History Main / FakeLongevity

25th Mar '17 12:48:36 PM Gosicrystal
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** ''VideoGame/DragonQuestIX'' has the grotto system, a way to create a pseudo-infinite amount of RandomlyGeneratedLevels. Except that the dungeons themselves are remarkably boring and empty, finding them is a matter of remembering certain geographical features, the high-end items have a single-digit chance of appearing (a calculation showed that even stealing items has a 1 in 8 chance of working, ''if'' the relevant stats are maxed out), the skill to detect treasure chests ''doesn't work on grotto chests'', getting the best maps requires to get your main character to level 99 no less than 11 times... What's that? There's a plethora of new quests to download that go further into the world's backstory? [[LostForever Except the servers are now shut down, good luck with that]].

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** ''VideoGame/DragonQuestIX'' has the grotto system, a way to create a pseudo-infinite amount of RandomlyGeneratedLevels. Except that the dungeons themselves are remarkably boring and empty, finding them is a matter of remembering certain geographical features, the high-end items have a single-digit chance of appearing (a calculation showed that even stealing items has a 1 in 8 chance of working, ''if'' the relevant stats are maxed out), the skill to detect treasure chests ''doesn't work on grotto chests'', getting the best maps requires to get your main character to level 99 no less than 11 times... What's that? There's a plethora of new quests to download that go further into the world's backstory? [[LostForever [[TemporaryOnlineContent Except the servers are now shut down, good luck with that]].
20th Mar '17 7:43:04 AM Steven
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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' downplays the tradition of "go to dungeon, beat boss, get HeartContainer'' by having only four dungeons that gives said Heart Containers. To find the rest, you have to seek out shrines and solve the puzzles within to get a Spirit Orb and collect four of those to exchange them for a Heart Container or Stamina Wheel. Since most enemies can hit like trucks, cautious players will do their best to get more Heart Containers, but that requires the player to stop doing side quests and the main story in order to find a shrine. While the shrines themselves don't take very long to complete (unless you get stumped on a puzzle), the act of finding a shrine or getting access to one can take quite a while and it adds up when you have to do it multiple times. ''Breath of the Wild'' also has an armor system where you can upgrade your gear if you have the right materials. Most materials are either found in the wild (plants, bugs, etc) or are from monsters directly. Some of said monsters may only appear in specific areas and/or specific times of the day, thus you'll have to do a lot of traveling or waiting around. Due to RNG, a specific material you need may not even drop.
20th Feb '17 1:36:57 PM bt8257
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* {{Missing Secret}}s, intentional or otherwise, when the game puts a large focus on OneHundredPercentCompletion, so you don't know what's really left to collect.

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* {{Missing Secret}}s, intentional or otherwise, when the game puts a large focus on OneHundredPercentCompletion, HundredPercentCompletion, so you don't know what's really left to collect.
16th Feb '17 4:59:42 AM Chabal2
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* Many of the ''Franchise/DragonQuest'' games have loads and loads of grinding (1 has been mathematically shown to be unwinnable under any remotely normal conditions[[note]]"the enemy misses every attack, always uses an attack that can miss and you always hit for max damage" makes it possible much lower, but that's only even remotely viable for a ToolAssistedSpeedRun[[/note]] until level 17, as the final boss does more damage than you can heal until then). All of them feature hordes of boring random battles that are usually very easy to beat, but take a long time to actually fight (and 8 adds slow and unskippable animations into the mix), endless BigLippedAlligatorMoment style fetch quests, which involve randomly running around trying to find the person you need to talk to (often several), and then figuring out the bizarre and illogical places you need to use Quest items. Thankfully averted in ''VideoGame/DragonQuestMonsters'', removing all the insane quests, speeding up the battle system, and making the random battles mean something. Joker still has long animations though. Finding all six of the orbs in ''VideoGame/DragonQuestIII'' without a walkthrough is near-impossible, as they're scattered all over the world map, and the only hints you have are random tidbits of information from various townsfolk and a flute that you can play to see if an orb is in the area. This can lead to a lot of wandering.

