History Main / ClassicVideoGameScrewYous

8th Mar '17 1:14:58 AM wolftickets1969
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* The ''VideoGame/{{Wizardry}}'' games at least up to V were more than happy to allow you to teleport into solid rock. This resulted in the '''[[TotalPartyKill total loss]]''' of your party, [[FinalDeath no resurrection attempts allowed]]. Oh, and if you play the games the way they're intended, there's no "reload game" upon this happening. You can also emerge high above the city and crash to the ground, or drown in the castle moat, but these "merely" kill your party as opposed to your losing them forever; you have a shot at resurrecting them in the latter two instances. Basically, be '''''very''''' careful when teleporting in Wizardry.

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* The ''VideoGame/{{Wizardry}}'' games at least up to V were more than happy to allow you to [[TeleFrag teleport into solid rock.rock]]. This resulted in the '''[[TotalPartyKill total loss]]''' of your party, [[FinalDeath no resurrection attempts allowed]]. Oh, and if you play the games the way they're intended, there's no "reload game" upon this happening. You can also emerge high above the city and crash to the ground, or drown in the castle moat, but these "merely" kill your party as opposed to your losing them forever; you have a shot at resurrecting them in the latter two instances. Basically, be '''''very''''' careful when teleporting in Wizardry.
20th Feb '17 1:08:39 PM bt8257
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See also: ScrappyMechanic; TrialAndErrorGameplay. If it belongs, there is no need to put it here too unless it's shared by many games. ''VideoGame/IWannaBeTheGuy'' and other examples of PlatformHell are loaded with [=FUs=]. The antithesis to AntiFrustrationFeature. See UnwinnableByDesign for when there's a way to make the game literally unbeatable.

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See also: ScrappyMechanic; TrialAndErrorGameplay. If it belongs, there is no need to put it here too unless it's shared by many games. ''VideoGame/IWannaBeTheGuy'' and other examples of PlatformHell are loaded with [=FUs=]. The antithesis to AntiFrustrationFeature.AntiFrustrationFeatures. See UnwinnableByDesign for when there's a way to make the game literally unbeatable.
1st Jan '17 4:56:16 AM IndigoFenix
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** Forgotten Beasts, Titans, and [[spoiler:demons]] are procedurally generated {{Kaiju}} that can come in a multitude of shapes and materials and toting any one of a number of possible special weapons, including fire, webs, and various kinds of deadly poison vapor. While many of these turn out to be pushovers like giant snowmen that crumble in one hit, you might find also yourself faced with, say, a web-spitting T-Rex made out of solid iron. And if the RandomNumberGod happens to be particularly vengeful that day, it might throw a BlobMonster at you with no weak points to attack. A blob made of steel, or even worse, [[{{Unobtainium}} Adamantine]], leaves you with no options short of trapping it in a cave-in, which kills everything.

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** Forgotten Beasts, Titans, and [[spoiler:demons]] are procedurally generated {{Kaiju}} that can come in a multitude of shapes and materials and toting any one of a number of possible special weapons, including fire, webs, and various kinds of deadly poison vapor. While many of these turn out to be pushovers like giant snowmen that crumble in one hit, you might also find also yourself faced with, say, a web-spitting T-Rex made out of solid iron. iron. And if the RandomNumberGod happens to be particularly vengeful that day, it might throw a BlobMonster at you with no weak points to attack. attack. A blob made of steel, or even worse, [[{{Unobtainium}} Adamantine]], leaves you with no options short of trapping it in a cave-in, which kills everything.



** Fortunately, this being DF, there is almost nothing that a well-prepared fortress cannot fight off. With enough skill and planning, even TheLegionsOfHell can be held off indefinitely by your legendary dwarven warriors or layers upon layers of minecart-based traps. Most [[GameMod mods]] are built with the aim of adding even more challenge to the game.

