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Future events which actually happened nine years ago.


** The un-remastered Cardassian story arc. Untouched since game launch, almost every mission in it is a MarathonLevel with LoadsAndLoadsOfLoading between space and ground maps multiple times per mission, and usually involves a MassMonsterSlaughterSidequest full of GoddamnBats. And then there are missions with the simple goal to interact with a few objects, except there are usually hordes of RespawningEnemies you have to chew through, and you are forced into BackTracking through them most times. All the loot including the mission rewards are little better than ShopFodder. Word has it though that the Cardassian missions will be overhauled with the release of Season 11 in late October 2015.

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** The un-remastered Cardassian story arc. Untouched since game launch, almost every mission in it is a MarathonLevel with LoadsAndLoadsOfLoading between space and ground maps multiple times per mission, and usually involves a MassMonsterSlaughterSidequest full of GoddamnBats. And then there are missions with the simple goal to interact with a few objects, except there are usually hordes of RespawningEnemies you have to chew through, and you are forced into BackTracking through them most times. All the loot including the mission rewards are little better than ShopFodder. Word has it though that the The Cardassian missions will be were overhauled though with the release of Season 11 in late October 2015.
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* ''VideoGame/MissionImpossibleKonami'': There's a number of little interactive sequences that stretch out gameplay. Notably how stairs force you to manually walk your agent up or down a flight in a sidescrolling section, seemingly only to differentiate between going up and down floors or just into the next room. Electronic door locks have you decode the combination to unlock them, but the game is paused while you do so, a chime will tell you the correct number, and only Grant can access the doors anyways, so the whole exercise is pointless.

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* ''VideoGame/MissionImpossibleKonami'': ''VideoGame/MissionImpossible1990'': There's a number of little interactive sequences that stretch out gameplay. Notably how stairs force you to manually walk your agent up or down a flight in a sidescrolling section, seemingly only to differentiate between going up and down floors or just into the next room. Electronic door locks have you decode the combination to unlock them, but the game is paused while you do so, a chime will tell you the correct number, and only Grant can access the doors anyways, so the whole exercise is pointless.
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* In WebAnimation/TerribleWritingAdvice a FunnyBackgroundEvent once showed Edgelord and Roleplayer fighting a giant crab in a video game and hitting it with an attack only to deal exactly [[ScratchDamage 1 damage... to an enemy with 99,999,999,999,999,999 hit points]] and then realise that this is what the game meant about its 14 hours of playtime.
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* {{Fake|Difficulty}} or [[NintendoHard extreme]] difficulty, especially if made worse with CheckpointStarvation.

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* {{Fake|Difficulty}} or [[NintendoHard extreme]] difficulty, especially if made worse with CheckpointStarvation.CheckpointStarvation, or if you want to go even further, Permadeath.
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* Variant example: since it's history-based, ''VideoGame/EmpireEarth'' advertised "500,000 years of gameplay." 450,000 of those years were in the stone age, which (as you can guess) doesn't let you do much.

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* Variant example: since it's history-based, ''VideoGame/EmpireEarth'' advertised "500,000 years of gameplay." 450,000 495,000 of those years were in the stone age, which (as you can guess) doesn't let you do much.
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** You could just input an item code in Tom Nook's shop for 300 Turnips each day. Much like [[NotCheatingUnlessYouGetCaught forgery]], this can get you money very quickly. Unlike forgery, you will never be penalized. Unfortunately, this only removes money as a pad, there's still [[FishingMiniGame fishing]], insect catching, and making your town [[GuideDangIt "perfect"]] for the illusive Golden Tools.

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** You could just input an item code in Tom Nook's shop for 300 Turnips each day. Much like [[NotCheatingUnlessYouGetCaught forgery]], this can get you money very quickly. Unlike forgery, you will never be penalized. Unfortunately, this only removes money as a pad, there's still [[FishingMiniGame fishing]], insect catching, and making your town [[GuideDangIt "perfect"]] for the illusive elusive Golden Tools.
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It is technically implied. To get Flash, you need 10 species caught. To get the item finder, 30. The amulet coin I believe is 20. The Exp. share is 50. So while it's never stated you would, it *is* consistent. So, update reason is clarity.


