[[quoteright:204:[[Webcomic/BobAndGeorge http://static.tvtropes.org/pmwiki/pub/images/020126_1332.png]]]]

-> ''"Blue Shells Ruin Everything"''
-->-- ''Webcomic/BoxerHockey'', [[http://new3.fjcdn.com/pictures/Blue_69ec76_1300037.jpg Episode 97]]

A gameplay mechanic in an ''otherwise'' fun/enjoyable game that generates a sizable hatedom. Perhaps it's out of character for the game, or the quality of its execution is lower than the rest of the game, or it really exposes the problems in the game.

Gameplay tactics do not count unless it's the exploitation of glitches and hacks. Otherwise, that's just abuse of an otherwise fair and good mechanic that causes the game to be played in a way that it's not supposed to. ThatOneBoss is only related to this if a boss villain's status under that trope is solely because of a gameplay mechanic.

Compare to DisappointingLastLevel, GameplayRoulette, and UnexpectedGameplayChange. [[IThoughtItMeant Despite appearances]], this trope is not to be confused with a [[TheEngineer machinery technician who picks a lot of fights]], nor is it about [[VideoGame/StarFox Slippy Toad]], who is merely a [[TheScrappy Scrappy]] who happens to be a [[MrFixit mechanic]]. Also nothing to do with a [[VideoGame/ScrapMechanic similarly named video game]]. Can also cross with OddballInTheSeries where that one game that differentiates itself from the others in the series may stand out due to the Scrappy Mechanics it uses.

For a sometimes overlapping SisterTrope, see ThatOneRule. Contrast AntiFrustrationFeatures, which are intentionally included to avoid this kind of feeling, and UnderusedGameMechanic, for good game mechanics that don't get used as much as players hope.

''Please keep in mind that this trope is based on '''opinions'''. What one player could consider a Scrappy Mechanic, another may see as an acceptable gameplay element, and vice versa. Don't take it personally if you see a mechanic you like here, and keep the Administrivia/{{Edit War}}s down to zero, please.''

!!Individual Games:
* ''ScrappyMechanic/LeagueOfLegends''
* ''ScrappyMechanic/TheBindingOfIsaac''
* ''ScrappyMechanic/MarvelAvengersAlliance''

* ''ScrappyMechanic/TheElderScrolls''
* ''ScrappyMechanic/FinalFantasy''
* ''ScrappyMechanic/TheLegendOfZelda''
* ''ScrappyMechanic/MonsterHunter''
* ''ScrappyMechanic/{{Pokemon}}''
* ''ScrappyMechanic/ShinMegamiTensei'' / ''Persona''
* ''ScrappyMechanic/TheSims''
* ''ScrappyMechanic/SuperMarioBros''
* ''ScrappyMechanic/TalesSeries''


* ScrappyMechanic/{{Action}}
* ScrappyMechanic/FirstPersonShooter
* ScrappyMechanic/{{MMORPG}}
* ScrappyMechanic/PlatformGame
* ScrappyMechanic/RolePlayingGames
* ScrappyMechanic/StealthAction
* ScrappyMechanic/TabletopGames
* ScrappyMechanic/TurnBasedStrategy

