History NintendoHard / PlatformGames

20th Oct '17 5:14:30 PM Yeow95
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* Half of the appeal of ''VideoGame/{{Cuphead}}'' is it's [[VisualEffectsOfAwesome delightfully splendid]] [[Creator/MaxAndDaveFleischer Fleischer Bros.-inspired]] visuals and aesthetics. The other half of the game's appeal is that it is a ''highly'' demanding RunAndGun BossGame, with platforming levels padded throughout. The game's developers are on record of citing run-and-gun games from the 1980s and 1990s (including the aforementioned ''Contra'') as an inspiration for the gameplay, and it certainly shows. For starters, there are [[CheckPointStarvation no checkpoints]] or ways to regain health in both the boss levels and the platforming levels. Each boss for its respective battle has an array of elaborate attack patterns spread throughout its phases, that can [[CurbStompBattle easily waste unsuspecting players]] and still give more seasoned players difficult times; and the platforming levels are only slightly more manageable, since players have to fend off groups of invasive enemies and avoid level hazards and bottomless pits that can trip up their progress. Some of the boss levels are also ShootEmUps that can approach ''BulletHell''-levels of insanity at times. The game includes a shop where the player can use coins to buy additional health points[[note]]though they come at the cost of partially weakening the strength of your attacks[[/note]] and alternate attack / dash abilities that can be equipped over the default moves, but even those aren't a certain ticket to victory. It didn't take long for the game [[MemeticMutation to garner a reputation for itself as]] "the ''VideoGame/DarkSouls'' of platformers," especially since some of the bosses' final forms made playable in press demos of the game were rarely defeated by players.

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* Half of the appeal of ''VideoGame/{{Cuphead}}'' is it's [[VisualEffectsOfAwesome delightfully splendid]] [[Creator/MaxAndDaveFleischer Fleischer Bros.-inspired]] visuals and aesthetics. The other half of the game's appeal is that it is a ''highly'' demanding RunAndGun BossGame, with platforming levels padded throughout. The game's developers are on record of citing run-and-gun games from the 1980s and 1990s (including the aforementioned ''Contra'') as an inspiration for the gameplay, and it certainly shows. For starters, there are [[CheckPointStarvation no checkpoints]] or ways to regain health in both the boss levels and the platforming levels. Each boss for its respective battle has an array of elaborate attack patterns spread throughout its phases, that can [[CurbStompBattle easily waste unsuspecting players]] and still give more seasoned players difficult times; and the platforming levels are only slightly more manageable, since players have to fend off groups of invasive enemies and avoid level hazards and bottomless pits that can trip up their progress. Some of the boss levels are also ShootEmUps that can approach ''BulletHell''-levels of insanity at times. The game includes a shop where the player can use coins to buy additional health points[[note]]though they come at the cost of partially weakening the strength of your attacks[[/note]] and alternate attack / dash abilities that can be equipped over the default moves, but even those aren't a certain ticket to victory. It didn't take long for the game [[MemeticMutation to garner a reputation for itself as]] "the ''VideoGame/DarkSouls'' of platformers," especially since some of the bosses' final forms made playable in press demos of the game were rarely defeated by players.
20th Oct '17 5:11:01 PM Yeow95
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* Half of the appeal of ''VideoGame/{{Cuphead}}'' is it's [[VisualEffectsOfAwesome delightfully splendid]] [[Creator/MaxAndDaveFleischer Fleischer Bros.-inspired]] visuals and aesthetics. The other half of the game's appeal is that it is a ''highly'' demanding RunAndGun BossGame, with platforming. The game's developers are on record of citing run-and-gun games from the 1980s-1990s (including the aforementioned ''Contra'') as an inspiration, and it shows. For both boss levels and platforming levels, there are [[CheckPointStarvation no checkpoints]] or ways to regain health. Each boss for its respecting level has an array of elaborate attack patterns tucked up their sleeves that can easily waste unsuspecting players, and still give more seasoned players a hard time; and the platforming levels are only slightly more manageable, since players have to fend off groups of invasive enemies and level hazards that can trip them up. Some of the boss levels are also ShootEmUps levels that can approach ''BulletHell''-levels of insanity at times with the amount of approaching hazards. The game includes a shop where the player can use coins to buy additional health points[[note]]though they come at the cost of partially weakening the strength of your attacks[[/note]] and alternate attack / dash that can be equipped over the standard game, but even those aren't a certain ticket to victory. It didn't take long for the game [[MemeticMutation to garner a reputation for itself as]] "the ''VideoGame/DarkSouls'' of platformers," especially since some of the bosses' final forms made playable in press demos of the game were rarely defeated by players.