** In ''VideoGame/PokemonFireRedAndLeafGreen'', in order to get the National Dex to reach islands 4 through 7, rebattle the Elite Four, and trade with Hoenn you need to obtain 60 of the 151 Pokémon found in Kanto. Nowhere in the game is the number 60 implied[[note]]except here, obviously[[/note]] and without trading with another remake, or catching as many as you can as you go, it will still take a good hour or two to get 60 darn species.

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** In ''VideoGame/PokemonFireRedAndLeafGreen'', in order to get the National Dex to reach islands 4 through 7, rebattle the Elite Four, and trade with Hoenn you need to obtain 60 of the 151 Pokémon found in Kanto. Nowhere in the game is the number 60 implied[[note]]except here, obviously[[/note]] and without Kanto and, of course, you are not told about this before hand. Without trading with another remake, or catching as many as you can as you go, it will still take a good hour or two to get 60 darn species.
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* ''VideoGame/TheCorridor'': In one level, the narrator postulates that you just want the game to last as long as possible, and so he makes the corridor about five times longer.
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** ''[[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. The fact that obtaining higher ranks on main levels increasing the number of material obtained does make the grind a little less annoying, however.

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** ''[[VideoGame/SonicRushSeries Sonic Rush Adventure]]'' ''VideoGame/SonicRushAdventure'' 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. The fact that obtaining higher ranks on main levels increasing the number of material obtained does make the grind a little less annoying, however.
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* ''VideoGame/ForzaMotorsport'' pads out 100% completion with its [[AndYourRewardIsClothes Driver Titles and Badges]], which are snippets of text and avatars displayed next to the user's name in game lobbies. Some are easy, such as [[Film/BackToTheFuture reaching 88 miles per hour in a Delorean]], while others are obnoxiously long, such as driving [[GreenAesop 1000 miles in a Toyota Prius]].

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* ''VideoGame/ForzaMotorsport'' pads out 100% completion with its [[AndYourRewardIsClothes Driver Titles and Badges]], which are snippets of text and avatars displayed next to the user's name in game lobbies. Some are easy, such as [[Film/BackToTheFuture [[Franchise/BackToTheFuture reaching 88 miles per hour in a Delorean]], while others are obnoxiously long, such as driving [[GreenAesop 1000 miles in a Toyota Prius]].
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* BackTracking.

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* BackTracking.{{Backtracking}}.
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* ''Videogame/FalloutNewVegas'' was designed with similar tricks, as no-clipping above the map will reveal. Here, the main overworld itself is divided into cells by insurmountable hills or cliffs and connected by limited pathways to allow for dynamic loading. {{Beef gate}}s are added to many of these passes to discourage {{sequence breaking}}. The titular city has gateways connecting its cells, which beats going through subway tunnels. PC Mods also exist that combine area of Freeside and The Strip into single giant cells.

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* ''Videogame/FalloutNewVegas'' ''VideoGame/FalloutNewVegas'' was designed with similar tricks, as no-clipping above the map will reveal. Here, the main overworld itself is divided into cells by insurmountable hills or cliffs and connected by limited pathways to allow for dynamic loading. {{Beef gate}}s are added to many of these passes to discourage {{sequence breaking}}. The titular city has gateways connecting its cells, which beats going through subway tunnels. PC Mods mods also exist that combine area of Freeside and The Strip into single giant cells.



* In the Japanese version of ''VideoGame/ClockTowerIITheStruggleWithin'', There's a special Gag mode you can unlock called Buyo Buyo Mode, in which all the characters ceaselessly bounce up and down at all times. The requirement for this? ''Obtain every single ending in the game.'' This requires several playthroughs of a game that's already infamous for [[GuideDangIt requiring you to do a bunch of random things just to prevent your character from dying at times.]]

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* In the Japanese version of ''VideoGame/ClockTowerIITheStruggleWithin'', There's there's a special Gag gag mode you can unlock called Buyo Buyo Mode, in which all the characters ceaselessly bounce up and down at all times. The requirement for this? ''Obtain every single ending in the game.'' This requires several playthroughs of a game that's already infamous for [[GuideDangIt requiring you to do a bunch of random things just to prevent your character from dying at times.]]
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* The first three entries in the ''Franchise/SilentHill'' series never take a very long time to replay; much time will be spent checking which doors are open, locked, or unable to be opened period, checking the map, and figuring out GuideDangIt puzzles. The bonus features are usually somewhat reasonable, except in ''Silent Hill 3''; if you want to try the hardest difficulty "Extreme X", you'll have to first beat the game on Hard, then beat it ''nine more times'' on Extreme difficulties 1 through 9. Beating Extreme X also unlocks a costume, but this can be skipped by looking up the code, unlike unlocking the difficulty itself. Additionally, every game with the star ranking system doesn't even let you attempt getting the highest rank of 10 until you've cleared the game multiple times first, as game clears are a part of the points required for it.