* ScrappyMechanic/YouTube


[[folder:Game Systems and Infrastructure]]
* Despite its iconic status in North America, the UsefulNotes/NintendoEntertainmentSystem is home to a few wonky issues that frustrated many kids back in the 80's:
** First, in an attempt to distance themselves from UsefulNotes/TheGreatVideoGameCrashOf1983, Nintendo of America ditched the traditional top-loading cartridge mechanism used by the NES's Japanese counterpart, the Family Computer, for a "zero insertion force" slot: The cartridge is slid into the front of the system and then pressed down, similar to a VCR. Unfortunately, this mechanism was infamous for being unreliable and constantly causing the infamous "flashing screen of death", as well as gradually bending the pins in the cartridge. It gets even worse today considering the system's been long out of production and many functioning [=NESes=] are in fairly worn states today, with all official repair services for them having been discontinued a long time ago.
** On games with battery-backed saves, when you power the system off, you must hold down the reset button while shutting the system off, or else your saved changes will be discarded. Presumably common practice back in the system's age, but nowadays, most players used to just turning the system off normally after saving their game may not know to do this or [[DamnYouMuscleMemory forget to do so]].
** Two pins used for hardware expansion in the Famicom's cartridge slot were removed from the cartridge slot of the NES, resulting in an inferior audiovisual game experience for some games [[BadExportForYou compared to the Japanese version]] (such as ''VideoGame/CastlevaniaIIIDraculasCurse'') and causing some games to just [[NoExportForYou not get exports of any kind]] due to relying on cartridge-side expansion chips to run properly (such as the Famicom adaptation of ''VideoGame/{{Gradius}} II'').
** Even though the NES's Japan-region counterpart, the Famicom, is known for being more durable and more developer-friendly than the NES, it does have one noticable design choice: the controllers are ''hard-wired'' into the console, meaning there's no easy replacements if either controller gets damaged.
* UsefulNotes/Nintendo3DS:
** With past Nintendo handhelds, there's no RegionCoding, so if you're traveling abroad and you see a game you want to buy, or a game you want is [[NoExportForYou not available in your region]], you can grab it and immediately start playing it on your different-region device. The 3DS, however, is the first system to lock out games based on region, much to the ire of import collectors and fans, with no publicly-announced plans to address this. While there are hacks to disable the region-lock, these can cause problems with your 3DS, from voiding the warranty and disqualifying it from official repair services to outright bricking the system, and even if they don't Nintendo will more often than not patch them by the next system update. It's telling that one of the most celebrated elements of the UsefulNotes/NintendoSwitch is the lack of region-locking, which also happens to be a first for a Nintendo home console.
** There are two ways to add friends: Locally via local wireless, or via Internet by exchanging friend codes. For whatever reason, you can't provisionally add friend codes if your 3DS is not connected, unlike with UsefulNotes/NintendoDS games, and there are many possible use cases where you can't meet with the other player locally but also cannot connect your 3DS to the Internet. You could use a smartphone as a mobile hotspot (aka "tethering"), but not every 3DS user owns a smartphone and mobile providers can disable tethering unless you switch to one of their other plans that does offer it.
** The microSD Card slot on the New 3DS requires using a screwdriver to gain access to, just so you can do things like access your photos and screenshots on your PC, unlike the non-New 3DS and both 2DS models where you simply pop off a tab with your finger to acceess the slot. There is an option in the Settings area to allow data on the microSD card to be sent over a network via SMB (Windows file sharing), thus sidestepping the entire screwdriver issue, but the location of this option is only intuitive in hindsight and is notoriously finicky regardless. To date, nobody has found a way to get a non-Windows computer to reliably connect to the New 3DS's variety of network sharing.
** Save data that's stored on the SD Card (including all save data for [=eShop=] games) is bound to the 3DS it's made on, and the only way to transfer it is to use the system transfer function that relies on having an online wireless connection and both [=3DSes=] on hand. If something happens to your SD Card or [=3DS=] to render it unusable, or you lose either, your hard-earned save data is gone; while you can call Nintendo to do a remote 3DS transfer, you still need both devices' serial numbers, and this only transfers purchases, not saves. \\
This means that a lot of players favor physical copies of their games; while Game Cards can still be lost or damaged, at least save data stored on the Game Card can be used on any 3DS that accepts the game. Even then, a number of games (such as ''Videogame/MonsterHunter Generations'') store all player data on the SD Card with all the restrictions that follow, meaning that it's almost no different than just purchasing the game on the [=eShop=].
* Konami's [=eAMUSEMENT=] services goes down for maintenance on a daily basis, from 5 AM to 7 AM Japan time; during this time, players cannot log into the [=eAMUSEMENT=] network on games using it to access their personal data (including score records, unlocks, and the like); anyone attempting to play at the time will be forced into "guest" mode where only a subset of features will be available. This isn't a problem for players in Asia, as most arcades are closed at the time, but this becomes a hassle for players in the United States, as due to time zones maintenance happens in early to mid-afternoon over there as a result.
* The [=PlayStation=] line as a whole has the "confirm" and "cancel" buttons traditionally be depending on what region console you have. For Japan-region consoles, O is to confirm and X is to cancel, derived from the idea that "O is yes, X is no". However, [[CulturalTranslation it's the other way around for Western-region consoles, referring to the concept of "X marks the spot" and because the O/X concept isn't really well-known outside of Japan]]. Is your "home" region US or PAL and you want to import Japanese games, or vice versa? [[DamnYouMuscleMemory Prepare for a lot of accidental menu mishaps.]]
