games have managed to merge these two gameplay styles. I think the Legend of Zelda series are a great example of skill-based gameplay in a storytelling environment. But often, these games aren't well received; people who want difficulty are bored, and people who want storytelling are frustrated.

      Most games these days, however, will have both aspects side-by-side, with the skill-based aspect generated by a competitive multiplayer environment. Like Starcraft. Great single player, but very easy, and very little sense of accomplishment. Fantastic multiplayer, and tremendously rewarding to the ego (and wallet) in tournament play.

    12. Re:You won't see any more of these. by kisrael · · Score: 1

      I still, to this day, play Super Mario Bros. regularly on my original NES (even though both my remotes are falling apart).

      Heheh, where do you hail from, that you're an old school gamer and call NES controllers "remotes"?

      This isn't to say today's games aren't fun. I enjoy games like Diablo II for the fantasy aspects.

      A. Diablo II probably is a bit old to be representative of "today's" games, especially because
      B. It's mostly just pretty Nethack!

      how many "classic gamers" do you think played through Super Mario Bros. for the storyline or the content?

      Back in the day, I think people did play SMB for a blend of skill-proving and content... to see what the game would throw at them next, and if they could handle it.

      It's a false dichotomy to imply that THE two types of gaming are skill-based and storytelling. I don't think video games are at the leading edge of the either goal: if I wanted to prove my skill, I'd take up bowling or golf or darts, and story-telling wise the medium has its moments, thanks to immersion, but probably ultimately lags movies and books. So I come back to this idea of the one thing video games do the best, which is: novel interactions. Show me some new way of interacting with a system. It doesn't have to be particularly skill-taxing, it just has to be interesting and preferably new. The recent example that sticks in my mind of this is Hulk: Ultimate Destruction, which did a TREMENDOUS job of what being a massive, superpowered, insanely strong, able to clamber over buildings being might feel like. There was also a so-so story, and some challenging bosses, and a gradually unlocked set of powers and abilities.

      "Novel Interactions" is an umbrella that covers my old interest in Atari games... this is from an essay I wrote around ten years ago:

      And now I know: I play games for the microcosms they create. I love the idea of each cartridge holding a small virtual universe, establishing its rules and laws of physics, populated with artificial beings. Video Games are one of the few forms of Artifical Life that we might encounter on a daily basis.

      Classic games, then, appeal to me for two reasons: one is that they're cheap. You can get stacks and stacks of these little universes for just a little money. The second reason is how the graphical and memory constraints of these games forced the designers to be very created in the universes they set up. The NES was plagued by a series of not-very-different side-scrollers, where only the graphics and music varied from game to game. Atari designers didn't have the luxury: they created new universes from the ground up. Game innovation came in the form of new interactions with these electronic microcosms.

      So getting back to what you wrote:

      Like Starcraft. Great single player, but very easy, and very little sense of accomplishment. Fantastic multiplayer, and tremendously rewarding to the ego (and wallet) in tournament play.

      For the record, I didn't find single player Starcraft that easy, I could stuck near the end of Episode III. But then again, you claim its a big egoboost and way of getting cash; for every person like that, there must be ten for whom it's a humiliation and investment of time that they'll never get back...
      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    13. Re:You won't see any more of these. by Purity+Of+Essence · · Score: 1

      Pac-Man and Defender are not home computer games. They are arcade games and an arcade game needs to earn its keep one quarter at a time. For an arcade game, if the average length of a game lasts more than 3 minutes it is an utter failure. You are right, these days games are about perceived value. But where you're wrong is any notion that they ever weren't. If I pay a quater to play a game, I'm satisfied if it lasts a couple minutes. Paying a quarter to get a highscore and be the envy of my peers is a very small price pay for temporary immortality in the form of whatever vulgar word I can fit into three letters. If I pay $50 for a computer or console game, you damn well better believe I will not be satisfied playing the first two minutes of the game 200 times no matter how crappy a player I am. The price you pay for a video game is an unwritten contract between you and the developer that quantifies the amount of entertainment you can expect in return for your hard earned dollars. An arcade game is an a la carte experience and if I don't like the game I can stop playing long before I've spent fifty bucks. I agree that video games in general are easier than they used to be but you can't go around comparing arcade games with home video games, they are completely different animals.

      --
      +0 Meh
    14. Re:You won't see any more of these. by MikeBabcock · · Score: 1

      As another poster pointed out, you've got your genres crossed.

      I play Piyotama (PS3), Super Stardust HD (PS3), Go! Puzzle (PS3) and Blast Factor (PS3) all of which fall into the arcade style nearly infinite difficulty gaming described in the above article. Piyotama's another tetris-like game, Go! Puzzle has a tower climbing logic puzzle that is both extremely fun and very difficult, Blast Factor and Super Stardust can both be beaten (btdt), but have progressively more difficult but simple tasks to complete at high speeds requiring excellent reflexes.

      Do yourself a favour and try some of the above if you like classic arcade games.