to:

* Half of the appeal of ''VideoGame/{{Cuphead}}'' is it's [[VisualEffectsOfAwesome delightfully splendid]] [[Creator/MaxAndDaveFleischer Fleischer Bros.-inspired]] visuals and aesthetics. The other half of the game's appeal is that it is a ''highly'' demanding RunAndGun BossGame, with platforming. platforming levels padded throughout. The game's developers are on record of citing run-and-gun games from the 1980s-1990s 1980s and 1990s (including the aforementioned ''Contra'') as an inspiration, inspiration for the gameplay, and it certainly shows. For both boss levels and platforming levels, starters, there are [[CheckPointStarvation no checkpoints]] or ways to regain health. health in both the boss levels and the platforming levels. Each boss for its respecting level respective battle has an array of elaborate attack patterns tucked up their sleeves spread throughout its phases, that can [[CurbStompBattle easily waste unsuspecting players, players]] and still give more seasoned players a hard time; difficult times; and the platforming levels are only slightly more manageable, since players have to fend off groups of invasive enemies and avoid level hazards and bottomless pits that can trip them up. up their progress. Some of the boss levels are also ShootEmUps levels that can approach ''BulletHell''-levels of insanity at times with the amount of approaching hazards. times. The game includes a shop where the player can use coins to buy additional health points[[note]]though they come at the cost of partially weakening the strength of your attacks[[/note]] and alternate attack / dash abilities that can be equipped over the standard game, default moves, but even those aren't a certain ticket to victory. It didn't take long for the game [[MemeticMutation to garner a reputation for itself as]] "the ''VideoGame/DarkSouls'' of platformers," especially since some of the bosses' final forms made playable in press demos of the game were rarely defeated by players.
20th Oct '17 5:05:44 PM Yeow95
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* Surpringly, the 360/[=PS3=] version of ''VideoGame/SonicUnleashed'' is absurdly hard compared to its predecessors, in the later levels, mostly due to TrialAndErrorGameplay and sometimes rather unforgiving PressXToNotDie and ActionCommands. In comparison, the Wii/[=PS2=] version is usually easier.
** [=WiiS2=] Eggmanland will make anyone sweat the first couple times. It's six stages - one Day stage with some minorly sadistic twists and turns and an unforgiving S rank time (4:30!), and the rest are Werehog stages. If you're not a fan of the Werehog's "grab" button, expect a ClusterFBomb or two.
** [=PS360=] Eggmanland is even worse. Sadistic grind rails, PressXToNotDie to the max, precise platforming without a drop shadow, robots out the ass, swing poles with Dark Bat patrols around them, and enough Titans at the end to make you weep in agony. Yes, those are both Hedgehog and Werehog elements. Yes, this is all in one stage. Yes, you WILL be switching between the two. And if that's not enough, the level WILL take over forty-five minutes to clear. Makes you pine for those ten minute limits of yore.

