History NintendoHard / PlatformGames

22nd May '18 2:56:56 PM MBG159
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* ''VideoGame/GhostsNGoblins'', ''Ghouls 'n Ghosts'', and the rest of the series, have an evil reputation stemming from moderately annoying JumpPhysics and extremely [[GoddamnedBats unpredictable enemy movement]]. Which would be pretty hard on its own. But some games in the series (such as ''Ghosts 'n Goblins'') went further: if you miss a power-up in the fifth level, it kicks you back to the fourth level once you reach the final boss. Even more frustratingly, you have to go through the game ''twice'' just in order to see its AWinnerIsYou ending.

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* ''VideoGame/GhostsNGoblins'', ''Ghouls 'n Ghosts'', and the rest of the series, have an evil reputation stemming from moderately annoying JumpPhysics JumpPhysics, a main character who [[OneHitPointWonder can only take two hits]] and extremely [[GoddamnedBats unpredictable enemy movement]]. Which would be pretty hard on its own. But some games in the series (such as ''Ghosts 'n Goblins'') went further: if you miss a power-up in the fifth sixth level, it kicks you back to the fourth fifth level once you reach the final boss. Even more frustratingly, you have to go through the game ''twice'' just in order to see its AWinnerIsYou ending.
21st May '18 2:12:59 AM Amon_Ra
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* ''VideoGame/MetalSlug'': So ball-bustingly difficult, the games ''show how many continues you used at the end.'' ''Metal Slug 3'' is perhaps the peak of the series' difficulty, with many players taking over 60 continues to reach the end of the game. To put that in perspective, that's over 15 USD of credits at 25 cents per credit (double that if the price is fifty cents per credit, increasingly common as the 90's progressed)...and that's in North America. In Japan, where all games are normalized to 100 yen[[note]]~1 USD[[/note]]per credit, that's over ''6,000 yen[[note]]~60 USD[[/note]]!''

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* ''VideoGame/MetalSlug'': So ball-bustingly difficult, the games ''show how many continues you used at the end.'' ''Metal Slug 3'' is perhaps the peak of the series' difficulty, with many players taking over 60 continues to reach the end of the game. To put that in perspective, that's over 15 USD of credits at 25 cents per credit (double that if the price is fifty cents per credit, increasingly common as the 90's progressed)... and that's in North America. In Japan, where all games are normalized to 100 yen[[note]]~1 USD[[/note]]per credit, that's over ''6,000 yen[[note]]~60 USD[[/note]]!''



* ''VideoGame/{{Claw}}'' is no slouch either. While advancing through first half of the game is fairly manageable for an average player, then it goes harder and harder, complete with tricky jumps, countless pits of instant death, inconveniently located enemies and their increasing damage. Then there's [[ThatOneLevel Temple]] which is likely to make you tear out your hair in frustration. And ''don't'' get some people started on collecting "Perfect"(all treasures from the level). Even the first level is frustrating in this regard. Another ones are ''even worse.''

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* ''VideoGame/{{Claw}}'' is no slouch either. While advancing through first half of the game is fairly manageable for an average player, then it goes harder and harder, complete with tricky jumps, countless pits of instant death, inconveniently located enemies and their increasing damage. Then there's [[ThatOneLevel Temple]] which is likely to make you tear out your hair in frustration. And ''don't'' get some people started on collecting "Perfect"(all "Perfect" (all treasures from the level). Even the first level is frustrating in this regard. Another ones are ''even worse.''
21st May '18 2:08:13 AM Amon_Ra
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* ''VideoGame/GhostsNGoblins'', ''Ghouls 'n Ghosts'', and the rest of the series, have an evil reputation stemming from moderately annoying JumpPhysics and extremely [[GoddamnedBats unpredictable enemy movement]]. Which would be pretty hard on its own. But some games in the series (such as ''Ghosts 'n Goblins'') went further: If you miss a power-up in the fifth level, it kicks you back to the fourth level once you reach the final boss. Even more frustratingly, you have to go through the game ''twice'' just in order to see its AWinnerIsYou ending.

to:

* ''VideoGame/GhostsNGoblins'', ''Ghouls 'n Ghosts'', and the rest of the series, have an evil reputation stemming from moderately annoying JumpPhysics and extremely [[GoddamnedBats unpredictable enemy movement]]. Which would be pretty hard on its own. But some games in the series (such as ''Ghosts 'n Goblins'') went further: If if you miss a power-up in the fifth level, it kicks you back to the fourth level once you reach the final boss. Even more frustratingly, you have to go through the game ''twice'' just in order to see its AWinnerIsYou ending.
16th Apr '18 8:10:33 PM MeisterBland
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* ''VideoGame/{{Germination}}''
12th Apr '18 9:57:55 AM StardustSoldier
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** ''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.