* Nintendo's "Friend Code" system. The idea is that players receive unique randomly-generated numbers instead of usernames, because of the idea that someone could come up with obscene usernames even if Nintendo implemented username-censoring, which would be bad for Nintendo's family-friendly image. However, even by the standards of randomly-generated user [=IDs=], it's had its share of problems, which have thankfully been recitified over time:
** Players who want to add each other need to mutually add each other; if one player puts in the other's FC and the other doesn't reciprocate, they're not registered. This made the practice of putting one's FC in their forum signature, social media profile, etc. largely useless. The UsefulNotes/NintendoSwitch eliminated this issue, only requiring that one party disclose their friend code; in case parents are concerned about their children getting adds from unfamiliar players, there is the option to disable friend requests.
** On the UsefulNotes/NintendoDS, every single game uses its own [=FCs=]. Which means if you had[[note]]The Nintendo WFC network, used for Nintendo DS games, was closed down in 2014.[[/note]] a friend you played ''VideoGame/MarioKartDS'' with, and you wanted to also play ''VideoGame/{{Tetris}} DS'', ''Clubhouse Games'', and ''[[VideoGame/PanelDePon Planet Puzzle League]]'' with them, for example, you had to repeat the adding process for ''each one of these games''. This was thought to be fixed with the UsefulNotes/{{Wii}} with one FC for each system...only for Nintendo WFC-enabled games to continue to use the separate-FC-for-each-game system! This was finally eliminated with the UsefulNotes/Nintendo3DS, with games using the system's existing friend list instead of requiring separate [=FCs=].
* The non-[=DSi=] Nintendo DS does not support wifi hotspots with WPA or [=WPA2=] security, meaning that back when Nintendo WFC was in service, if you wanted to play games online you had to either spend money on a USB dongle that requires a PC running Windows XP or higher or downgrade the security of your router to WEP, which has been shown to be crackable even by someone with minimal hacking skills compared to WPA and especially [=WPA2=] wireless security. The 3DS does support [=WPA2=]...but only the standard, "personal" variant of it that only asks for a password, not [=WPA2=]-Enterprise which requires a username along with a password, and the 3DS doesn't let you enter a username when trying to connect to wireless networks.
* The UsefulNotes/{{Atari 2600}} controller has its sole button to the left of the joystick, making it unusable for left-handed players.
* The "classic" model of the UsefulNotes/{{Xbox 360}} is infamous for being the only console of its generation to require an adapter for Wi-Fi connectivity, which can be troublesome if your 360 is somewhere where an Ethernet cable can't reach easily. While Wi-Fi may not be as suitable for multiplayer gaming as a good old wired connection, this is still a glaring disadvantage for those who just want to receive game and system updates as well as purchase games digitally.
* The UsefulNotes/WiiU allowed most games to be played on the gamepad so that no one can hog the TV while playing. While this sounds like a good idea in theory, the gamepad has to be within the same room as the console itself or it can't communicate with it due to the effective range being just a mere few feet. This means that you can't, for example, take the gamepad with you to the bathroom if nature calls. This flaw was addressed with the Wii U's successor, the UsefulNotes/NintendoSwitch, which can be played anywhere since the console is also a handheld device.
* Nintendo has made their consoles with very limited storage space for the sake of keeping costs down, yet this caused more problems than it solves. The UsefulNotes/{{Wii}} came with a paltry 512MB of storage that would quickly fill up if you bought a lot of games on the VirtualConsole or had games with large save files. Nintendo would eventually release a patch that would allow people to save their games onto an SD card and load from there, but that also had its issues; booting a game from the SD card would temporarily make a copy of the data onto the Wii itself before loading, which meant that you couldn't run the game if you had no room left.
** The UsefulNotes/WiiU came in two versions when it came to storage. Nintendo offered an 8GB model (white) and a 32GB model (black). Since you could download games as an alternative to buying a physical copy, storage space could fill up pretty darn fast. The 8GB model was quietly discontinued shortly after launch since it sold poorly. SD cards could be used, but only up to 32GB was allowed due to needing to be cross compatible with the storage system emulation for Wii Mode. The Wii U did allow external USB hard drives to be used (up to 2TB), but only certain models were allowed while others were either risky to use or simply did not work. On top of that, the hard drive could only be used for Wii U applications.
** The UsefulNotes/NintendoSwitch comes with 32GB of storage like the Wii U before it. SD cards up to 2TB can be used to for more storage. The game cards can hold between 1GB to 32GB of data, but the bigger ones cost more money. Because costs to produce a game for the Switch in a physical copy is more expensive, some developers have opted to using a smaller sized game card and having their customers download the rest from Nintendo's e-shop to cut down the costs; ''VideoGame/DOOM2016'' only has single player mode in the physical copy version and you have to download the multiplayer modes from the e-shop if you want to play multiplayer. ''VideoGame/NBA2K'' requires an SD card just to download the ''rest of the game'' if you're playing off a game card.
* Both the UsefulNotes/{{Nintendo 64}} and the UsefulNotes/GameCube unfortunately have analog sticks that are rather delicate and susceptible to wear and tear. This leads to the infamous "looseness" of the stick that can either make it less sensitive or unable to be pushed to it's "full" position, and will eventually happen even after normal use. Some games like ''VideoGame/FZero GX'' allow the player to calibrate the stick's range of movement and deadzone, but these only apply to the games you calibrate the sticks on.