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* While most games inside the ''Franchise/SonicTheHedgehog'' series are generally not too difficult as a whole, there have been a few exceptions where entire games sit on the harder end of the spectrum.
** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' for the Game Gear. Tiny screen messes around with your resolution, there are traps everywhere, awkwardly controlled gimmicks such as those damn hang gliders, no rings for any boss (and many are fiendishly hard, the first one is the very worst!), a schizophrenic difficulty curve, needing to get all the emeralds to actually beat the full thing, and some are not easy to find, and a lot of trial and error (especially in Scrambled Egg). You do get loads of lives and rings easily, but even so. Aqua Lake, the water level, is pretty brutal as well in it's second act, which is entirely underwater. (the bigger screen for the UsefulNotes/SegaMasterSystem version kinda lowers the difficulty)
** ''VideoGame/{{Sonic Rush|Series}}'' is no walk in the park when it comes to later zones and bosses.
*** By the sixth zone, the game goes from easy to very very hard.
**
Surpringly, the 360/[=PS3=] version of ''VideoGame/SonicUnleashed'' is absurdly hard compared to its predecessors, in the later levels, mostly due to TrialAndErrorGameplay and sometimes rather unforgiving PressXToNotDie and ActionCommands. In comparison, the Wii/[=PS2=] version is usually easier.
** *** [=WiiS2=] Eggmanland will make anyone sweat the first couple times. It's six stages - one Day stage with some minorly sadistic twists and turns and an unforgiving S rank time (4:30!), and the rest are Werehog stages. If you're not a fan of the Werehog's "grab" button, expect a ClusterFBomb or two.
** *** [=PS360=] Eggmanland is even worse. Sadistic grind rails, PressXToNotDie to the max, precise platforming without a drop shadow, robots out the ass, swing poles with Dark Bat patrols around them, and enough Titans at the end to make you weep in agony. Yes, those are both Hedgehog and Werehog elements. Yes, this is all in one stage. Yes, you WILL be switching between the two. And if that's not enough, the level WILL take over forty-five minutes to clear. Makes you pine for those ten minute limits of yore.



** Dark Gaia. The Chip segments are easy, but as for the Sonic segments, you only have a small amount of time to get over to Dark Gaia's eye. And this is made even harder by the escalating amount of obstacles.
* Also Franchise/{{Sonic|TheHedgehog}} related, ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' for the Game Gear. Tiny screen messes around with your resolution, there are traps everywhere, awkwardly controlled gimmicks such as those damn hang gliders, no rings for any boss (and many are fiendishly hard, the first one is the very worst!), a schizophrenic difficulty curve, needing to get all the emeralds to actually beat the full thing, and some are not easy to find, and a lot of trial and error (especially in Scrambled Egg). You do get loads of lives and rings easily, but even so. Aqua Lake, the water level, is pretty brutal as well in it's second act, which is entirely underwater. (the bigger screen for the UsefulNotes/SegaMasterSystem version kinda lowers the difficulty)
* ''VideoGame/{{Sonic Rush|Series}}'' is no walk in the park when it comes to later zones and bosses.
** By the sixth zone, the game goes from easy to very very hard.
* ''VideoGame/SonicLostWorld'' gets pretty tricky after the first three worlds.

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** *** Dark Gaia. The Chip segments are easy, but as for the Sonic segments, you only have a small amount of time to get over to Dark Gaia's eye. And this is made even harder by the escalating amount of obstacles.
* Also Franchise/{{Sonic|TheHedgehog}} related, ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' for the Game Gear. Tiny screen messes around with your resolution, there are traps everywhere, awkwardly controlled gimmicks such as those damn hang gliders, no rings for any boss (and many are fiendishly hard, the first one is the very worst!), a schizophrenic difficulty curve, needing to get all the emeralds to actually beat the full thing, and some are not easy to find, and a lot of trial and error (especially in Scrambled Egg). You do get loads of lives and rings easily, but even so. Aqua Lake, the water level, is pretty brutal as well in it's second act, which is entirely underwater. (the bigger screen for the UsefulNotes/SegaMasterSystem version kinda lowers the difficulty)
* ''VideoGame/{{Sonic Rush|Series}}'' is no walk in the park when it comes to later zones and bosses.
** By the sixth zone, the game goes from easy to very very hard.
*
''VideoGame/SonicLostWorld'' gets pretty tricky after the first three worlds.worlds, generally because [[DifficultySpike from that point forward]], the game starts demanding the player to use mechanics [[GuideDangIt not introduced or properly explained prior]], not helped by levels that alternate between [[UnexpectedGameplayChange shift into one-shot gimmick levels]] and platforming levels that demand tons of precision to navigate.