      --
      - Michael T. Babcock (Yes, I blog)
    15. Re:You won't see any more of these. by RESPAWN · · Score: 1

      While you do make some interesting points, I feel the need to chime in. For one, games these days are more about telling a story than they are about progressing through infinite difficulty levels. Technology has progressed a long way since Pac-Man and game creators are able to do a lot more with what they have. Furthermore, it's not like you can't go back and play Pac-Man any time you want. We live in a digital age and it's not like Pac-Man has somehow degraded to the point where it's no longer playable. The fact of the matter is that designers pretty much took the infinite level concept as far as possible and gamers have gotten tired of it. That said, people are still developing games with infinite play. Look at Geometry Wars, for instance. At one point it was the most downloaded game on XBox Live Arcade. People are also still building new puzzle games with inifinite levels. For instance Bejeweled/Bejeweled 2. In fact, my mom and I have entered into a sort of informal competition to see who can get the highest Bejeweled 2 score (mostly becuase I sat at her computer one night and soundly trounced her highest score in one sitting -- and because it's easy to play on the laptop while I'm lounging around watching TV at my house.)

      However, I think one of the most significant developments in gaming over the last 20 years was the introduction of the dynamic difficulty level. Granted, it's been implemented better in some games than in others, but it is an idea that should satisfy both gamers such as you who enjoy increasing skill in games and gamers such as your typical casual gamers who want to enjoy the story and experience of the game and who may get discouraged easily. Lego Star Wars II seemed to do a pretty decent job with this. I noticed that, if I was breezing through levels, the storm troopers became much better shots and much quicker shots. It did make the game more fun, although the game was a little easy overall. A better example that I can think of would be Max Payne. While I seemed to constantly be out of ammo and constantly on the verge of dying, I watched another friend play the game on my computer and he was constantly dying, but always had plenty of ammo -- he just sucked so bad that they had to make the enemies easier for him and/or drop more ammo.

      I will concede that dynamic difficulty levels isn't a perfect solution for all games, though. I can remember being kind of pissed while playing Cruisin' USA at the Arcade. If I just set the fastest time on a track and drove it better than I ever had, I should have come in first place, in my opinion. In a racing simulation like the GT series, it's one thing to drive your best race and still lose, but an arcade racer is another story.

      There is a third option for games difficulty these days though: online play. Look at Counter Strike for a good example. CS was/is a game that will reward a player whose skill increases. You will play the same 10 levels over and over again, but the more you play and the more skill you acquire, the better you will finish. Plus you have the added benefit of being able to instantly compare skill ranking with other friends on the server by comparing kill/death ratios at the end of a game. For a while back in college (when I had no job and no money), this game really did it for me. I would seek out the most challenging servers I could find in order to increase my skill and thereby obtained a real sense of satisfaction when I would occasionally dominate over my oponents. Granted there was a varying level of skill involved, but if, like me, you frequented the same few servers along with a core set of regular players, it was easy to see who was getting better than whom. You want to talk about gaming as a martial art, then I would say that for today's generation CS was probably as close as you could get. Those of us who played all of the time would know the secrets of the game, know where the good sniping spots were, had our buttons configured for quick access to secondary skills, and were able to h

      --

      If Murphy's Law can go wrong, it will.

  15. What about Jet Set Willy? by Xtense · · Score: 1

    Yes, what about that great ZX-Spectrum platformer? That game was nearly impossible to finish without either some pokes and peeks, or an emulator with save-states implemented.

    --
    "We are the music makers, and we are the dreamers of dreams [...]."
    1. Re:What about Jet Set Willy? by Necronomicode · · Score: 1

      In fact the first released version of the game was indeed impossible to complete.
      A problem in some of the room data led to a feature called the 'attic bug'. Entering a particular room would cause corruption to the data in another room - upon entering this room you would soon die when one of the wandering monsters ran into a solid object. The old school collision detection couldn't tell the difference between the monster hitting you or something else.

      A couple of changes to the room data (pokes) and all was good.

  16. Not hard by Pancake+Bandit · · Score: 3, Insightful

    I don't really understand the purpose of this list. At least the author doesn't pretend that these are the 20 hardest games ever, just 20 difficult games. Mischief Makers, even getting all the gold gems, was a bit of a challenge but not an extremely frustrating one. Lolo wasn't that much harder than a lot of puzzle games I've played. A few of the games on the list were only difficult because they suffered from poor gameplay, silly programming decisions or lousy instructions.

    1. Re:Not hard by kisrael · · Score: 1

      Well, it was a highly subjective list, but it didn't pretend not to be.

      I appreciated the "game design lessons to be drawn from this" section.

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
  17. toughest ever by Anonymous Coward · · Score: 3, Funny

    Getting laid.

  18. Miami Vice for the C=64 by MrHanky · · Score: 1

    Most people I knew didn't even know how to drive the car at any significant speed (or steering it). I was pretty good at driving myself, but never understood the point of the game.

  19. My Favorite Hardest Game by Daetrin · · Score: 1

    Whenever i think of hard games i always thing of Legacy of the Wizard for the NES. I haven't actually taken the chance to try it again but at the time, when i was in early jr. high i think, it seemed incredibly complex. It was a dungeon crawling adventure game that made really good use of puzzles that required finding items in the dungeon to solve. Item A would be blocked by puzzle 1, which you needed item B to solve, but that was blocked by puzzle 2... and there were five or six different characters, each with slightly different abilities and who could each use a slightly different set of items. Figuring out the right character to use in which order with which combination of items was nuts. And then of course once you finally figured out the right combination for a particular area you had to actually solve the puzzle while dodging the enemies... I don't think i ever got anywhere close to the end of the game.