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* ''Franchise/DragonQuest'':
**
Many of the ''Franchise/DragonQuest'' the games have loads and loads of grinding (1 has been mathematically shown to be unwinnable under any remotely normal conditions[[note]]"the enemy misses every attack, always uses an attack that can miss and you always hit for max damage" makes it possible much lower, but that's only even remotely viable for a ToolAssistedSpeedRun[[/note]] until level 17, as the final boss does more damage than you can heal until then). All of them feature hordes of boring random battles that are usually very easy to beat, but take a long time to actually fight (and 8 adds slow and unskippable animations into the mix), endless BigLippedAlligatorMoment style fetch quests, which involve randomly running around trying to find the person you need to talk to (often several), and then figuring out the bizarre and illogical places you need to use Quest items. items.
**
Thankfully averted in ''VideoGame/DragonQuestMonsters'', removing all the insane quests, speeding up the battle system, and making the random battles mean something. Joker still has long animations though.
**
Finding all six of the orbs in ''VideoGame/DragonQuestIII'' without a walkthrough is near-impossible, as they're scattered all over the world map, and the only hints you have are random tidbits of information from various townsfolk and a flute that you can play to see if an orb is in the area. This can lead to a lot of wandering.wandering.
** ''VideoGame/DragonQuestIX'' has the grotto system, a way to create a pseudo-infinite amount of RandomlyGeneratedLevels. Except that the dungeons themselves are remarkably boring and empty, finding them is a matter of remembering certain geographical features, the high-end items have a single-digit chance of appearing (a calculation showed that even stealing items has a 1 in 8 chance of working, ''if'' the relevant stats are maxed out), the skill to detect treasure chests ''doesn't work on grotto chests'', getting the best maps requires to get your main character to level 99 no less than 11 times... What's that? There's a plethora of new quests to download that go further into the world's backstory? [[LostForever Except the servers are now shut down, good luck with that]].



** During a battle, characters lose their turns if their target gets defeated before they can attack. It's played for 'strategy' but in reality, random battles take longer than they have any right to if you just want to mash the attack button (no 'auto' option).

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** During a battle, characters lose their turns if their target gets defeated before they can attack. It's played for 'strategy' but in reality, random battles take longer than they have any right to if you just want to mash the attack button (no 'auto' option). Thankfully, the sequels switch to the attack moving to another target.
10th Feb '17 8:03:02 AM BSonirachi
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* ''VideoGame/SonicTheHedgehog2006'' contains [[LoadsAndLoadsOfLoading thirty-second loading screens before and after cutscenes or new areas]], the first of which may take less than four seconds; backtracking through almost every level with every team; spacious hub areas; FakeDifficulty puzzles (billiards, anyone?) and generally schizophrenic controls which add much onto the twenty hours of gameplay.

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* A good number of ''Franchise/SonicTheHedgehog'' games are guilty of this trope:
** In order to unlock the Last Story in ''VideoGame/SonicHeroes'', you must complete each Team's individual story, which is standard enough and has been Sonic Team's standby since ''VideoGame/SonicAdventure''. The problem is that each different story consists of four almost-identical playthroughs of the same 14 levels and 7 bosses, with the main differences being different arrangements of enemies and "longer" stages that often amount to extended repetitions. (''e.g.'' in the Egg Fleet stage, Team Rose must merely reach Eggman's first battle ship, while Team Sonic must reach and destroy ''two'' battleships, Team Dark ''three'' and although Team Chaotix don't have to destroy any battleships, they have to contend with their second and final StealthBasedMission).
** Playing the Last Story in ''VideoGame/ShadowTheHedgehog'' requires you to see all 10 endings of the main story. This means you have to play through the levels of each possible path again and again, having to play the final levels at least twice and choosing the opposite mission to face the other final boss of that level, and having to play Westopolis ''10 times''.
**
''VideoGame/SonicTheHedgehog2006'' contains [[LoadsAndLoadsOfLoading thirty-second loading screens before and after cutscenes or new areas]], the first of which may take less than four seconds; backtracking through almost every level with every team; spacious hub areas; FakeDifficulty puzzles (billiards, anyone?) and generally schizophrenic controls which add much onto the twenty hours of gameplay.



** All the games in the ''VideoGame/SonicAdvanceTrilogy'' have something like this. The first ''Sonic Advance'' requires you to beat the game with all four characters and get all the Chaos Emeralds to unlock the true final boss and get the true ending. In ''Sonic Advance 2'', you not only have to beat the game with four characters like last time, you must also get all the Chaos Emeralds for Sonic only, and you must get 7 Special Rings in one life in each zone to be able to get each Chaos Emerald, and you have to do this with every other character if you want to unlock extra content such as Amy. In ''Sonic Advance 3''. you have to scour each zone for Chao, get a Special Key and complete an act of each zone while carrying it, and then attempt increasingly-difficult Special Stages to get the true ending (though unlike ''Advance 2'' the Chao are permanent collectables and don't require you to use every character to collect them).
** ''[[VideoGame/SonicRushSeries Sonic Rush Adventure]]'' has you do plenty of sailing and replaying levels to be able to accumulate enough materials for upgrading your vehicles, getting the Chaos Emeralds from the Johnny races and for getting where you need to go.