** From the SNES games, the fandom usually agrees that DonkeyKongCountry2DiddysKongQuest is the harder of the three, since you need to get ALL BONUS COINS to unlock the secrets levels and beat it 100%. Thanks to an emulator issue, the secret level [[ThatOneLevel Klobber Karnage]] has rotable barrels that just keep spinning! You can change which direction it spins but you can't stop it in a single direction, making the stage almost impossible to complete since the barrel will keep throwing you in the wrong direction. Also, Kaptain K. Rool is absurdly hard, to the point the game's hint to defeat it is [[LuckBasedMission "Make sure to bring a lot of lives"]]. Every new hit he uses a new attack and has no weak point until he stops shooting so yeah, your best chance is literally, "keep dying until you learn all of his attacks".
** ''VideoGame/DonkeyKongCountryReturns'' does not disappoint (to the point that Gamespy's review title-drops the very NintendoHard page with the quote "[[http://wii.gamespy.com/wii/donkey-kong-country-returns/1135968p1.html You'd better believe that Donkey Kong Country Returns fits this bill, through and through.]]"). Try to beat World 8 without losing more than 50 lives, and several screw with your [[DamnYouMuscleMemory muscle memory]]. Players may also find the Wii controls far less intuitive for sensitive platforming than the SNES layout. However, the worst bits are the rocket barrel levels, which make you into a OneHitPointWonder that dies if they touch anything - the enemies, the ceiling, the floor... anything. The entire level. While the mine cart levels also make you into a OneHitPointWonder, they are not nearly as finicky. The 3DS port, on the other hand, has more intuitive (though not perfect) controls, gives you three hearts instead of two (which means six hearts when you're with Diddy Kong), and Cranky Kong's shop has been modified. Overall, it makes the game considerably easier, though it's still a (sometimes highly) challenging platformer.

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** From the SNES games, the fandom usually agrees that DonkeyKongCountry2DiddysKongQuest ''VideoGame/DonkeyKongCountry2DiddysKongQuest'' is the harder of the three, since you need to get ALL BONUS COINS to unlock the secrets levels and beat it 100%. Thanks to an emulator issue, the secret level [[ThatOneLevel Klobber Karnage]] has rotable barrels that just keep spinning! You can change which direction it spins but you can't stop it in a single direction, making the stage almost impossible to complete since the barrel will keep throwing you in the wrong direction. Also, Kaptain K. Rool is absurdly hard, to the point the game's hint to defeat it is [[LuckBasedMission "Make sure to bring a lot of lives"]]. Every new hit he uses a new attack and has no weak point until he stops shooting so yeah, your best chance is literally, "keep dying until you learn all of his attacks".
** ''VideoGame/DonkeyKongCountryReturns'' does not disappoint has no qualms about embracing its challenging roots (to the point that Gamespy's review title-drops the very NintendoHard page with the quote "[[http://wii.gamespy.com/wii/donkey-kong-country-returns/1135968p1.html You'd better believe that Donkey Kong Country Returns fits this bill, through and through.]]"). Try to beat World 8 without losing more than 50 lives, and several screw with your [[DamnYouMuscleMemory muscle memory]]. Players may also find the Wii controls far less intuitive for sensitive platforming than the SNES layout. However, the worst bits are the rocket barrel levels, which make you into a OneHitPointWonder that dies if they touch anything - the enemies, the ceiling, the floor... anything. The entire level. While the mine cart levels also make you into a OneHitPointWonder, they are not nearly as finicky. The 3DS port, on the other hand, has more intuitive (though not perfect) controls, gives you three hearts instead of two (which means six hearts when you're with Diddy Kong), and Cranky Kong's shop has been modified. Overall, it makes the game considerably easier, though it's still a (sometimes highly) challenging platformer.


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* Half of the appeal of ''VideoGame/{{Cuphead}}'' is it's [[VisualEffectsOfAwesome delightfully splendid]] [[Creator/MaxAndDaveFleischer Fleischer Bros.-inspired]] visuals and aesthetics. The other half of the game's appeal is that it is a ''highly'' demanding RunAndGun BossGame, with platforming. The game's developers are on record of citing run-and-gun games from the 1980s-1990s (including the aforementioned ''Contra'') as an inspiration, and it shows. For both boss levels and platforming levels, there are [[CheckPointStarvation no checkpoints]] or ways to regain health. Each boss for its respecting level has an array of elaborate attack patterns tucked up their sleeves that can easily waste unsuspecting players, and still give more seasoned players a hard time; and the platforming levels are only slightly more manageable, since players have to fend off groups of invasive enemies and level hazards that can trip them up. Some of the boss levels are also ShootEmUps levels that can approach ''BulletHell''-levels of insanity at times with the amount of approaching hazards. The game includes a shop where the player can use coins to buy additional health points[[note]]though they come at the cost of partially weakening the strength of your attacks[[/note]] and alternate attack / dash that can be equipped over the standard game, but even those aren't a certain ticket to victory. It didn't take long for the game [[MemeticMutation to garner a reputation for itself as]] "the ''VideoGame/DarkSouls'' of platformers," especially since some of the bosses' final forms made playable in press demos of the game were rarely defeated by players.
14th Oct '17 4:00:01 AM jormis29
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* ''VideoGame/ExitPath'': [[Creator/{{jmtb02}} John Cooney]] gave Armor Games a duo of surprisingly dark platformers that are living hell. [[FrickinLaserBeams Laser-mounted turrets that auto-target if you're not under cover]], pendulums that sometimes [[EverythingsBetterWithSpinning spin]], buzz saw blades of death, crusher panels, and loads of spikes. The second one even has a massive InterfaceScrew towards the end.