[[folder:Action RPG]]
* ''VideoGame/MiddleEarthShadowOfMordor'':
** It can be a real irritant trying to gain Intel from an Uruk who is encountered in a large group, due to the way they can ''unintentionally'' be killed in melee. Even worse is watching the intel-bearing orc flee from you, into the jaws of a random [[DemonicSpider caragor]], which eats him before he can be interrogated. It would have been nice if the designers had followed ''VideoGame/BatmanArkhamOrigins''' lead and made it impossible to kill your informant. At least there are other ways to get Intel (finding it in the world or freeing slaves).
** At least on the [=PS4=], the same button (triangle) is used in [[OptionalStealth stealth mode]] for "Attract" and "''[[TheresNoKillLikeOverkill Brutalize]]''". This can be a real pain, especially during stealth missions, when you're trying to lead an orc away for a discreet stealth kill using Attract, only for the button's function to suddenly switch to Brutalize, which makes for an ''intentionally'' loud and indiscreet kill. Similarly, the same button (circle) is used for dropping to hang off of ledges and Stealth Drain. You may simply be trying better position yourself along a ledge for a Stealth Kill/Brutalize only for the function to change, leading to you attacking with a non-lethal Drain.
** [[HeelFaceTurn Branded Captains]] lose their [[ContractualBossImmunity immunity to instant death when being thrown over a ledge]]. This is extremely problematic and annoying for two major reasons: One, they have a tendency to run in and attempt to assist when you're fighting near them. If you happen to be near a ledge (which is often given the geology and structures of Mordor), it's entirely possible to knock your branded Captain off accidentally. Two, the act of branding them requires grabbing onto them. After branding them, [[PlayerCharacter Talion]] has a habit of releasing them by tossing them backward, which can be right off a ledge. It's quite frustrating to track a Captain down, kill all of his followers, get his health down enough so that he can be grabbed, and then actually brand him only to have him uncontrollably ''thrown off a ledge'' immediately after. Your only recourse is to try and grab/brand him away from any ledges, but this is hard to manage when you're in the heat of combat with Uruk reinforcements close by (as getting hit by one interrupts the brand attempt).