* ''VideoGame/CrashTeamRacing'' and it's SpiritualSuccessor ''VideoGame/CrashNitroKart'' took this trope and ran with it. Every track has three modes: Normal Race; CTR/NK Tokens, which require you to collect three tokens on the track while racing other opponents; and Relic Races, which place you alone on the track with a timer counting up and boxes that stop the timer for a certain amount of seconds. However, you only need to win the normal races and race all four bosses to race the final boss... But if you beat him, he then tells you that it didn't count and you now have to go and collect ALL of the Time Relics so you can race him again and actually beat the game. And considering the Time Relic Races can be downright NintendoHard at times, it'll be a while before you manage to beat the game.

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* ''VideoGame/CrashTeamRacing'' and it's its SpiritualSuccessor ''VideoGame/CrashNitroKart'' took this trope and ran with it. Every track has three modes: Normal Race; CTR/NK Tokens, which require you to collect three tokens on the track while racing other opponents; and Relic Races, which place you alone on the track with a timer counting up and boxes that stop the timer for a certain amount of seconds. However, you only need to win the normal races and race all four bosses to race the final boss... But if you beat him, he then tells you that it didn't count and you now have to go and collect ALL of the Time Relics so you can race him again and actually beat the game. And considering the Time Relic Races can be downright NintendoHard at times, it'll be a while before you manage to beat the game.



** You're required by the boss of chapter 2 to grind for a form of currency only she'll accept. You can find an easy way and open her safe which gives you all the money you need (which is, in fact, the correct way), or you can grind away on a wheel or jump for a while to push a block. While not going the aforementioned easy way makes the game {{Unwinnable}} because it gives you a Pixl you need, there's nothing stopping you from MoneyGrinding like this. And even if you do things the easy way, you still have to grind for a while to pay off [=NPCs=] in order to get the passwords to open the safe.

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** You're required by the boss of chapter Chapter 2 to grind for a form of currency only she'll accept. You can find an easy way and open her safe which gives you all the money you need (which is, in fact, the correct way), or you can grind away on a wheel or jump for a while to push a block. While not going the aforementioned easy way makes the game {{Unwinnable}} because it gives you a Pixl you need, there's nothing stopping you from MoneyGrinding like this. And even if you do things the easy way, you still have to grind for a while to pay off [=NPCs=] in order to get the passwords to open the safe.
10th Feb '17 7:33:31 AM BSonirachi
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** Also in ''Brawl'', the challenges for beating certain modes with every single character in the game. To 100% the whole thing, you need to beat Classic Mode, All Star Mode, Boss Battles, Home Run Contest, all five Target Test levels and 100 Man Brawl with all 35 characters. The Target Test levels in particular are worth mentioning since previous games had one level for each character, but this one has all characters doing all of the exact same 5 levels.
** In ''Super Smash Bros. for 3DS'', you have to beat several modes with every single character to beat all the challenges like above. This means beating Classic Mode, All-Star Mode, 10-Man Smash, 100-Man Smash, participating in Target Blast, and placing first in Smash Run with all '''''[[LoadsAndLoadsOfCharacters 48]]''''' characters. Fortunately, the Mii Fighters don't count, but that's still a tall order.
** The ''[=WiiU=]'' Challenges are more difficult and still include a few "all characters" objectives (including clone characters), such as clearing Classic on 7.0, and All-Star (no continues) on Hard.
** In both the [=WiiU=] and 3DS versions of the game, unlocking all of the custom moves and gear takes ''forever'', since it's comprised mainly of RandomlyDrops, and things you've already collected will keep popping up.

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** Also in ''Brawl'', the challenges for beating certain modes with every single character in the game. To 100% the whole thing, you need to beat Classic Mode, All Star All-Star Mode, Boss Battles, Home Run Contest, all five Target Test Smash levels and 100 Man 100-Man Brawl with all 35 characters. The Target Test Smash levels in particular are worth mentioning since previous games had one level for each character, but this one has all characters doing all of the exact same 5 levels.
** In ''Super Smash Bros. for 3DS'', you have to beat several modes with every single character to beat all the challenges like above. This means beating Classic Mode, All-Star Mode, 10-Man Smash, 100-Man Smash, participating in Target Blast, and placing first in Smash Run with all '''''[[LoadsAndLoadsOfCharacters 48]]''''' characters. Fortunately, the Mii Fighters and DLC characters don't count, but that's still a tall order.
** The ''[=WiiU=]'' ''Wii U'' Challenges are more difficult and still include a few "all characters" objectives (including clone characters), such as clearing Classic on 7.0, and All-Star (no continues) on Hard.
** In both the [=WiiU=] Wii U and 3DS versions of the game, unlocking all of the custom moves and gear takes ''forever'', since it's comprised mainly of RandomlyDrops, and things you've already collected will keep popping up.