    --
    This Space Intentionally Left Blank
    1. Re:My Favorite Hardest Game by macduffman · · Score: 1

      I only ever managed to make it about an hour into the game. Legacy was definitely a bitchin' hard game, but like we've said, you got your money's worth on those NES games. That one does get my vote. Sort of like Mario Bros. meets Final Fantasy, and it didn't suck!

      Of course, Legacy got about 10x harder when I lost the booklet and couldn't figure out how to play...

      --
      Don't cry "Oust Bush," cry "Restore Freedom!" Don't support a candidate who isn't doing anything to unravel Bush's web.
  20. Rhythm games, yes. WoW, not really. by Fross · · Score: 1

    Rhythm games certainly do become a test of skill, you're very right. I'd not included them in my thinking.

    WoW (as a player too myself), I'd have to disagree, aside from PvP which is only a small part of the game (or, a large part of the game for only a small number of people) - in that, it becomes a test of matching skill against another human as all online games from chess to Counterstrike do, but as the opponent is a human, not due to the game itself becoming harder as it progresses.

  21. You missed the point. by Fross · · Score: 1

    This is not an expansion, the change is there - most new games do not get significantly harder throughout their levels like they used to. Some people, including me, enjoyed that.

    I enjoyed (and finished) all such modern games I listed in my original post, but as good as they were, I felt they weren't testing my abilities any harder towards their end than they were at the beginning - and that is the point.

    1. Re:You missed the point. by TuringTest · · Score: 1

      Your loved games haven't disappeared - they've just lost focus. Classic, skill-based never-ending games have survived in the form of minigames.

      The main storyline is like reading a book with interactive challenges, and those challenges ARE skill based. Many of them can be replayed to your heart's content, and become as difficult as you want them. You can think of this as a new genre which has absorbed the old ones.

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
  22. [brag?] by QMO · · Score: 1

    We had Defender for our Atari 800. (Actually both on floppy and on cartridge.)
    My older brothers and I would play untill we had a bunch of extra lives and smart bombs, then let our younger siblings play for a while while we rested. We could play that game in shifts as long as we wanted. It's kind of fun to use only smart bombs for 5 - 10 levels.

    --
    Exam 4/C again. Maybe I'll do better this time.
    1. Re:[brag?] by An+ominous+Cow+art · · Score: 1

      I had that, too. I recall that it was much, much easier to play than the arcade version. Probably because the joystick could be used to change direction, rather than having to rely on the 'Reverse' button.

  23. My favorite is Top Hat Willy by amaupin · · Score: 1

    My all-time favorite game might be the freeware Top Hat Willy, which was based on Jet Set Willy. It was so hard that the creator, Tero Heikkinen, never won it. As far as I know I'm one of only four people in the world who ever completed the game, and I did it twice.

    The game was originally developed on the Amiga, but a PC version is also available. It's a very simple, very devious platformer.

  24. Memories by kalayq · · Score: 1

    The game that made me gnash my teeth the most was Spider-Man and the X-Men: Arcade's Revenge for the snes. I still throw that in sometimes and give it a go. I like the fact that they included lode runner for the nes. That was a very difficult game, but it was also very fair. I'd be scared to actually play these two games on the Wii(virtual console) since I might actually throw the wiimote at the TV in frustration :)

    1. Re:Memories by Descalzo · · Score: 1

      It's a sad, sad day when I have to admit that beating all 150 levels of Lode Runner is one of my real accomplishments in life. But I beat it on the Apple ][.

      --
      I cried real tears when Li Mu Bai died.
  25. Viva La Faggio! by Anonymous Coward · · Score: 0

    I created a game for GTA: Vice City. Get a Faggio, go to the Ammunation on the North side of the third island, and get one star on the way. Back up to the door, and use the wanted level cheat twice to get five stars (remember, you have one already). Now, scream, "Viva La Faggio!" and try (just try) to make it to the airport. Its a straight shot with nothing but FBI cars in your way. I've made it once.

  26. Joke by Rocky · · Score: 1

    Where's Wizardry IV: Return of Werdna? That was heads and tails the most difficult old-school RPG of that time.

    --
    "I'm an old-fashioned type of guy. I worship the Sun and Moon as gods. And fear them."
  27. Williams Games Cheat! by kisrael · · Score: 1

    I couldn't find the Usenet reference, but I remember some old rgvc conversation about how Sinistar cheats: it doesn't compute things offscreen nearly as much as you'd think, so those little gatherers and warriors can freely fly without worrying about hitting asteroids...

    still an amazing technological achievement...

    --
    SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
  28. NES Silver Surfer by Hobb3s · · Score: 1

    Hardest game I ever gave up on. I was one of those side scrolling, the screen keeps you flying on his board games.. but if you get hit once, you die and start the level over again.. near impossible.

    1. Re:NES Silver Surfer by Hobb3s · · Score: 1

      Link to Review of Silver Surfer game... I didn't have a slow button controller. http://www.nesplayer.com/reviews/silversurferr.htm

    2. Re:NES Silver Surfer by ArmyOfFun · · Score: 1

      The Angry Video Game Nerd agrees with you. Here's his look back at Silver Surfer for the NES.