* The vegetable picking in ''PuttPutt Enters the Race''. First off, it's a puzzle designed like a gigantic maze. What makes it annoying is that some foods take ''ages'' just to get to, and once you make it to them, you have to retrace your steps, so that needlessly doubles the amount of time it takes. Even worse, you have to be right next to the vegetable in order to get it or get ready to [[AnnoyingVideoGameHelper be told you can't pick it over and over again.]] It doesn't help at all that the movements cannot be skipped at all, unlike the rest of the game.
* Instead of the classic [[TheManyDeathsOfYou wrong-choices-mean-death approach]], ''VisualNovel/TimeHollow'' makes Game Overs possible with a health meter. It can only be refilled by wandering the game looking for "chrons" and watching an unskippable cutscene each time you find one. But you're unlikely to even need this, as you only lose health for "digging" in the wrong place, and most of the digging puzzles are very simple -- making the whole thing pointless. Unless, of course, you wanted to do anything other than beelining straight to the next EventFlag, which this mechanic discourages quite [[SarcasmMode "nicely"]].
* Despite being a point-and-clicker, ''VideoGame/{{Harvester}}'' has a real-time combat system. It is extremely clunky, hard to aim at a target, and it makes the main character walk in a goofy fashion while wielding a weapon.

[[folder:Beat-Em-Up/Hack and Slash]]
* ''VideoGame/BattleToads'':
** The 2 player mode is cruel enough to force both players to restart a section if either one runs out of lives. Most of the time, the surviving player will be low on lives and be the one to run out next time. WebVideo/TheAngryVideoGameNerd and [[ADayInTheLimelight Kyle Justin]] ranted about this long before reaching the eleventh stage, which has an out-and-out bug that makes it impossible in 2 player.
** As if the game weren't hard enough already, you can't turn off the friendly fire in the game (though you could in later ''Battletoads'' games), making it extremely easy to punch/kick/headbutt your ally in co-op by accident. This really, really sucks in the descending level (level 2), where your toad will turn into a wrecking ball and instantly kill any enemy ''or friend'' who is even roughly parallel to him, simply because you pressed the attack button.
* ''VideoGame/{{Bayonetta}}''
** Out-of-body fights. They're tolerable in the story mode, where you're given tools to whale on angels with and Cereza isn't constantly in danger, but when they're made an Alfheim challenge, you have to leave your body behind to fight; that won't stop the angels from going after it anyway (which will hurt your regular lifebar), unless you waste one of your two accessory slots on an item that forces Angels to attack you... but also makes them ''stronger''. That very mechanic forces you to use a ''lightpole'' to fight Affinities while protecting Cereza, since they are not in the same dimension. Not only is the "weapon" painfully slow, it slips out of your hands if you stop to dodge an attack. Granted, you can use [[spoiler:[[SwissArmyWeapon Rodin]]]] to attack them directly but the thing is [[BonusBoss not exactly]] [[NintendoHard easy]] to get...
** The mini-game to send Jubileus into the sun isn't so bad in Normal mode. In Hard and Climax mode however the planets are much harder to avoid, and failure is counted as a death, which can completely ruin an otherwise perfect score. Considering how long and difficult this fight can be, this is frustrating to say the least.
** Insta-Death Quick Time Events in general, because it's sometimes damn near impossible to know exactly when to push the Square/X/B button, the game only gives you about half a second to react, and each death counts against your score. They were so hated that they were basically removed from the sequel, largely replaced with climax style button mashes that ''reward'' quick reflexes, but don't necessarily punish missing them.
* ''VideoGame/ComixZone'' had the rather infamous quirk that hitting inanimate objects removed a tiny sliver of your health bar...then ''forced'' you to break things this way to progress, unless you managed to figure out where every single hidden grenade or pack of dynamite is and use those instead.
* ''Franchise/DevilMayCry'':
** There is not much love for the underwater sections in ''Devil May Cry 1'' or ''2''. To elaborate, the first game had at least two first-person underwater sections. In these bits you controlled like a tank, can't use Devil Trigger, can only use the needle gun, and the enemies had way better movement than you did. It gets worse on Dante Must Die if you can't kill enemies fast enough. The second game had a lot of Lucia's missions underwater (in 3rd person this time) that played even worse, culminating in one of the missions having a boss battle that's underwater.