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** Fortunately, this being DF, there is almost nothing that a well-prepared fortress cannot fight off. With enough skill and planning, even TheLegionsOfHell can be held off indefinitely by your legendary dwarven warriors or layers upon layers of minecart-based traps. traps. Most [[GameMod mods]] are built with the aim of adding even more challenge to the game.
1st Jan '17 4:55:19 AM IndigoFenix
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** Forgotten Beasts, Titans, and [[spoiler:demons]] are procedurally generated {{Kaiju}} that can come in a multitude of shapes and materials and toting any one of a number of possible special weapons, including fire, webs, and various kinds of deadly poison vapor. While many of these turn out to be pushovers like giant snowmen that crumble in one hit, you might find also yourself faced with, say, a web-spitting T-Rex made out of solid iron. And if the RandomNumberGod happens to be particularly vengeful that day, it might throw a BlobMonster at you with no weak points to attack. A blob made of steel, or even worse, [[{{Unobtanum}} Adamantine]], leaves you with no options short of trapping it in a cave-in, which kills everything.

to:

** Forgotten Beasts, Titans, and [[spoiler:demons]] are procedurally generated {{Kaiju}} that can come in a multitude of shapes and materials and toting any one of a number of possible special weapons, including fire, webs, and various kinds of deadly poison vapor. While many of these turn out to be pushovers like giant snowmen that crumble in one hit, you might find also yourself faced with, say, a web-spitting T-Rex made out of solid iron. iron. And if the RandomNumberGod happens to be particularly vengeful that day, it might throw a BlobMonster at you with no weak points to attack. attack. A blob made of steel, or even worse, [[{{Unobtanum}} [[{{Unobtainium}} Adamantine]], leaves you with no options short of trapping it in a cave-in, which kills everything.



** Fortunately, this being DF, there is almost nothing that a well-prepared fortress cannot fight off. With enough skill and planning, even TheLegionsOfHell can be held off indefinitely by your legendary dwarven warriors or layers upon layers of minecart-based traps. Most [[GameMod mods]] are built with the aim of adding even more challenge to the game.

to:

** Fortunately, this being DF, there is almost nothing that a well-prepared fortress cannot fight off. With enough skill and planning, even TheLegionsOfHell can be held off indefinitely by your legendary dwarven warriors or layers upon layers of minecart-based traps. traps. Most [[GameMod mods]] are built with the aim of adding even more challenge to the game.
1st Jan '17 4:54:43 AM IndigoFenix
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** Forgotten Beasts, Titans, and [[spoiler:demons]] are procedurally generated {{Kaiju}} that can come in a multitude of shapes and materials and toting any one of a number of possible special weapons, including fire, webs, and various kinds of deadly poison vapor. While many of these turn out to be pushovers like giant snowmen that crumble in one hit, you might find also yourself faced with, say, a web-spitting T-Rex made out of solid iron. And if the RandomNumberGod happens to be particularly vengeful that day, it might throw a BlobMonster at you with no weak points to attack. A blob made of steel, or even worse, [[{{Unobtanum}} Adamantine]], leaves you with no options short of trapping it in a cave-in, which kills everything.



** Carps haven't been sources of !!FUN!! for a while but there are always Bronze Colossi, Orcs, and Forgotten Beasts.

to:

** Carps haven't been sources of !!FUN!! for a while but Fortunately, this being DF, there is almost nothing that a well-prepared fortress cannot fight off. With enough skill and planning, even TheLegionsOfHell can be held off indefinitely by your legendary dwarven warriors or layers upon layers of minecart-based traps. Most [[GameMod mods]] are always Bronze Colossi, Orcs, and Forgotten Beasts. built with the aim of adding even more challenge to the game.
29th Dec '16 2:46:54 PM TitaniumDragon
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** Bottomless pits in places they don't belong. Like your backyard. No wonder that house was so cheap...

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** Bottomless pits mixed in places they don't belong. Like your backyard. No wonder with pits which you can jump down to get power-ups (or, worse, that house was so cheap...you *have* to jump down to progress). Alternatively, bottomless pits that logically are only just a short distance above an area you were in moments before.
25th Dec '16 10:45:14 PM ranchsicle
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* The NES ''VideoGame/DirtyHarry'' video game randomly has a "trap room" that shows up when you enter a room; in place of a door, it has "HA HA!" written on a blank wall. The only way out is to reset the game. The developers admitted that it was a joke they were playing on the players.