    3. Re:NES Silver Surfer by Anonymous Coward · · Score: 0

      Yep... I never came close to getting past the higher levels in Section Z. I loved the new music you got playing in background as you advanced and the different color backgrounds and enemies, but after a certain level, it's almost impossible to get any further.

  29. The Incredible Machine... by benfinkel · · Score: 3, Interesting

    ...and it's sequels. Those games were brutal!

    How about "In Search of the Most Amazing Thing"? Anyone remember that? I remember finding the most amazing thing and then being killed by one of those monsters-disguised-as-a-fueling-rock on my way back to home base. Jerk.

    1. Re:The Incredible Machine... by Bones3D_mac · · Score: 1

      You can still find TIM in a combo pack (crazy contraptions / even more crazy contraptions) on the cheap in the right places. A local walmart had a few copies for $10 about a year ago. (Even had Mac / PC compatibility...)

      Still a great game even today. Though, I wouldn't mind a modern update to it. Perhaps an isometric 3D version to add an extra level of difficulty...

      --


      8==8 Bones 8==8
    2. Re:The Incredible Machine... by Wescotte · · Score: 1

      I loved those games.. There is a new one coming out soon that looks pretty interesting.. I dunno if it's the same developers or not though.

      You can see a trailer for it at

      http://www.gametrailers.com/game/3204.html

      Eric

    3. Re:The Incredible Machine... by RESPAWN · · Score: 1

      Oooh! Thanks for the tip. I was trying to find my copy of TIM the other day, with no luck. Now, I just have to brave the unwashed masses and stand in line for an hour to get it... maybe I'll wait until midnight to go get it. Those really were some of my favorite "casual" games back in the day.

      --

      If Murphy's Law can go wrong, it will.

  30. I hated it... by godfra · · Score: 1

    Dr Scrime's Spook School on the Amstrad CPC. Fiendish game, I'm not even sure if completing it was possible.

  31. Deadly Towers by PixelScuba · · Score: 1

    When I was a kid, my father and I mapped out all the dungeons and the castle and actually BEAT Deadly Towers (More impressive, we did the same thing and Beat "Back to the Future 2&3"). Deadly Towers isn't HARD... it's just terrible. It's long, ugly and monotonous. Music replays every new screen you enter, you fight the most uninspired enemies and fall in random holes that lead to dungeons. No, Deadly Towers is NOT one of the hardest games I've ever played, just one of the worst. Now... Ask me about Miner 2049er on the Colecovision... and I can't even BEGIN to tell you how many times I threw Coleco controllers on the ground and swore at that machine as a child. I never made it past Level 6.

  32. Journey to the Planets and Boulderdash by chamacd · · Score: 1

    I can't think of any game I wasted more time on, trying to figure out the solutions for each planet. The primitive graphics of the Atari 800XL didn't help identifying what items you found either.

    Boulderdash was outright impossible, especially in the later levels. That said, they were both fantastic and frustrating games.

  33. Nethack by Anonymous Coward · · Score: 0

    Nethack is probably THE single most difficult game I have ever played. I don't think I could beat it without reading spoilers, and have often offered $200 to any friend that does. (Never being sure how to check if they were cheating though.)

  34. This does look interesting by Fross · · Score: 1

    As I've never owned an XBox, this is news to me.

    However looking through some of the guides you linked to (eg http://www.achieve360points.com/txt/d/Dead_Rising_ AG.txt ) it seems they are mostly about collecting items or finding secrets, rather than eking out the last bit of skill from their performance? That's what I meant, games like GTA award perseverance and endurance over skill.

    I agree there's definitely potential in the achievements to have skill-based secondary goals, and I like that idea. Thanks for the heads-up.

    1. Re:This does look interesting by Anonymous Coward · · Score: 0

      Dead Rising achievements have a mix of: skill (play a rougly perfect game), collect (get all clothes/food), grind (run over 65k zombies), and my fav - wacky (hit X zombies with one throw of the bowling ball.)

      Crackdown had really fun wacky achievements - harpoon 5 people to the outside of a vehicle(w/o destroying it) and drive it. Keep a car in the air for X seconds by juggling with rockets. Smush X guys with the giant globe/statue/art thing.

  35. Commodore 64, couple broken joysticks and... by AnXa · · Score: 1

    ...Commando.

    --
    -Seeing the problem is ½ of solution-
  36. Cave Story by Anonymous Coward · · Score: 0

    It IS a freeware game, but it is one of the hardest I've ever played. The final boss and the secret dungeon are really hard.

  37. True, but... by Fross · · Score: 1

    all difficult tasks require repetition. In terms of the skilled old games, they required repetition to get your skill high enough to finish the harder level, before continuing. For more modern games, they require some repetition to get through the content (and of course, "getting through the content" is a whole lot of fun!), but little to no skill increase.

    I'm certainly not wanting games to become more simplistic, single-level repetitive affairs. I'm disappointed that, say, GTA 3 didn't get harder as the game went on, that unlocking content in it is a reward only of time invested, rather than developing skill and ability. I'm just wishing that modern games were also an increasingly demanding test of skill, than just a test of perseverance or more accurately, endurance.