** What's that, player? You spent all of ''Devil May Cry 3'' getting used to the new Style mechanic, which was incredibly useful and allowed adaptability depending upon your personal play style? And you also quite like the Devil Trigger ability, which has been a part of the series since the first game, which is useful for a worst-case scenario or for dealing a bit of well-needed extra damage to a tough enemy or boss? Well then, I'll just remove ''both'' the Style and Devil Trigger mechanics around the halfway point of the fight against the penultimate boss, and if you don't like it, you can deal with it!
** The Devil Bringer Nero uses in ''4'' annoys some fans of the series in that it is overpowered and that combat becomes more of a one-hit ''[[VideoGame/GodOfWarSeries God of War]]'' button pressing sequence rather than dishing out the combos... but the problem with Nero is that his move list is limited, and he doesn't get new weapons like Dante, thus to deal major damage you usually ''have'' to use the Devil Bringer.
** While revving Nero's sword up to power up his strikes has no downside and revving it in time with his attacks automatically powers up the next attack instead of having to rev it 3 times, it's a Scrappy Mechanic to a degree in case you're not a fan of hitting one of the shoulder buttons in time with every attack, especially since revved attacks have different timing and thus require you learn both of them if you wish to master EX-Acting and MAX-Acting all attacks. If you don't, your variety of attacks will be a lot more limited.
* ''VideoGame/DmCDevilMayCry'':
** The removal of certain iconic moves such as taunting and, most importantly, a hard lock-on function. The latter makes the aim for guns, grapples and dash attacks a bit dodgy. This also makes dash attacks like Stinger harder to execute, as you have to tap the left stick in a direction twice instead of simply holding it towards the enemy you're locked on.
** Special weapons are split into two classes. Several enemy types are immune to one class or the other, which some players felt limited their weapon options in combat.
** The rating system rewards you for the damage you make rather than the variety from your combos, although the length of time a style grade remained before disappearing or lowering was significantly shortened in a patch.
** The Devil Trigger was significantly buffed, with some seeing it as a GameBreaker, due its use of BulletTime and a tendency to throw any non-boss enemy helplessly into the air. Others dislike it because it only serves a single function instead of adding variety to combat like in the previous games in form of additional attacks and because filling the gauge to use it takes so long that you can only use it 1-2 times per level at most.
** The platforming sequences are sometimes seen as unnecessary or too easy, or {{Padding}} when replaying missions for points.
* In the initial arcade release of ''[[VideoGame/DoubleDragon Double Dragon 3: The Rosetta Stone]]'', items in the in-game shops cost real world money. Complaints about this feature caused it to be later removed from the Japanese version.
* ''VideoGame/DynastyWarriors 6'':
** It introduced a new combat engine, Renbu (which means "Endless Dance"), which [[MeaningfulName no longer limited attacks to a simple string of striking attacks as they could go on infinitely at any time]] (Including the newly implemented string of charge attacks). As your Renbu level increased, more attacks (striking and charge) are added to your attack string. However, the only way to increase your Renbu level is by constantly attacking enemies (raising your chain counter), but that's not the worst of it. Your Renbu gauge can decrease by either not raising (or starting) your chain counter (Making this very frustrating in escort missions) or by taking heavy damage from enemy attacks.
** With the right abilities, renbu gague loss was mitigated. The real problem with renbu was that it was a fine idea on paper but not in play on higher difficulties. On higher difficulty levels, it's not uncommon for one of the fifteen or twenty mooks to hit you during a combo, breaking your momentum. Some characters could easily recover; but other characters' movesets (such as Dian Wei and Xiahou Dun) felt so uncomfortable to play with on higher difficulty settings that they were outright unusable.
** The reception for this was so bad Renbu was removed completely from the ''Empires'' ExpansionPack in favor of upgrading the weapons themselves to give more elaborate combos. Simplifying of the upgrade system is common for the ''Empires'' side games in order to allow more focus on the kingdom management aspects, but this is the first time a core battlefield mechanic was completely excised between a numbered release and the expansion.
** ''Dynasty Warriors 2'' had some enemy generals gaining powerups after standing back up from being knocked down. The battles were still winnable, but this ''really'' dragged some of them out, particularly when Liu Bei or Cao Cao was the commander. He could literally be the last man standing, with hostile forces ''swarming'' around him, and it'd still take 6 minutes to finish him off. No surprise Koei dropped this like a bad habit.
* ''VideoGame/HyruleWarriors'':