* ''VideoGame/SonicTheHedgehog2006'' contains [[LoadsAndLoadsOfLoading thirty-second loading screens before and after cutscenes or new areas]], the first of which may take less than four seconds; backtracking through almost every level with every team; FakeDifficulty puzzles (billiards, anyone?) and generally schizophrenic controls which add much onto the twenty hours of gameplay.
** ''VideoGame/SonicUnleashed'' does away with the load screens (to an acceptable degree), and has fair gameplay, but takes the completely optional collectable medals in 06 and makes them mandatory to unlock new levels. Collection 120 sun medals to play the final day stage will require either excessive replays, slow sleuthing level runs, or doing a ton of sidequests. Oh, and you'll also need over 100 moon medals as well. And Werehog levels may take 20 minutes to beat, each. And don't even mention Eggmanland. In the 360 and [=PS3=] versions, most of the medals were usually on alternate pathways or required some tricky movements in either type of level. However, given how backtracking is usually impossible, missing an opportunity to get a medal usually means having to replay a level. Meanwhile, in the Wii version you would get two medals for collecting (almost) all the rings/experience points (nothing too hard for most levels)... and the third medal for completing the level ''again'', this time as fast as you could. It's normally possible to take your time to get the medals in the night time levels, but in the daytime levels...
** ''VideoGame/SonicColors'' has mercifully pared back much of the fake longevity. Yes it can take excessive replays to get the red rings and the S ranks to unlock the Game Land levels and, subsequently, Super Sonic, but they are completely optional. In fact, you can't use Super Sonic in boss battles. Unlike Unleashed (and [[VideoGame/SonicGenerations Generations]]), Colors didn't allow the player to acquire most of the collectibles on their first run through a stage since Wisps needed to access most of them were unlocked as they progress through the game, forcing players to return to previously beaten stages. This did sometimes allow for different paths to be taken, however.

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* ''VideoGame/SonicTheHedgehog2006'' contains [[LoadsAndLoadsOfLoading thirty-second loading screens before and after cutscenes or new areas]], the first of which may take less than four seconds; backtracking through almost every level with every team; spacious hub areas; FakeDifficulty puzzles (billiards, anyone?) and generally schizophrenic controls which add much onto the twenty hours of gameplay.
** ''VideoGame/SonicUnleashed'' does away with the load screens (to an acceptable degree), and has fair gameplay, but takes the completely optional collectable medals in 06 ''06'' and makes them mandatory to unlock new levels. Collection Collecting 120 sun medals Sun Medals to play the final day stage will require either excessive replays, slow sleuthing level runs, or doing a ton of sidequests. Oh, and you'll also need over 100 moon medals Moon Medals as well. And Werehog levels may take 20 minutes to beat, each. And don't even mention Eggmanland. In the 360 and [=PS3=] versions, most of the medals were usually on alternate pathways or required some tricky movements in either type of level. However, given how backtracking is usually impossible, missing an opportunity to get a medal usually means having to replay a level. Meanwhile, in the Wii version you would get two medals for collecting (almost) all the rings/experience points (nothing too hard for most levels)... and the third medal for completing the level ''again'', this time as fast as you could. It's normally possible to take your time to get the medals in the night time levels, but in the daytime levels...
** ''VideoGame/SonicColors'' has mercifully pared back much of the fake longevity. Yes it can take excessive replays to get the red rings Red Rings and the S ranks to unlock the Game Land levels and, subsequently, Super Sonic, but they are completely optional. In fact, you can't use Super Sonic in boss battles. Unlike Unleashed (and [[VideoGame/SonicGenerations Generations]]), Colors didn't allow the player to acquire most of the collectibles on their first run through a stage since Wisps needed to access most of them were unlocked as they progress through the game, forcing players to return to previously beaten stages. This did sometimes allow for different paths to be taken, however.



** ''VideoGame/SuperMario64 DS'' has you catching rabbits so you can get keys to unlock minigames. Slight as they are not vital to the plot, but there are a ton of them and there's no way to tell which you've caught. So you could spend 15 minutes going after a rabbit just to find you've already caught it. Also, after a certain point, you'll stumble onto shiny rabbits. Catch it... and he'll say there are around 5 to 7 more. They're hard to find (your best bet is the Castle Grounds with Yoshi) and you need to catch them all to get a key, which unlocks the silent, white door in the character select room to get a Star.

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** ''VideoGame/SuperMario64 DS'' has you catching rabbits so you can get keys to unlock minigames. Slight as they are not vital to the plot, but there are a ton of them and there's no way to tell which you've caught. So you could spend 15 minutes going after a rabbit just to find you've already caught it. Also, after a certain point, you'll stumble onto shiny rabbits. Catch it... one...and he'll say there are around 5 to 7 more. They're hard to find (your best bet is the Castle Grounds with Yoshi) and you need to catch them all to get a key, which unlocks the silent, white door in the character select room to get a Star.