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* ''VideoGame/ExitPath'': [[Creator/{{jmtb02}} John Cooney]] gave Armor Games Website/ArmorGames a duo of surprisingly dark platformers that are living hell. [[FrickinLaserBeams Laser-mounted turrets that auto-target if you're not under cover]], pendulums that sometimes [[EverythingsBetterWithSpinning spin]], buzz saw blades of death, crusher panels, and loads of spikes. The second one even has a massive InterfaceScrew towards the end.
21st Sep '17 6:00:39 AM SpaceKABOOM
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* The NES port of ''Karnov''. You have [[OneHitPointWonder two hit points]] (only one in the arcade version) and the restorative-item-to-inexplicably-bullet-shooting-monster ratio approaches 1:100. You have no lateral control while falling off of a ledge. There are unlimited continues, however.

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* The NES port of ''Karnov''.''VideoGame/{{Karnov}}''. You have [[OneHitPointWonder two hit points]] (only one in the arcade version) and the restorative-item-to-inexplicably-bullet-shooting-monster ratio approaches 1:100. You have no lateral control while falling off of a ledge. There are unlimited continues, however.
28th Aug '17 2:18:43 PM Malady
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* ''[[VideoGame/MilonsSecretCastle Milon's Secret Castle]]'' looks like a simple platformer at first, but quickly becomes incredibly frustrating. How bad is it? As WebVideo/TheAngryVideoGameNerd discovered, the section of ''Nintendo Power'' normally reserved for cheat codes or advanced strategy had a section on MSC called ''Getting Started''. To get into detail, the whole game has an abundance of secrets, some of which are required to find in order to move on. Some are easy to locate, but others are quite impossible to find. It doesn't help matters that Milon runs pretty slow at first, which makes it slightly difficult to avoid projectiles and enemies and that he doesn't go invisible after getting hit, so Milon's life can be drained pretty fast.

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* ''[[VideoGame/MilonsSecretCastle Milon's Secret Castle]]'' ''VideoGame/MilonsSecretCastle'' looks like a simple platformer at first, but quickly becomes incredibly frustrating. How bad is it? As WebVideo/TheAngryVideoGameNerd discovered, the section of ''Nintendo Power'' normally reserved for cheat codes or advanced strategy had a section on MSC called ''Getting Started''. To get into detail, the whole game has an abundance of secrets, some of which are required to find in order to move on. Some are easy to locate, but others are quite impossible to find. It doesn't help matters that Milon runs pretty slow at first, which makes it slightly difficult to avoid projectiles and enemies and that he doesn't go invisible after getting hit, so Milon's life can be drained pretty fast.



* ''AeroTheAcroBat'', a mediocre platform game for the Genesis and Super Nintendo, deserves a mention here. The controls are problematic, and the levels are packed full of [[PlatformHell well placed instantly lethal spikes]] and Mine Cart Hell (or, in this case, Roller Coaster Hell) where one false move and you're dead. It gets especially bad toward the end.

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* ''AeroTheAcroBat'', ''VideoGame/AeroTheAcroBat'', a mediocre platform game for the Genesis and Super Nintendo, deserves a mention here. The controls are problematic, and the levels are packed full of [[PlatformHell well placed instantly lethal spikes]] and Mine Cart Hell (or, in this case, Roller Coaster Hell) where one false move and you're dead. It gets especially bad toward the end.