    1. Re:True, but... by saan44 · · Score: 1

      The problem is that every game you mentioned as evidence that skill was rewarded instead of time spent playing doesn't actually require more skill. Take pacman for instance: as you said, every level is the same. The only thing that changes is the speed of the game. You're not rewarded for your skill at the game, you're rewarded for how well you memorize the game and that's a byproduct of playing it for long periods of time.

    2. Re:True, but... by Fross · · Score: 1

      Actually, there was more than just the speed of the game, the power-up pills worked for a shorter time for example.

      Perhaps there were patterns in those simple games that could be exploited to turn it into nothing more than a test of speed, but otherwise the game certainly got harder as it went along.

    3. Re:True, but... by saan44 · · Score: 1

      I guess I just don't realize how that equates to harder difficulty when something like HL2's introduction of harder enemies does not constitute an increase in required skill. For instance, the strider fight in HL2 in the courtyard is very difficult, especially on the harder difficulty levels. Much like pac-man, at it's basest level it required you to memorize where the strider came from, where the rocket reloads are, and the timing of the strider's weapon fire, but it's hardly something you can simply keep plugging away at and eventually come out victorious. Maybe you're just playing the newer games on a difficulty setting that is too low for the challenge you want.

  38. KGB by 16384 · · Score: 1

    Seeing the title the first game to come to my mind was KGB, an adventure game for the PC. It was so hard, I only reached the 2nd level once or twice.

  39. Civilization... by gnarlyhotep · · Score: 1

    Hey, any game where bronze-age spearmen can beat a tank is hard in my book!

    Seriously though, the amount of skill and thought required for those games puts it on a completely seperate level from any other strategy game. Let's face it, managing every aspect of a world-spanning empire isn't the easiest thing in the world.

  40. Legend of Zelda? by Anonymous Coward · · Score: 0

    Legend of Zelda made the list? That was a terribly easy game; even 2nd quest. I beat that game when I was 8, and I couldn't even beat Super Mario Bros. My record at the time was 8 deaths, but when I was older, I played it again and won without dying once. Even Adventures of Link was a huge increase in difficulty over the original. Actually, I never did beat that one; stupid Link's Shadow got me every time.

    Try "No One Lives Forever" on Super Spy (or whatever the highest difficulty was). Wait until you get to that big Scottish boss and spend the next 5 hours screaming at your computer.

  41. Depends on how you define difficult by Leo+Sasquatch · · Score: 1

    I remember seeing an interview with Eugene Jarvis about how the early Defender machines were so tricky that they were wiping out people's ships within a minute. Those people were going and coming back with many more quarters because they weren't going to let the game kick their ass that easily. This is exactly the sort of reaction you want to an arcade machine - put more money in. But you still have to feel you're getting something for it - the home versions of Need for Speed have drag races in which it is possible to burn out your engine on the starting line if you over-rev it. This feature has been removed in the arcade version of the drag races, as paying $1.50 for a credit which lasts all of 3 seconds was not considered to be a valid business decision.

    Balancing difficulty and playability must be one of the more tricky parts of game design. How do you reward expert players, and keep them interested, while enabling novices to enjoy the game as well? I could never play Age of Empires, or any of the other management simulations where the computer can do all its resource management in a fraction of a second while I'm still trying to balance how many people should be farming or mining. On the other hand, I was pretty good at Tempest 2000 and Rez, although many people I showed these games to could see nothing but abstract neon splatter on the screen. The article doesn't seem to differentiate between the difficulty of manipulating the controls in the correct sequence and timing (i.e. Ikaruga), and the difficulty of figuring out what you're actually meant to be doing (i.e. Myst). Probably the closest it comes is its description of Sinistar, where none of the separate gameplay elements are particularly difficult in and of themselves, balancing the load between tasks and interlocking them all successfully is pretty tricky.

  42. Checkers vs Chinook? by TheLink · · Score: 1

    I never could beat the computer at chess in "high levels" either.

    Nuff said :).

    --
  43. the NES had the hardest games by Alzheimers · · Score: 1

    Ninja Gaiden -- that last stage was *brutal* and then if you lost to the bosses you had to repeat it. Needless to say, one of the games that stands out in my head that I've never finished.

    RoboWarrior -- such a fan of Bomerman, I thought this game would be the greatest thing ever. Except for the limited number of bombs. And the fact that you couldn't go backwards. And it just made me feel so stupid sometimes, I put it away with disgust.

    Amagon -- For some reason this game held a strange appeal to me, yet I could never get very far in it. I must have rented it a dozen times, each time swearing I'd never do so again.

    Nobunaga's Ambition -- The kind of game that you'd spend hours strategizing on, coming up with just the right balance, and having it all fall apart because the wind shifted in combat and the fires you started burned your armies to death.

    Athena -- Another game that killed because it only scrolled in one direction. I never made it past the mermaid level.

    A Boy and His Blob -- For the longest time I thought all the game was, was the first level. Once I made it into space, I was hopelessly lost.

    Dragon Power -- I'll never be sure I beat this game or not. I got to the end, made my wish ... then there was more game. On the moon. Where my health just gets sucked out and I died. Without any way to keep going, I figured that was supposed to be the ending.

    Mike Tyson's Punchout!! -- It's all cake and icecream until the last fight. Then, WTF. Seriously, WTF.

    Castlevania -- The game that turned my NES MAX controller into a boomerang. Thank god it at least had a wire to tether it from smashing into too many things.