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* The NES ''VideoGame/DirtyHarry'' video game randomly has a "trap room" that shows up when you enter a room; in place of a door, it has "HA HA!" HA HA" written on a blank wall. The only way out is to reset the game. The developers admitted that it was a joke they were playing on the players.
12th Dec '16 4:43:44 PM Unknownlight
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** While we're on the topic of this series, ''VideoGame/{{Sonic 3}}'' has the infamous Carnival Night Zone barrel: as soon as you approach it, a wall locks you in the room, and you must [[spoiler:press up and down repeatedly without jumping]] to move it out of the way. If you [[GuideDangIt can't figure it out]] due to [[DamnYouMuscleMemory being so used to having to]] [[spoiler:jump a bit]] to dispel obstacles like these, you have to wait for the timer to kill you... and then try again.

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** While we're on the topic of this series, ''VideoGame/{{Sonic 3}}'' ''VideoGame/SonicTheHedgehog3'' has the infamous Carnival Night Zone barrel: as soon as you approach it, a wall locks you in the room, and you must [[spoiler:press up and down repeatedly without jumping]] to move it out of the way. If you [[GuideDangIt can't figure it out]] due to [[DamnYouMuscleMemory being so used to having to]] [[spoiler:jump a bit]] to dispel obstacles like these, you have to wait for the timer to kill you... and then try again.
12th Dec '16 4:42:45 PM Unknownlight
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** ''VideoGame/{{Sonic 2}}'' has a rather infamous example. In Mystic Cave Act 2, there's a drawbridge operated by a pulley. Miss the pulley and you'll fall into a pit with nothing but spikes for company. There's no way out of the pit and you just have to wait for the inevitable. If you're Super Sonic, [[https://www.youtube.com/watch?v=fDabQqRykgo then you may have a long wait!]] Annoyingly even if you reach the pulley, you can still fall through the drawbridge if you let go too soon.

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** ''VideoGame/{{Sonic 2}}'' ''VideoGame/SonicTheHedgehog2'' has a rather infamous example. In Mystic Cave Act 2, there's a drawbridge operated by a pulley. Miss the pulley and you'll fall into a pit with nothing but spikes for company. There's no way out of the pit and you just have to wait for the inevitable. If you're Super Sonic, [[https://www.youtube.com/watch?v=fDabQqRykgo then you may have a long wait!]] Annoyingly even if you reach the pulley, you can still fall through the drawbridge if you let go too soon.
23rd Sep '16 7:43:13 AM case
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** Extremely narrow platforms, especially when combined with LedgeBats, laggy controls, low friction, and\or other Malevolent Architecture.



* Any variation of [[TurnsRed Pissy Boss Mode]] where the boss becomes invincible, or enemies who do the same, is a favorite FU.
* The ability of an enemy to OneHitKill you when the game itself doesn't make you a OneHitPointWonder is a well known FU.
* The AutoScrollingLevel can easily be made into part of an FU, especially when mixed with Instant Death Areas, vanishing or moving platforms, {{Inconveniently Placed Conveyor Belt}}s, and/or GoddamnedBats. (Forcing you to choose between two paths, one of which is a dead end, is more FakeDifficulty than a true FU.)
** Deliberate use of RatchetScrolling that limits you from going back, causing you to miss pickups and giving less room to avoid attacks. Worse yet is Ratchet, [[RiseToTheChallenge Auto,]] or [[FlipScreenScrolling Flip Screen]] scrolling on a climbing vertical level, which each have their own way of illogically killing you with bottomless pits. Particularly nasty games will have forks on the path, with one of the paths being a dead end [[TrialAndErrorGameplay which you simply cannot know in advance]].
* The [[SlippySlideyIceWorld Ice Level]] is another classic FU, where your character, and ''only'' your character, [[FrictionlessIce skids like crazy]], causing the SpikesOfDoom and GoddamnedBats to be much more difficult to avoid.
** Similarly, underwater areas that hamper your character's mobility but leave enemies and traps (including fire-based traps) unhindered. Better yet, an underwater ice world that ignores how cold such water would be in the interest of combining these [=FUs=].
* GoddamnedBats and DemonicSpiders are among the most common [=FUs=]
* LedgeBats that make {{knockback}} during jumps a true frustration.
* {{Wall Master}}s don't typically fall into this, since there will usually be some recognizable form of portal that shows where these things tend to leap out at you... except for that one place where there ''isn't''.
* InvisibleMonsters.
* {{Timed Mission}}s can easily be used to make an FU. Especially when combined with obstacles or enemies who you have to wait for to get out of your way and/or EliteMooks who can soak lots of damage and have to be fought.
* {{Escort Mission}}s, especially when the person you're escorting has ArtificialStupidity.