* Popular freeware game ''{{N}}'' features this like crazy. An infinite number of retries for a given level are just a button press away, but your little ninja has no attacks, dies in one hit, and is pitted against such threats as homing missiles, laser turrets, moving laser drones, and rapidfire chaingun drones, ''all'' of whom can and will aim in any direction and attack as soon as you're in their line of sight, not to mention the standard touch of death drones, mines and death by falling too far. And to top it off you have a timer, not just for each level but for each set of ''five'' levels.

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* Popular freeware game ''{{N}}'' ''VideoGame/{{N}}'' features this like crazy. An infinite number of retries for a given level are just a button press away, but your little ninja has no attacks, dies in one hit, and is pitted against such threats as homing missiles, laser turrets, moving laser drones, and rapidfire chaingun drones, ''all'' of whom can and will aim in any direction and attack as soon as you're in their line of sight, not to mention the standard touch of death drones, mines and death by falling too far. And to top it off you have a timer, not just for each level but for each set of ''five'' levels.
21st Aug '17 1:05:39 AM Rorosilky5
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** You think that's bad? Wait until you try The True Arena from ''[[VideoGame/KirbySuperStar Kirby Super Star Ultra]]''(and in future [[VideoGame/KirbysReturnToDreamLand platformer]] [[VideoGame/KirbyTripleDeluxe Kirby]] [[VideoGame/KirbyPlanetRobobot titles]]). Good luck on trying to survive a BossRush containing harder variations of your previous enemies!

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** You think that's ''that's'' bad? Wait until you try The True Arena from ''[[VideoGame/KirbySuperStar Kirby Super Star Ultra]]''(and in future [[VideoGame/KirbysReturnToDreamLand platformer]] [[VideoGame/KirbyTripleDeluxe Kirby]] [[VideoGame/KirbyPlanetRobobot titles]]). Good luck on trying to survive a BossRush containing harder variations of your previous enemies!
9th Aug '17 12:02:23 PM CosmicFerret
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* ''VideoGame/JurassicParkPart2TheChaosContinues'' on SNES. It's a great, underrated side-scrolling shooter, similar to ''{{VideoGame/Contra}}'', but even if you can beat it on ''easy'' without using a Game Genie, you deserve a ''medal''.

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* ''VideoGame/JurassicParkPart2TheChaosContinues'' ''VideoGame/JurassicPark2TheChaosContinues'' on SNES. It's a great, underrated side-scrolling shooter, similar to ''{{VideoGame/Contra}}'', but even if you can beat it on ''easy'' without using a Game Genie, you deserve a ''medal''.
20th Jun '17 6:49:09 AM jormis29
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* ''[[VideoGame/{{Pitfall}} Super Pitfall]]'' (NES). Enemies everywhere, horrible control, items only revealed by random jumping.

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* ''[[VideoGame/{{Pitfall}} Super Pitfall]]'' ''VideoGame/SuperPitfall'' (NES). Enemies everywhere, horrible control, items only revealed by random jumping.
30th May '17 2:58:18 PM GoblinCipher
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** ''VideoGame/CastlevaniaIISimonsQuest'' for the NES belongs to GuideDangIt instead. The game gives you no information on what to do or where to go. The villagers who normally help you in this kind of game instead LIE. And they don't tell obvious lies, they say stuff that is sneakily misleading, with the occasional true statement to mess with your head. Add in "puzzles" like having to duck for seven seconds at a certain place to continue in the game with a certain item selected, and you get the idea. Otherwise, the combat is rather easy and if you die, even if you lose all your lives, you respawn at the same spot where you died -- with [[ContinuingIsPainful all your ExperiencePoints and money gone.]]

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** ''VideoGame/CastlevaniaIISimonsQuest'' for the NES belongs to GuideDangIt instead. The game gives you no information on what to do or where to go. The villagers who normally help you in this kind of game instead LIE. And they don't tell obvious lies, they say stuff that is sneakily misleading, with the occasional true statement to mess with your head. Add in "puzzles" like having to duck for seven seconds at a certain place to continue in the game with a certain item selected, and you get the idea. Otherwise, the combat is rather easy and if you die, even if you lose all your lives, you respawn at the same spot where you died -- with [[ContinuingIsPainful all your ExperiencePoints experience points and money gone.]]
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