** ''VideoGame/NewSuperMarioBros2'' has two examples, both for otherwise 'optional' rewards. For one thing, to get all the stars on the file select screen, you had to max out the lives counter to the point you got three crowns, otherwise entirely optional in past games and painfully tedious unless you used those infinite lives tricks. Then to get the final rewards? You need a million coins. Then about TEN million coins. That's a good few days of non stop coin rush with the best possible set of levels (30 000 coin maximum per run) if you're lucky, weeks or months if you aren't. All for different title screens.

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** ''VideoGame/NewSuperMarioBros2'' has two examples, both for otherwise 'optional' rewards. For one thing, to get all the stars on the file select screen, you had to max out the lives counter to the point you got three crowns, otherwise entirely optional in past games and painfully tedious unless you used those infinite lives tricks. Then to get the final rewards? You need a million coins. Then about TEN million coins. That's a good few days of non stop coin rush non-stop Coin Rush with the best possible set of levels (30 000 coin (30,000-coin maximum per run) if you're lucky, weeks or months if you aren't. All for different title screens.



* The London Life bonus game in ProfessorLaytonAndTheLastSpecter boasts over 100 hours of gameplay. However, most of those hours will be spent grinding cash for the ridiculously priced Golden Gloves. They cost 99,999,999 wealth.
* Some of the hardest levels in ''VideoGame/ChipsChallenge'' are also among the most prolongued, mostly due to the nearly unlimited amount of block pushing.

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* The London Life bonus game in ProfessorLaytonAndTheLastSpecter ''ProfessorLaytonAndTheLastSpecter'' boasts over 100 hours of gameplay. However, most of those hours will be spent grinding cash for the ridiculously priced Golden Gloves. They cost 99,999,999 wealth.
* Some of the hardest levels in ''VideoGame/ChipsChallenge'' are also among the most prolongued, prolonged, mostly due to the nearly unlimited amount of block pushing.



* ''VideoGame/MarioKart 7'' pads out the requirements to unlock kart parts to the extreme. Every part requires you collecting coins to unlock them. Some parts only need a few hundred coins while other parts can only be unlocked every few ''thousand'' coins. One of the final parts will force you to get 10,000 coins or more. Have fun playing the same tracks over and over again since you can only hold 10 coins max per race. The only consolation is that a few select parts can be unlocked (or at least be unlocked a bit faster) by winning races online and successfully connecting to another player with the Street Pass feature. If you lack Wi-Fi and/or don't live in a dense city where you can run into someone who also has their Street Pass turned on, then you will have to resort to coin collecting.

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* ''VideoGame/MarioKart 7'' pads and ''VideoGame/MarioKart8'' pad out the requirements to unlock kart parts to the extreme. Every part requires you collecting coins to unlock them. Some parts only need a few hundred coins while other parts can only be unlocked every few ''thousand'' coins. One of the final parts will force you to get 10,000 coins or more. Have fun playing the same tracks over and over again since you can only hold 10 coins max per race. The only consolation is that a few select parts can be unlocked (or at least be unlocked a bit faster) by winning races online and successfully connecting to another player with the Street Pass feature. [=StreetPass=] feature in ''7'', and by playing local multiplayer with three other players as their coins will be added to your total in ''8''. If you lack Wi-Fi and/or don't live in a dense city where you can run into someone who also has their Street Pass [=StreetPass=] turned on, or you don't have friends to play with, then you will have to resort to coin collecting.



* ''VideoGame/CrashTeamRacing'' and it's SpiritualSuccessor ''VideoGame/CrashNitroKart'' took this trope and ran with it. Every track has three modes: Normal Race; CTR/NK Tokens, which require you to collect three tokens on the track while racing other opponents; and Relic Races, which place you alone on the track with a timer counting up and boxes that stop the timer for a certain amount of seconds. However, you only need to win the normal races and race all four bosses to race the final boss... But if you beat him, he then tells you that it didn't count and you now have to go and collect ALL of the Time Relics so you can race him again and actually beat the game. And considering the Time Relic Races can be downright NintendoHard at times, it'll be a while before you manage to beat the game.
** And that's only half of the story! [[DoubleUnlock In order to unlock the final racetrack for Relic Races]] (The Turbo Track in CTR and Hyper Spaceway for CNK) you need to collect all five Gems. How is it that you get the gems, you may ask? Remember those token races? You have to go through what's otherwise a typical race while also collecting obtusely placed letters on the track and then finish in first place. This is oftentimes JUST AS NintendoHard as the Relic Races, as you almost always have to go out of your way to get some letters and then claw your way back up to first in time to finish the race and that's only with FOUR sets of tokens. The fifth, purple set requires you to do a teeth gnashingly frustrating Crystal Challenge where you have to collect 25 crystals sprawled out across one of the four battle tracks and protected by literal mazes of nitro crates and the like. Finally, after collecting ALL of a set of tokens, you unlock it's respective Gem Cup, a series of four races against [[TheComputerIsACheatingBastard plainly unfair computer opponents.]] Once you've done all of THAT, you can FINALLY unlock that final track, get that final relic, race the final boss again and win the game for real-real. YEEESH!!! Thankfully for those playing ''Nitro Kart'' (Unless it's the GBA version) [[GoodBadBugs A glitch in the unlock system means]] [[DungeonBypass the game only checks if you have the BLUE gem before granting access to the Hyper Spaceway.]] You'll miss out on the bonus characters unlocked through the gem cups, but when you just want to wrap things up(Especially if you've already beaten the game once with one team and are on your second playthrough with the opposite team to unlock True Velo), that glitch can save you HOURS of replaying races to get those stupid tokens. Those playing CTR have access to cheat codes on the title screen to immediately unlock all of the game's content.