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* Enemy types:
** GoddamnedBats and DemonicSpiders are among the most common [=FUs=]
** LedgeBats that make {{knockback}} during jumps a true frustration.
** {{Wall Master}}s don't typically fall into this, since there will usually be some recognizable form of portal that shows where these things tend to leap out at you... except for that one place where there ''isn't''.
* Enemy behavior:
**
Any variation of [[TurnsRed Pissy Boss Mode]] where the boss becomes invincible, or enemies who do the same, is a favorite FU.
* ** The ability of an enemy to OneHitKill you when the game itself doesn't make you a OneHitPointWonder is a well known FU.
** InvisibleMonsters.
** Enemies that can [[DepthPerplexion move and shoot through walls]] when you can't do either.
** In some old {{Platform Game}}s, the player lacks a useful GoombaStomp or other kind of downward attack, but enemies can fall or be pushed into small nooks in the floor, and then trying to climb into the nook would obviously be suicide by CollisionDamage or unblockable melee attack.
** Enemies, especially in shmups, that teleport after firing. More sadistic shmups make them fire faster the longer you take to kill them, so even a marginally laid back shmup can have a twinge of bullet hell. While they usually only take one or two hits to kill, a lot of the time they will be shielded, or have a tendency to pop up behind a sturdier foe and vanish before you can hit them. This may also often appear in 2D action-platformers, to similar results.
** Enemies whose shifting movement patterns box the player into corners, requiring the player to predict which way they will move next.
** Computer "players" [[TheComputerIsACheatingBastard full-on breaking the rules.]]
* Enemy placement:
** Allowing enemies to [[RespawningEnemies respawn]] [[TeleFrag right on top of you]] for massive CollisionDamage. Where the respawn points are invisible but fixed, you can probably spot them if you have a keen eye, but in other cases you can only pray for the RandomNumberGod not to smite you.
** Enemies that spawn near the end of a level exit just to kill you right before you can finish the level.
** Enemies in strategy games that camp directly ''on'' the LevelGoal square, forcing you to kill them.
** Enemies that spawn from behind you (in particular, in Shoot 'em ups that only allow you to fire in a forward facing direction; note that, in that particular case, this only qualifies as an FU, rather than FakeDifficulty, if the appearance of enemies from behind is well telegraphed).
* Idiosyncratic scrolling:
**
The AutoScrollingLevel can easily be made into part of an FU, especially when mixed with Instant Death Areas, vanishing or moving platforms, {{Inconveniently Placed Conveyor Belt}}s, and/or GoddamnedBats. (Forcing you to choose between two paths, one of which is a dead end, is more FakeDifficulty than a true FU.)
** Deliberate use of RatchetScrolling that limits you from going back, causing you to miss pickups and giving less room to avoid attacks. Worse yet is attacks.
** Use of
Ratchet, [[RiseToTheChallenge Auto,]] or [[FlipScreenScrolling Flip Screen]] scrolling on a climbing vertical level, which each have their own way of illogically killing you with bottomless pits. Particularly nasty games will have forks on the path, with one of the paths being a dead end [[TrialAndErrorGameplay which you simply cannot know in advance]].
pits.
* VideogameSettings:
**
The [[SlippySlideyIceWorld Ice Level]] is another classic FU, where your character, and ''only'' your character, [[FrictionlessIce skids like crazy]], causing the SpikesOfDoom and GoddamnedBats to be much more difficult to avoid.
avoid. Even worse if the level is full of tiny, icy platforms.
** Similarly, [[UnderTheSea underwater areas areas]] that hamper your character's mobility but leave enemies and traps (including fire-based traps) unhindered. Better yet, an underwater ice world that ignores how cold such water would be in the interest of combining these [=FUs=].
* GoddamnedBats and DemonicSpiders are among the most common [=FUs=]
* LedgeBats that make {{knockback}} during jumps a true frustration.
* {{Wall Master}}s don't typically fall into this, since there will usually be some recognizable form of portal that shows where these things tend to leap out at you... except for that one place where there ''isn't''.
* InvisibleMonsters.
*
VideogameObjectives:
**
{{Timed Mission}}s can easily be used to make an FU. Especially when combined with obstacles or enemies who you have to wait for to get out of your way and/or EliteMooks who can soak lots of damage and have to be fought.
* ** {{Escort Mission}}s, especially when the person you're escorting has ArtificialStupidity.