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* The first three entries in the ''Franchise/SilentHill'' series never take a very long time to replay; much time will be spent checking which doors are open, locked, or unable to be opened period, checking the map, and figuring out GuideDangIt puzzles. The bonus features are usually somewhat reasonable, except in ''Silent Hill 3''; if you want to try the hardest difficulty "Extreme X", you'll have to first beat the game on Hard, then beat it ''nine more times'' on Extreme difficulties 1 through 9. Beating Extreme X also unlocks a costume, but this can be skipped by looking up the code, unlike unlocking the difficulty itself. Additionally, every game with the star games give you a ranking system doesn't out of 10 at the end of your playthrough, but the first three don't even let you attempt getting the highest rank of full 10 stars until you've cleared the game multiple times first, between 5-7 times, as game clears are a part of the points required for it.
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You don't need to play on the Extreme modes to get a 10 star rank in Silent Hill 3.


* The first three entries in the ''Franchise/SilentHill'' series never take a very long time to replay; much time will be spent checking which doors are open, locked, or unable to be opened period, checking the map, and figuring out GuideDangIt puzzles. The bonus features are usually somewhat reasonable, except in ''Silent Hill 3''; it wants you to play the game at least eleven times, including ten times on HarderThanHard difficulty, to get a ten-star ranking and the final bonus item.

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* The first three entries in the ''Franchise/SilentHill'' series never take a very long time to replay; much time will be spent checking which doors are open, locked, or unable to be opened period, checking the map, and figuring out GuideDangIt puzzles. The bonus features are usually somewhat reasonable, except in ''Silent Hill 3''; it wants if you want to play try the hardest difficulty "Extreme X", you'll have to first beat the game at least eleven times, including ten times on HarderThanHard difficulty, to get Hard, then beat it ''nine more times'' on Extreme difficulties 1 through 9. Beating Extreme X also unlocks a ten-star costume, but this can be skipped by looking up the code, unlike unlocking the difficulty itself. Additionally, every game with the star ranking and system doesn't even let you attempt getting the final bonus item.highest rank of 10 until you've cleared the game multiple times first, as game clears are a part of the points required for it.
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** In ''Aces'', to unlock new Characters and Special Costumes you have to play Online tournaments and obtain 1000 participation points.

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** In ''Aces'', to unlock new Characters and Special Costumes for characters you have to play Online tournaments and obtain 1000 participation points.
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Complaining


** Arendelle in ''VideoGame/KingdomHeartsIII'' loves this trope. Sora and co. are trying to climb ''one'' mountain but keep getting interrupted or knocked down by random events, and it's always used as a vehicle for [[SarcasmMode fun and necessary]] gameplay mechanics that only serve to artificially extend the world's storyline. Examples include navigating an ice dungeon, a lengthy sledding minigame immediately followed by a miniboss, or the most egregious example, finding Olaf's body parts.

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** Arendelle in ''VideoGame/KingdomHeartsIII'' loves this trope. ''VideoGame/KingdomHeartsIII''. As if including the entirety of "Let It Go" wasn't enough, Sora and co. are trying to climb ''one'' mountain but keep getting interrupted or knocked down by random events, and it's always used as a vehicle for [[SarcasmMode fun and necessary]] gameplay mechanics that only serve events to artificially extend drag the world's storyline. world out further. Examples include navigating an ice dungeon, a lengthy sledding minigame immediately followed by a miniboss, or the most egregious example, finding Olaf's body parts.
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** ''Super Rush'' has a somewhat minor example in unlocking the Super Star versions of the characters, to do so, you have to get 3000 character points. You get 10 points per hole played, so you need to play 300 holes with every character to unlock their Super Star version.
** In ''Super Rush'', to unlock new Characters and Special Costumes you have to play Online matches and reach A-/135 match points. You get around 10 points per match played so it takes a while.