** Of course, 60 is relatively easy if you've been catching things the entire game. You'd have to be trying, or doing a [[SelfImposedChallenge challenge run]], to not have 60 or close to that by the end.

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** *** Of course, 60 is relatively easy if you've been catching things the entire game. You'd have to be trying, or doing a [[SelfImposedChallenge challenge run]], to not have 60 or close to that by the end.



** One section of the game has you go partway through a hundred different opponents, only to have to go through a featureless blank hallway for about three minutes straight immediately following that.

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** One section Chapter 6 of the game has you go partway through a hundred different opponents, only to have to go through a featureless blank hallway for about three minutes straight immediately following that.



* The first ''Battle Network'', likewise, requires you to constantly run back and forth in similar locations, particularly the Waterworks.

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* ** The first ''Battle Network'', likewise, requires you to constantly run back and forth in similar locations, particularly the Waterworks.



* ''{{Crackdown}}'' also fits into this with 800 orbs and mini challenges like races to tour the 3 districts.

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* ''{{Crackdown}}'' ''VideoGame/{{Crackdown}}'' also fits into this with 800 orbs and mini challenges like races to tour the 3 districts.



* MafiaTheCityOfLostHeaven has very few actual driving mission, but before almost every mission you have to drive from your don's bar to the target, at a city with many few points of interest, in a slow vehicle, that have hard time turning, and with a speed limit that force you to drive even slower (40 mps for the first half of the game 60 in the second) if you don't want to trigger the police. the police is very stupid, but because your vehicle is not really made for chase and the condition to losing the police is almost impossible, most times it's just better to restart the drive if you got the police attention.

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* MafiaTheCityOfLostHeaven ''VideoGame/MafiaTheCityOfLostHeaven'' has very few actual driving mission, but before almost every mission you have to drive from your don's bar to the target, at a city with many few points of interest, in a slow vehicle, that have hard time turning, and with a speed limit that force you to drive even slower (40 mps for the first half of the game 60 in the second) if you don't want to trigger the police. the police is very stupid, but because your vehicle is not really made for chase and the condition to losing the police is almost impossible, most times it's just better to restart the drive if you got the police attention.



* ''[[FiftyKRacewalker 50K Racewalker]]'' takes this UpToEleven. Due to the slow pace of the player character, it can take at least twenty hours to finish one game.
* ''VideoGame/CrashTeamRacing'' and it's SpiritualSuccessor ''VideoGame/CrashNitroKart'' took this trope and ran with it. Every track has three modes: Normal Race; CTR/NK Tokens, which require you to collect three tokens on the track while racing other opponents; and Time Relics, which place you alone on the track with a timer counting up and boxes that stop the timer for a certain amount of seconds. However, you only need to win the normal races and race all four bosses to race the final boss... But if you beat him, he then tells you that it didn't count and you now have to go and collect ALL of the Time Relics so you can race him again and actually beat the game. And considering the Time Relic Races can be downright NintendoHard at times, it'll be a while before you manage to beat the game.
** And that's only half of the story! [[DoubleUnlock In order to unlock the final racetrack for Time Trials]](The Turbo Track in CTR and Hyper Spaceway for CNK) you need to collect all five Gems. How is it that you get the gems, you may ask? Remember those token races? You have to go through what's otherwise a typical race while also collecting obtusely placed letters on the track and then finish in first place. This is oftentimes JUST AS NintendoHard as the time trials, as you almost always have to go out of your way to get some letters and then claw your way back up to first in time to finish the race and that's only with FOUR sets of tokens. The fifth, purple set requires you to do a teeth gnashingly frustrating Crystal Challenge where you have to collect 25 crystals sprawled out across one of the four battle tracks and protected by literal mazes of nitro crates and the like. Finally, after collecting ALL of a set of tokens, you unlock it's respective Gem Cup, a series of four races against [[TheComputerIsACheatingBastard plainly unfair computer opponents.]] Once you've done all of THAT, you can FINALLY unlock that final track, get that final relic, race the final boss again and win the game for real-real. YEEESH!!! Thankfully for those playing Nitro Kart(Unless it's the GBA version)[[GoodBadBugs A glitch in the unlock system means]] [[DungeonBypass the game only checks if you have the BLUE gem before granting access to the Hyper Spaceway.]] You'll miss out on the bonus characters unlocked through the gem cups, but when you just want to wrap things up(Especially if you've already beaten the game once with one team and are on your second playthrough with the opposite team to unlock True Velo), that glitch can save you HOURS of replaying races to get those stupid tokens.