* [[PoisonMushroom Power Ups that can kill you/harm you/cancel out good Power Ups if accidentally collected, in conjunction with looking like normal power ups or being in the same container as the normal power ups.]]

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* "Power-ups":
**
[[PoisonMushroom Power Ups that can kill you/harm you/cancel out good Power Ups if accidentally collected, in conjunction with looking like normal power ups or being in the same container as the normal power ups.]]]]
** Enemies that randomly drop {{Poison Mushroom}}s when you kill them.



*** Power ups that are useful, even in the given situation, but are placed so that getting them only serves to get the player hurt or killed (such as over SpikesOfDoom).
* Enemies that can [[DepthPerplexion move and shoot through walls]] when you can't do either.

to:

*** ** Power ups that are legitimately useful, even in the given situation, but are placed so in such a way that getting you ''must'' take damage or die to collect them only serves to get the player hurt or killed (such as over SpikesOfDoom).
* Enemies that can [[DepthPerplexion move and shoot through walls]] when you can't do either.
(for example, having them rest upon SpikesOfDoom).



* TrialAndErrorGameplay moments where death is essentially unavoidable on the first play.
** Note that this rapidly veers into FakeDifficulty, rather than a Fun Unit proper, if there [[CheckPointStarvation isn't a respawn point]] of some kind fairly close by.
* Allowing enemies to [[RespawningEnemies respawn]] [[TeleFrag right on top of you]] for massive CollisionDamage. Where the respawn points are invisible but fixed, you can probably spot them if you have a keen eye, but in other cases you can only pray for the RandomNumberGod not to smite you.



* In some old {{Platform Game}}s, the player lacks a useful GoombaStomp or other kind of downward attack, but enemies can fall or be pushed into small nooks in the floor, and then trying to climb into the nook would obviously be suicide by CollisionDamage or unblockable melee attack.
* One of the most apparent in platform games - [[{{Knockback}} flying backwards after getting hit]]. Sometimes this gets you away from danger, but other times, throws you into a BottomlessPit. (Very rarely, it can be exploited for beneficial effect, as in VideoGame/SuperMetroid, where you can use it to get an [[HeartContainer Energy Tank]] early, and skilled control input during the knockback animation produces a unique, almost entirely horizontal long-jump move.)
* InterchangeableAntimatterKeys which are outnumbered by locks, so you can get stuck if you waste keys on the wrong locks. Is almost always a case of FakeDifficulty if there is no way to rectify this without SaveScumming or starting the level over.
* Warps that throw you many levels backwards; in linear games, these can wipe out a lot of progress.

to:

* In some old {{Platform Game}}s, the player lacks a useful GoombaStomp or other kind Reversal of downward attack, but enemies can fall or be pushed into small nooks in the floor, and then trying to climb into the nook would obviously be suicide by CollisionDamage or unblockable melee attack.
* One of the most apparent in platform games - [[{{Knockback}} flying backwards after getting hit]]. Sometimes this gets you away from danger, but other times, throws you into a BottomlessPit. (Very rarely, it can be exploited for beneficial effect, as in VideoGame/SuperMetroid, where you can use it to get an [[HeartContainer Energy Tank]] early, and skilled control input during the knockback animation produces a unique, almost entirely horizontal long-jump move.)
* InterchangeableAntimatterKeys which are outnumbered by locks, so you can get stuck if you waste keys on the wrong locks. Is almost always a case of FakeDifficulty if there is no way to rectify this without SaveScumming or starting the level over.
*
progress:
**
Warps that throw you many levels backwards; in linear games, these can wipe out a lot of progress.



* Enemies that spawn near the end of a level exit just to kill you right before you can finish the level.
* Enemies in strategy games that camp directly ''on'' the LevelGoal square, forcing you to kill them.
* Enemies that spawn from behind you (in particular, in Shoot 'em ups that only allow you to fire in a forward facing direction; note that, in that particular case, this only qualifies as an FU, rather than FakeDifficulty, if the appearance of enemies from behind is well telegraphed).