  44. I feel better by Avatar8 · · Score: 1
    I thought I was some kind of a wuss because I couldn't beat Defender, Stargate or Sinistar in the early 80's. I guess I was just average like everyone else.


    But hey, I was one of the first in my city to know about the transmolecular dot in Adventure. I feel avenged!

  45. List leaves alot to be desired... by SMacD · · Score: 0

    Most of the games on the list come prior to the SNES/Genesis era. Sure, they made alot of very difficult games back then, but where are the recent games? I think there were only 2 or 3 games from the previous 2 generations (Monkey Ball and Blast Corps). Where are games like Unlimited Saga, which was purposely designed to be the hardest RPG ever made?

  46. On the contrary, they're alive and well. by Anonymous Coward · · Score: 0

    To pick a single prominent counter-example: Geometry Wars. A modern game that uses modern hardware to produce something visually exciting, but the design and gameplay are straight out of the 1980s, and I mean that as a compliment.

    Sure, AAA blockbusters like Halo and Warcraft won't give you what you're looking for, but that doesn't mean the product doesn't exist any more - it just means you're looking in the wrong place. Games of skill have never been mainstream and never will be mainstream, so looking for them in the mainstream is a waste of time. Games of skill have always been a niche market and always will be a niche market, so, surprise surprise, if you look at niche providers you'll find them still happily supplying the niche market with its niche games.

  47. Simcity by owlman17 · · Score: 1

    Yup. I've been playing Simcity for more than a decade now and I can't seem to win. Can't even get those stupid arcologies to blast off.

  48. Battletoads by Databass · · Score: 2, Informative

    My brother and I could beat Battletoads for the old NES. As if that weren't enough, we could beat it beat it playing straight through the twelve levels (ie, not warping.) On top of that, we did in two-player mode- ie, if one person failed, we both failed. Well, up until the second to last level that is. (The game cartridge has a bug on the clinger-winger stage where if you are playing two-player, player two loses control.) Looking back, I honestly can't believe we ever did that.

    Battletoads starts out survivable and fun on stages one and two. Then on stage three, the speed bikes in the Turbo Tunnel, is as far as I'd estimate 9 out of 10 people will ever get. Walls come at you at maybe 60 miles per hour and you have to twitch your way around them. You have maybe a second of lead time.

    Ice Cave- Slide around dangerous spikes
    Water Surfing- Surf around logs, beat very large and dangerous boss who can flatten you in one hit
    Snake Cave- Jump between spikes on giant metal snakes, finding difficult paths through
    Jets- Fly between tiny holes in the fire
    Tunnels- swim and jump through more dangerous spikes
    Rat Race- Race a rat downwards between girders to a bomb at the bottom. If he gets there first you die.
    Clinger Wingers- Suction cup unicycles. Outrun a deadly ying yang. If you twitch a corner just right you gain .1 seconds.
    Twisty Tower- a rotating 360 degree tower. To fall is to die. Climb to the top and defeat the Dark Queen.

    I couldn't beat Battletoads today except in an emulator with Quicksave and Quickload. I have NO idea how we did twelve stages back to back where the slightest wrong twitch meant death. It reminds me of doing twelve complicated, difficult and dangerous circus tricks with no net, in game terms anyway.

  49. Mind Rover: The Europa Project by Bones3D_mac · · Score: 1

    This is one title I'd really like to see a modern version of. It was a bit like battlebots / robot wars, except you literally built them to be autonomous using a complex wiring system as the programming language. (Think dynamic flow-charting...)

    Of course, now that actual robotics are becoming more consumer-friendly, there may not be much demand for virtual robotics competitions when faced with real-world competitions for anyone with a couple-hundred bucks to spend on a Lego Mindstorms or VEX kit.

    Still, had Cognitoy waited until now to introduce Mind-Rover, it could have become the next Pokémon or Spore, given enough flexibility.

    --


    8==8 Bones 8==8
  50. Life Force/Salamander by xalres · · Score: 1

    3 lives, no continues. So many quarters thrown at that damn machine. If I got enough of the power ups I found I could survive for a bit but I still never got past the second level.

    --
    If whales learn how to use weapons we're all screwed!
  51. Additional mentions by Anonymous Coward · · Score: 0

    Nice list. I'd add some to this though:

    Jetpak
    Ys II - Megadrive version
    Crystalis - NES version
    The Goonies
    Kendo Rage

    Mention for easy to play impossible to master difficulty:
    Dr. Mario
    Gran Turismo 4

    Honourable mentions for optional irritating challenges:
    Alundra - all items, no death
    Final Fantasy 1 - White Mage Party
    Shin Megami Tensei: Nocturne - Hard Mode
    Devil May Cry - Dante Must Die Mode
    Breath of Fire V: Dragon Quarter - achieving 1/4 rank in 3 game cycles
    Final Fantasy V - Defeat Omega Weapon at level 45 or lower

    And that's not even getting into the can of worms that is optional bosses. There are some fighting games and RPGs out there that love to stack the odds to near impossible heights against the player. And we eat it up.

  52. How about DoD by Dread_ed · · Score: 1

    By DoD I mean Dungeons of Daggorath.

    Not only was it hard to figure out what to do and how to do it, but my fingers are still whacked from typing "A (SPACE) L" a hundred times a second.