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* ''[[FiftyKRacewalker ''[[VideoGame/FiftyKRacewalker 50K Racewalker]]'' takes this UpToEleven. Due to the slow pace of the player character, it can take at least twenty hours to finish one game. \n* ''VideoGame/CrashTeamRacing'' and it's SpiritualSuccessor ''VideoGame/CrashNitroKart'' took this trope and ran with it. Every track has three modes: Normal Race; CTR/NK Tokens, which require you to collect three tokens on the track while racing other opponents; and Time Relics, which place you alone on the track with a timer counting up and boxes that stop the timer for a certain amount of seconds. However, you only need to win the normal races and race all four bosses to race the final boss... But if you beat him, he then tells you that it didn't count and you now have to go and collect ALL of the Time Relics so you can race him again and actually beat the game. And considering the Time Relic Races can be downright NintendoHard at times, it'll be a while before you manage to beat the game.\n** And that's only half of the story! [[DoubleUnlock In order to unlock the final racetrack for Time Trials]](The Turbo Track in CTR and Hyper Spaceway for CNK) you need to collect all five Gems. How is it that you get the gems, you may ask? Remember those token races? You have to go through what's otherwise a typical race while also collecting obtusely placed letters on the track and then finish in first place. This is oftentimes JUST AS NintendoHard as the time trials, as you almost always have to go out of your way to get some letters and then claw your way back up to first in time to finish the race and that's only with FOUR sets of tokens. The fifth, purple set requires you to do a teeth gnashingly frustrating Crystal Challenge where you have to collect 25 crystals sprawled out across one of the four battle tracks and protected by literal mazes of nitro crates and the like. Finally, after collecting ALL of a set of tokens, you unlock it's respective Gem Cup, a series of four races against [[TheComputerIsACheatingBastard plainly unfair computer opponents.]] Once you've done all of THAT, you can FINALLY unlock that final track, get that final relic, race the final boss again and win the game for real-real. YEEESH!!! Thankfully for those playing Nitro Kart(Unless it's the GBA version)[[GoodBadBugs A glitch in the unlock system means]] [[DungeonBypass the game only checks if you have the BLUE gem before granting access to the Hyper Spaceway.]] You'll miss out on the bonus characters unlocked through the gem cups, but when you just want to wrap things up(Especially if you've already beaten the game once with one team and are on your second playthrough with the opposite team to unlock True Velo), that glitch can save you HOURS of replaying races to get those stupid tokens.



* Similar to the above example, ''VideoGame/SuperPaperMario'' also subverts this with an area where it appears you will have to fight 100 Sammer Guys in a row to get the Pure Heart. [[spoiler:Then Count Bleck interrupts after the 20th Sammer Guy to declare the world's end, and then Mimi shows up around the 25th to stall you with a boss fight. After Count Bleck appears, the remaining Sammer Guys will immediately surrender so you can get to the Pure Heart (with explanations ranging from, "While I maintain that we should fight to preserve our honor, I will respectfully back down and allow you to obtain the Pure Heart." at the beginning to "Just go!!" at the end) and then '''THE ENTIRE WORLD IS DESTROYED'''. You still survive though (somehow).]]



* Similar to the above example, ''VideoGame/SuperPaperMario'' also subverts this with an area where it appears you will have to fight 100 Sammer Guys in a row to get the Pure Heart. [[spoiler:Then Mimi shows up around number 25, and stalls you with a boss fight. After that, the remaining Sammer Guys will immediately surrender so you can get to the Pure Heart (with explanations ranging from, "While I maintain that we should fight to preserve our honor, I will respectfully back down and allow you to obtain the Pure Heart." at the beginning to "Just go!!" at the end) and then '''THE ENTIRE WORLD IS DESTROYED'''. You still survive though (somehow).]]
13th Jan '17 5:50:25 PM jtgibson
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** It's especially bad in the ''Dawnguard'' expansion, where your faction's base is always be situated in one of the corners of the map, requires you to travel to the opposite corner -- literally the longest Euclidean distance in the game -- at least ''twice'', ''and'' requires visiting specific quest locations on the far west, far north, and far east sides of the map as well. With "needs" mods installed it can become extremely tedious to spend several in-game days' worth of travel time just running back and forth. The storyline is actually pretty decent, particularly for anyone who loves the Elder Scrolls lore, although it is probably lost as meaningless on anyone who just wants to have a fun time.