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** ''VideoGame/{{Sonic Rush|Series}}'' is no walk in the park when it comes to later zones and bosses.
***
bosses. By the sixth zone, the game goes from easy to very very hard.
7th Apr '18 9:59:14 AM SkeeterMania
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** ''VideoGame/SuperMarioBros3'' is rather hard. This game allows more power-ups and extra lives, but you still can't replay earlier levels, and [[CheckpointStarvation none of the levels have a midway point]]. The difficulty really peaks in World 7. (World 8, by contrast, tends to look harder than it is due to the hordes of tanks, ships, and dark levels)

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** ''VideoGame/SuperMarioBros3'' is rather hard. This game allows more power-ups and extra lives, but you still can't replay earlier levels, and [[CheckpointStarvation none of the levels have a midway point]].point]] (though to compensate, many of the levels are rather short). The difficulty really peaks in World 7. (World 8, by contrast, tends to look harder than it is due to the hordes of tanks, ships, and dark levels)
23rd Mar '18 8:39:52 AM igordebraga
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* ''Videogame/{{Pandemonium}}'' starts off fairly easy, and then comes level 4, The Lost Caves, very long compared to the stages before it, full of {{Invincible Minor Mook}}s, and no health pickups whatsoever. Most of what follows has sprawling levels, some really annoying enemies, and obstacles (buzzsaws, wind currents) that will test the player's platforming skills and\or patience.
10th Mar '18 12:06:09 PM nombretomado
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* ''[[VideoGame/MontyMole Impossamole]]'' (for Amiga, C64, and TurboGrafx16) nearly lives up to its name. GoddamnedBats that knock you backwards, often into other enemies or onto SpikesOfDoom (or off a [[PointOfNoReturn cliff of no return]], possibly causing a Scroll to be [[PermanentlyMissableContent unobtainable]]), limited attack range unless you get one of the guns, which only last a minute or so, plenty of [[InvincibleMinorMinion invincible enemies]], which are especially annoying if they are produced by a MookMaker, falling blocks that hurt you even if you touch them while they're on the ground, arduous platform jumping sequences exacerbated by GoddamnedBats, long low-ceilinged "hallways of doom" riddled with falling ceiling blocks, DemonicSpiders, and [[MookMaker Mook Makers]], and a GottaCatchEmAll gameplay element that involves collecting Scrolls, where you can get stuck in an {{Unwinnable}} situation if you missed one before a PointOfNoReturn in the stage. And you can't attack underwater, making all underwater enemies InvincibleMinorMinion. At least the TG16 version had a password system, in the computer version, you don't even have any extra lives. Borders on PlatformHell.

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* ''[[VideoGame/MontyMole Impossamole]]'' (for Amiga, C64, and TurboGrafx16) UsefulNotes/TurboGrafx16) nearly lives up to its name. GoddamnedBats that knock you backwards, often into other enemies or onto SpikesOfDoom (or off a [[PointOfNoReturn cliff of no return]], possibly causing a Scroll to be [[PermanentlyMissableContent unobtainable]]), limited attack range unless you get one of the guns, which only last a minute or so, plenty of [[InvincibleMinorMinion invincible enemies]], which are especially annoying if they are produced by a MookMaker, falling blocks that hurt you even if you touch them while they're on the ground, arduous platform jumping sequences exacerbated by GoddamnedBats, long low-ceilinged "hallways of doom" riddled with falling ceiling blocks, DemonicSpiders, and [[MookMaker Mook Makers]], and a GottaCatchEmAll gameplay element that involves collecting Scrolls, where you can get stuck in an {{Unwinnable}} situation if you missed one before a PointOfNoReturn in the stage. And you can't attack underwater, making all underwater enemies InvincibleMinorMinion. At least the TG16 version had a password system, in the computer version, you don't even have any extra lives. Borders on PlatformHell.
19th Feb '18 10:24:40 PM LlamaAdventure
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* ''VideoGame/TwentyXX'' is a roguelike platformer styled after the ''VideoGame/MegaManX'' series, and while the early game can be a cakewalk if you're used to the MMX series, even the most broken power-ups can't save you from the sheer PlatformHell that the game eventually turns into.
19th Feb '18 10:23:12 PM LlamaAdventure
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* ''VideoGame/TwentyXX'' is a roguelike platformer styled after the ''VideoGame/MegaManX'' series, and while the early game can be a cakewalk if you're used to the MMX series, even the most broken power-ups can't save you from the sheer PlatformHell that the game eventually turns into.
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