    --
    When the only tool you have is a claw hammer every problem starts to look like the back of someone's skull.
  53. Lode Runner by UnknownSoldier · · Score: 1

    Beat it on the Apple ][ as well. Not sure what makes it so difficult -- just time consuming.

    Now Championship Lode Runner, that was difficult.

    --
    "I like my tea how I like my women: warm and sweet"
        -- Michaelangelo

  54. No Lemmings?! by UnknownSoldier · · Score: 1

    Surprised Lemmings isn't on the list.

    "Lode Runner" wasn't difficult -- just time consuming. "Championship Lode Runner" was tough -- had to have exact timing.

  55. Great post, but you're missing my point. by Fross · · Score: 1

    but it seems 80% of the replies I've got miss what I'm actually talking about.

    I'm not calling for games to go back to one-level repetitive, simple arcade style games. If I was, I'd be off playing Sinistar right now.

    I think that the difficulty progression that went through earlier games was a great thing, and I wished modern games, such as Max Payne as you mentioned, maintained that.

    Infinite or near infinite games such as Pac-man are a bad example. Let's say something like Contra, or Green Beret. They had discrete levels (though I believe Contra allowed you to replay the game even harder if you completed it?), and although they were both pretty difficult, the later levels were really MUCH more difficult. Progression through the game was not only down to experiencing it, but being good enough to get through it.

    To take Max Payne as an example (a good one for me as I completed that on two difficulty levels. Good game but it still suffers from this problem), the game throughout is about the same difficulty - the first boss and the last boss aren't vastly different. If it took you 2 tries to get down the first boss, it should only take you a similar number of tries for the last boss.

    (Forgetting that the game was so cool that you'd go back and take out the bosses again and again just to do cooler bullet-time things)

    Yes, Max Payne had varying (and inventive) difficulty levels, but that seems to me a side-step of the problem. Game publishers seem reluctant to give a game a progressing level of difficulty. Why is that? Will players get frustrated and not buy their games again? Do players *expect* to be able to finish a game these days? When my friends and I had Green Beret on our C64s and Amigas, we certainly didn't *expect* to be able to finish it. And the first time we saw the last level, it was a HUGE rush, after spending maybe a week trying to get through there. Max Payne, as great as it was, missed out on that feeling as it had a linear, or flat, difficulty level. Finished it in 2-3 days, if I remember, and there was no sense of anticipation from working hard to defeat some really tough boss or level. My point is that if it had that as well, it would be an even better game, and there would be a sense of wonder at being able to achieve the higher levels.

    Yes, developers are coming up with other ways of compensating for this - user-selectable difficulty level, dynamic difficulty, achievements rewards and such, but they all assume that a game that is too difficult for 50% (20%? 80%?) of its players to finish, is a bad thing. I disagree. I'm not the best player in the world, nor am I the worst, but the games I finished that others did not gave me a source of pride and achievement, and likewise the ones others did and I did not, gave me a goal to try to achieve.

    1. Re:Great post, but you're missing my point. by RESPAWN · · Score: 1

      (Forgetting that the game was so cool that you'd go back and take out the bosses again and again just to do cooler bullet-time things) Nice to know that I wasn't the only one to do that. I would replay sequences of enemies or bosses again and again until I managed to do something so ridiculously cool that I knew I wouldn't be able to match it.

      I think I might see what you're saying, though. I think there are still a few games out there that are made with increasing difficulty, though. I seem to remember having trouble with the Shinobi remake that came out a few years ago. I eventually got to a boss that I just couldn't defeat and I know it was all for lack of skill on my part, so that might be worth checking out if you haven't already. Also, I haven't played it yet, but I picked up Gunvalkyrie for the XBox a few weeks ago because one of my friends said that it got very difficult the further you progressed, so that might be another to check out. I have noticed that I seem to finish more games these days than I did before, but I also tend to think that some of that may be due to more perseverance on my part. Regardless, I think that a lot of it has to do with what people value out of games these days. Which is more or less what you said, but I tend to think that we all get a different perceived value out of these games and that your desire for greater difficulty is simply a different sort of perceived value than what most people look for. I will have to keep my eyes open for more games with increasing difficulty, though.
      --

      If Murphy's Law can go wrong, it will.

    2. Re:Great post, but you're missing my point. by Fross · · Score: 1

      (Forgetting that the game was so cool that you'd go back and take out the bosses again and again just to do cooler bullet-time things)

      Nice to know that I wasn't the only one to do that. I would replay sequences of enemies or bosses again and again until I managed to do something so ridiculously cool that I knew I wouldn't be able to match it.


      The boss that comes out of the lift with his two cronies... throw a grenade over the partition then hide round the corner... just before it explodes, race out of there and hit bullet time right as it explodes. The underlings are taken out by the blast, the boss gets thrown into the air... dual Mac-10s blasting in to him, pushing him all the way back until he hits the far wall at chest height then falls down dead. Amazing. Wish I'd frapsed it.

      Glad you get my point though, only thing that gets my juices going now in terms of working hard on something then finally accomplishing it is taking down raid bosses in WoW...

    3. Re:Great post, but you're missing my point. by RESPAWN · · Score: 1

      Glad you get my point though, only thing that gets my juices going now in terms of working hard on something then finally accomplishing it is taking down raid bosses in WoW...