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** It's especially bad in the ''Dawnguard'' expansion, where your faction's base is always be situated in one of the corners of the map, requires you to travel to the opposite corner -- literally the longest Euclidean distance in the game -- at least ''twice'', ''and'' requires visiting specific quest locations on the far west, far north, and far east sides of the map as well. With "needs" mods installed it can become extremely tedious to spend several in-game days' worth of travel time just running back and forth. The storyline is actually pretty decent, particularly for anyone who loves the Elder Scrolls lore, although it is probably lost as meaningless on anyone who just wants to have a fun time.
13th Jan '17 5:49:20 PM jtgibson
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Added DiffLines:

** It's especially bad in the ''Dawnguard'' expansion, where your faction's base is always be situated in one of the corners of the map, requires you to travel to the opposite corner -- literally the longest Euclidean distance in the game -- at least ''twice'', ''and'' requires visiting specific quest locations on the far west, far north, and far east sides of the map as well. With "needs" mods installed it can become extremely tedious to spend several in-game days' worth of travel time just running back and forth. The storyline is actually pretty decent, particularly for anyone who loves the Elder Scrolls lore, although it is probably lost as meaningless on anyone who just wants to have a fun time.
26th Dec '16 6:23:18 PM ADrago
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* ''VideoGame/{{Braid}}'' has its stars, the first two stars in particular. The first star requires you to wait at least thirty minutes before you can jump on a cloud, then wait another hour and a half before you can get the star. Yes, that's two full hours of doing nothing but letting the game run. You cannot save or restart the level during this time or you'll have to start over again. The second star must be obtained before you complete the second world or else [[LostForever you must restart your game to get it.]] Even worse, the stars are so well hidden they [[GuideDangIt could double as Easter eggs.]]

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* ''VideoGame/{{Braid}}'' has its stars, the first two stars in particular. The first star requires you to wait at least thirty minutes before you can jump on a cloud, then wait another hour and a half before you can get the star. Yes, that's two full hours of doing nothing but letting the game run. You cannot save or restart the level during this time or you'll have to start over again. The second star must be obtained before you complete the second world or else [[LostForever [[PermanentlyMissableContent you must restart your game to get it.]] Even worse, the stars are so well hidden they [[GuideDangIt could double as Easter eggs.]]
16th Dec '16 12:42:13 PM lampshade
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* Many of the ''Franchise/DragonQuest'' games have loads and loads of grinding (1 has been mathematically shown to be unwinnable under any remotely normal conditions[[note]]"the enemy misses every attack, always uses an attack that can miss and you always hit for max damage" makes it possible much lower, but that's only even remotely viable for a ToolAssistedSpeedRun[[/note]] until level 17, as the final boss does more damage than you can heal until then). All of them feature hordes of boring random battles that are usually very easy to beat, but take a long time to actually fight (and 8 adds slow and unskippable animations into the mix), endless BigLippedAlligatorMoment style fetch quests, which involve randomly running around trying to find the person you need to talk to (often several), and then figuring out the bizarre and illogical places you need to use Quest items. Thankfully averted in ''VideoGame/DragonQuestMonsters'', removing all the inane quests, speeding up the battle system, and making the random battles mean something. Joker still has long animations though. Finding all six of the orbs in ''VideoGame/DragonQuestIII'' without a walkthrough is near-impossible, as they're scattered all over the world map, and the only hints you have are random tidbits of information from various townsfolk and a flute that you can play to see if an orb is in the area. This can lead to a lot of wandering.

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* Many of the ''Franchise/DragonQuest'' games have loads and loads of grinding (1 has been mathematically shown to be unwinnable under any remotely normal conditions[[note]]"the enemy misses every attack, always uses an attack that can miss and you always hit for max damage" makes it possible much lower, but that's only even remotely viable for a ToolAssistedSpeedRun[[/note]] until level 17, as the final boss does more damage than you can heal until then). All of them feature hordes of boring random battles that are usually very easy to beat, but take a long time to actually fight (and 8 adds slow and unskippable animations into the mix), endless BigLippedAlligatorMoment style fetch quests, which involve randomly running around trying to find the person you need to talk to (often several), and then figuring out the bizarre and illogical places you need to use Quest items. Thankfully averted in ''VideoGame/DragonQuestMonsters'', removing all the inane insane quests, speeding up the battle system, and making the random battles mean something. Joker still has long animations though. Finding all six of the orbs in ''VideoGame/DragonQuestIII'' without a walkthrough is near-impossible, as they're scattered all over the world map, and the only hints you have are random tidbits of information from various townsfolk and a flute that you can play to see if an orb is in the area. This can lead to a lot of wandering.
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