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** ''Super Rush'' has a somewhat minor an example of this in unlocking the Super Star versions of the characters, to do so, you have to get 3000 character points. You get 10 points per hole played, so you need to play 300 holes with every character to unlock their Super Star version.
** In ''Super Rush'', to unlock new Characters and Special Costumes each month you have to play Online matches and reach A-/135 match points.points monthly. You get around 10 points per match played so it takes a while.
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** To unlock the Super Star versions of characters you have to beat ''all'' normal tournaments with ''all'' characters. This somewhat alleviated in ''Open'', where you just have to beat the Final Cup to unlock them and in ''Ultra Smash'', where you can unlock them via Knockout Challenge (the game's equivalent to Tournaments) or just using coins instead. ''Aces'' ditches Super Star characters altogether.

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** To unlock the Super Star versions of characters you have to beat ''all'' normal tournaments with ''all'' characters. This is somewhat alleviated in ''Open'', where you just have to beat the Final Cup to unlock them and in ''Ultra Smash'', where you can unlock them via Knockout Challenge (the game's equivalent to Tournaments) or just using coins instead. ''Aces'' ditches Super Star characters altogether.

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Crosswicking from Mario Golf and Mario Tennis.




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\n* ''VideoGame/MarioGolf'':
** ''Toadstool Tour'' has one of the most insane examples of this in ''all'' gaming when it comes to unlocking the MAX difficulty in the American version. To unlock it, you have to beat ''every'' Star Tournament with ''every'' character. This makes for a grand total of a whopping '''102''' Star Tournaments to be won. Understandably this was completely toned down in the Japanese and European versions (that came out afterwards), where to unlock the MAX difficulty you just have to beat Bowser in his Character Match. Similarly, this requirement was understandably completely axed for future games.
** Linking ''Toadstool Tour'' and ''Advance Tour'' has this when it comes to unlocking the Star Courses, you have to play all Character Match, Ring Shot, Shot Practice, Approach Practice, and Putt Practice modes with your transferred character to unlock them, ''even if you had already done so beforehand with any other character''.
** ''Super Rush'' has a somewhat minor example in unlocking the Super Star versions of the characters, to do so, you have to get 3000 character points. You get 10 points per hole played, so you need to play 300 holes with every character to unlock their Super Star version.
** In ''Super Rush'', to unlock new Characters and Special Costumes you have to play Online matches and reach A-/135 match points. You get around 10 points per match played so it takes a while.
* ''VideoGame/MarioTennis'':
** In all games besides ''Ultra Smash'' and ''Aces'' to fill all of the Exhibition match records, you have to play a match with ''every'' character against ''every'' character.
** To unlock the Super Star versions of characters you have to beat ''all'' normal tournaments with ''all'' characters. This somewhat alleviated in ''Open'', where you just have to beat the Final Cup to unlock them and in ''Ultra Smash'', where you can unlock them via Knockout Challenge (the game's equivalent to Tournaments) or just using coins instead. ''Aces'' ditches Super Star characters altogether.
** In ''Aces'', to unlock new Characters and Special Costumes you have to play Online tournaments and obtain 1000 participation points.
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* PlayEveryDay: Daily or weekly tasks and/or rewards that obligate the player into playing a game that they wouldn't have touched otherwise.
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* ''VideoGame/ShadowHearts'' Has a near subversion, one of the side quests is the Man Festival in what appears to be a 100 level dungeon of nothing but fights. After the 26th battle you skip to the 89th. A title card explains how the party fought through the previous 63 levels.

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* ''VideoGame/ShadowHearts'' Has ''VideoGame/ShadowHeartsCovenant'' has a near subversion, one of the side quests is the Man Festival in what appears to be a 100 level dungeon of nothing but fights. After the 26th battle you skip to the 89th. A title card explains how the party fought through the previous 63 levels.
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* ''VideoGame/MissionImpossibleKonami'': There's a number of little interactive sequences that stretch out gameplay. Notably how stairs force you to manually walk your agent up or down a flight in a sidescrolling section, seemingly only to differentiate between going up and down floors or just into the next room. Electronic door locks have you decode the combination to unlock them, but the game is paused while you do so, a chime will tell you the correct number, and only Grant can access the doors anyways, so the whole exercise is pointless.

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