      Sounds like me a few years back when I played TFC and CS. I remember one particular day on a slow server where myself and a roommate were playing TFC, got bored, joined opposite teams and collaberated to lock down the entire map on The Well as snipers. Oh, and I can't forget the day that I was really on my game and managed to lock down the bridge in Badlands as a sniper with support for health and ammo from medics and engineers. And then there was the CS game in Dust where my entire team was wiped out, the terrorists couldn't seem to find the bomb (probably clipping problem), and I managed to sneak around and take out the last 5 players on my own. That experience was made all the better when, after I took out 2 & 3 back to back (literally -- I shot them both in the back of the head with the silenced M4), one of the two remaining players shouted out "He's just one guy!" like he was in some sort of bad action movie.

      Anyway, I could go on, but I won't. I don't find as much time to play these days and when I do play, half the time it just ends up being another game of Galactic Civilizations II or Gran Turismo 4. Sometimes it sucks to grow up.

      --

      If Murphy's Law can go wrong, it will.

  56. Mod me Redundant if you want... by macduffman · · Score: 1

    ... but that is just heartbreaking. I never thought that videogames would make me feel depressed, but you just did it for me. I've always held your sentiments, but never were they expressed in such a sublime way.

    I feel a little ridiculous getting emotional about videogames, but I suppose they really are a big part of many of our lives. If I could Mod your post "+1, Depressingly Nostalgic" I would.

    Maybe to save myself from redundancy, how do you Slashdotters manage to find games that still challenge you based on abilities rather than investing your lives into them?

    --
    Don't cry "Oust Bush," cry "Restore Freedom!" Don't support a candidate who isn't doing anything to unravel Bush's web.
  57. What kind of difficulty is good by freezingweasel · · Score: 1

    I have no problem with games being difficult, but there's a few ways in which they shouldn't be...

    1. Disproportionate final boss. The last boss should be the hardest, but should only be so much harder than a normal boss. Link's Awakening on the GB pushed the limits with the seemingly endless forms of the final boss. Mega Man games can be bad in this regard when the final Wily battle dwarfs any previous battle in the last 15 - 16 levels difficulty-wise. Mega Man Battle Network games are really bad about this. Shadow of the Ninja: the main game FLEW by, then the last boss was insane. Legend of the Unemployed Ninja is similar, until the second to last dungeon there is NO difficulty to speak of. The 2nd to last dungeon is a small chore, then suddenly the last dungeon requires mastery to get halfway through.

    2. Inappropriate mini-games. If you buy a game about, there shouldn't be a mandatory mini-game you can't proceed without beating, whose play style bears no resemblance to the main part of the game. Mega Man 8's "jump jump slide slide" sections, in a game where you can normally move at your own pace come to mind. Everyone knows what a Mega Man game is supposed to be, why should you have to waste your time on a snowboard simulator to beat it? All mini-games should be bypassable. Perhaps the bypass should be tough as nails, but it should use the main game engine. I resent hearts being gotten in Zelda through horse-based mini-games, but at least you don't need all the hearts to win.

    3. Bad restarts. If you continue in Metroid with full energy tanks, you shouldn't need to refill them from 30 health. There's no challenge in this, it's just tedious. Later games fix this. Legend of the Unemployed Ninja: you can't work from a single save, over and over. If yo die, everything you used in the last attempt is GONE. You'll have to spend more time to build it back up again. The re-building isn't hard, but is needless unwelcome tedium.

    4. Bad controls. Resident Evil. Some people may like the controls, but to most games, they were a pain in the butt, and too slow to bother with. One of the main reasons people hated Deadly Towers? Way too slow. RE2 on the 64 gave me the same move-in-the-direction-you-push controls I've used for years and was one of my favorite 64 games. I won't touch RE1. The people behind Contra could have made a level with the left and up buttons swapped (but right and down normal) which would have been much harder... but for no good reason. The CD-I Zeldas requuired strange things like ducking and jumping at the same time to hit the menu, since there weren't enough buttons.

    5. Bad game genres.

    If you like a series, you want to beat all the games in it. As such, all games in a franchise should be the same genra. Mega Man Soccer just doesn't fit. Mega Man Network Transmission doesn't fit the rest of the Battle Network games. Battlechip Challenge is more of an annoying nuisance than another game in the continuity. Did we really need Bomberman Fantasy Race? (Not that I'm blasting it, I haven't played it, but it's NOT what most Bomberman fans were lusting after.) There are exceptions, Mario is succesful in several genres, but arguably, Mario games aren't really a franchise anymore. These days "Mario games" is an umbrealla term for several franchises: Super Mario, Mario Kart, Mario Party, Mario RPGs. Panzer Dragoon Saga. Why an RPG suddenly?

    6. Bad quality
    The Game.Com Sonic game could move fast, but Sonic accelerated poorly. Very poorly. The CD-I Zeldas had cut-scenes that would gag a maggot.

    7. Poor speed
    This is a mixture of bad quality and controls, but important enough to mention again. Long unskippable cut-scenes and too long intros with no action (IIRC I think "The Hobbit" did well by starting you with a bit of action in a dream sequence, THEN going into fetch quests for the next hour) make people not want to bother with a game. How many times do you WANT to replay FF3/6's last fight with the 30 minute cutscene?