* Enemies, especially in shmups, that teleport after firing. More sadistic shmups make them fire faster the longer you take to kill them, so even a marginally laid back shmup can have a twinge of bullet hell. While they usually only take one or two hits to kill, a lot of the time they will be shielded, or have a tendency to pop up behind a sturdier foe and vanish before you can hit them. This may also often appear in 2D action-platformers, to similar results.



* [[VentPhysics Wind physics]]. Unless the game is about flying a glider, wind is ''always'' going to screw with you. If it IS about flying a glider, wind is only against you 70% of the time. If it's an ArtilleryGame, wind will only ever benefit the CPU, because only the [[ComputersAreFast CPU has time to calculate the precise trajectory of every shot]] while the player has to make a more or less educated guess, especially if the wind changes between shots.

to:

* [[VentPhysics Wind physics]]. physics]]:
**
Unless the game is about flying a glider, wind is ''always'' going to screw with you. If it IS about flying a glider, wind is only against you 70% of the time. If it's an ArtilleryGame, wind will only ever benefit the CPU, because only the [[ComputersAreFast CPU has time to calculate the precise trajectory of every shot]] while the player has to make a more or less educated guess, especially if the wind changes between shots.



* A series of extremely narrow platforms to jump across, which can be further aggravated by knockback from enemies. Alternately, there is a bit of [[SlippySlideyIceWorld inertia]] to the character's movement (either for [[SlippySlideyIceWorld this one world]] or as part of the game's overall kinetic design) which, combined with need for pixel-perfect accuracy and possible low refresh rate (or just plain lag) of the controls, can easily veer straight into FakeDifficulty.
* BribingYourWayToVictory is one that pops up in most multiplayer (and some singleplayer) games. If it's in game money, it's exempt from this since all you usually need to do is grind the money, but if it uses real money...especially so if the game is heavily based in competitive play, high score contests included.
* Any trap deliberately made to induce a CycleOfHurting (accidental cases are simply [[GameBreakingBug Game Breaking Bugs]]).



* Enemies whose shifting movement patterns box the player into corners, requiring the player to predict which way they will move next.
* Having enemies randomly drop a PoisonMushroom when you kill them, in games where you often can't avoid collecting whatever item they might drop.
* {{Game Breaking Bug}}s that suddenly make it impossible to continue playing on newer system configurations, either because the developers failed to properly adjust for faster [=CPUs=] or larger screens, or due to abusing a hardware feature not ordinarily used in games for the sake of novelty or UsefulNotes/CopyProtection.
* The computer [[TheComputerIsACheatingBastard full-on breaking the rules.]]

to:

* Enemies whose shifting movement patterns box UsefulNotes/CopyProtection that hides whether you were successful or not, only to pour on the player punishment at a later point of play.
* BribingYourWayToVictory is one that pops up in most multiplayer (and some singleplayer) games. If it's in game money, it's exempt from this since all you usually need to do is grind the money, but if it uses real money...especially so if the game is heavily based in competitive play, high score contests included.
* Veering
into corners, requiring the player to predict FakeDifficulty:
** InterchangeableAntimatterKeys
which are outnumbered by locks, so you can get stuck if you waste keys on the wrong locks. Is almost always a case of FakeDifficulty if there is no way they will move next.
* Having enemies randomly drop a PoisonMushroom when you kill them, in games
to rectify this without SaveScumming or starting the level over.
** TrialAndErrorGameplay moments
where you often can't avoid collecting whatever item they might drop.
* {{Game Breaking Bug}}s
death is essentially unavoidable on the first play. Note that suddenly make it impossible to continue playing on newer system configurations, either because the developers failed to properly adjust for faster [=CPUs=] or larger screens, or due to abusing this rapidly veers into FakeDifficulty, rather than a hardware feature not ordinarily used in games for the sake Fun Unit proper, if there [[CheckPointStarvation isn't a respawn point]] of novelty or UsefulNotes/CopyProtection.
* The computer [[TheComputerIsACheatingBastard full-on breaking the rules.]]
some kind fairly close by.
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