** Any level where a Cucco will appear and follow the player around, as it seems to exist solely to discourage the use of wide attacks. Or, for that matter, any attacks if you don't know exactly where the chicken last moved to. The general consensus is that it's not a question of if you'll hit it enough to trigger its rage, but when. Some of the other Cucco events (guiding a baby Cucco to its mother and two Cuccos fighting in a keep) are also hated, but the one that follows the player is particularly hated.
** To a lesser extent, the missions that don't have an Element Affinity, as it means all the defense badges you've grinded for are now completely useless (making getting an A-Rank all that more difficult).
** During co-op play, enemy groups are severely cut to make up for the strain of having two characters in the same mission. This can make racking up [=KOs=] exceptionally difficult due to enemies not spawning fast enough; in fact, you could be only halfway through claiming a keep and have it completely devoid of enemies for several seconds. However, this ''may'' have been an intentional design flaw, since it discourages players from abusing co-op mode to A-Rank a mission with a character other than who the mission was intended for (although it ''also'' discourages playing the game with friends, as well).
** Some Ganon's Fury missions have Zant and Ghirahim show up and then get attacked, prompting you to save them. While the consequences of not saving them aren't particularly dire, this is made annoying by how Ganon's size is so vast that it is nearly impossible to make contact with their green circles to restore their health without pushing them into a wall first.
* ''VideoGame/LollipopChainsaw'': The Chainsaw Blaster's auto targeting takes a lot of flak for jerking the camera around where ever the closest zombie is near you. This is remedied though since you can go into options menu anytime to switch to manual aim (which works way better). Some of the mini games count too, and failing them will make you lose a life, [[SelfImposedChallenge ruining your no death run]]. The mini-game that practically everyone hates is Zombie Baseball, due to three reasons:
** 1. It's a glorified escort mission that involves getting Nick around the baseball diamond three times. Nick goes somewhat at a snails pace and wastes time celebrating '''EVERY TIME''' he makes it to a base.
** 2. Nick is a GlassCannon and can only take about 4 or 5 hits at most.
** 3. If you left the auto aim on, this section becomes a LuckBasedMission. As mentioned earlier, the scrappyness is reduced somewhat since you can turn off auto aim anytime. Though many first time players did not know about manual or auto aim.
* ''VideoGame/MetalGearRisingRevengeance'':
** Unique weapons replacing the High Frequency Blade's heavy attack when equipped instead of having their own dedicated button.
** The inability to [[RealTimeWeaponChange swap between sub-weapons on the fly]]. Trying to do a NoDamageRun after hitting a checkpoint with the wrong weapon equipped means spending precious seconds standing still to swap the weapon out, ''potentially ruining your chances before you can even start.'' This was fixed in a later patch; you can now change weapons while running, but not in the middle of {{Combos}}. (Apparently this is mostly due to the memory-intensive procedural cutting engine: there simply isn't enough RAM available on either console to run it with all 3 secondary weapons being usable at the same time.)
** The use of an auto save (instead of the manual save found in the ''Metal Gear Solid'' games). Getting hit right before a checkpoint during a perfect run or missing a collectible often means having to restart the entire level to get back to it.
** The camera system, as it can feel sluggish, is awkwardly positioned in Blade Mode, and in certain instances re-positions itself while you're attempting to perform a parry or see an enemy.
** Sam's VR Missions from the Jetstream Sam DownloadableContent [[AnotherSideAnotherStory campaign]] can only be accessed from terminals you find in the levels themselves, and not from a separate VR menu like Raiden's.
* ''VideoGame/NoMoreHeroes'':
** It has Dark Side Mode, which is randomly activated by uncontrollable spinning slots that appear after killing enemies. Of course, it has a tendency to trigger after you've already finished killing all of the enemies in a room... and it cancels when you open doors/gates to proceed to the next one. Only one of these is stored for later use when the player chooses, as it instantly kills all enemies on screen... but because it awards extra money for ''not'' using it when you beat the level, it's even scrappier, as most players simply leave it and take the money. The PS3 port, ''Heroes' Paradise'', fixes this by having them stored automatically after the wheel is spun until the player activates them manually.
** The entry fees, and by extension, the job and assassination minigames in the first game also count, even if they are [[spoiler: [[JustifiedTrope justified]] when you find out that Sylvia was a con artist and was manipulating almost every assassin in the game.]] The player basically has to grind large amounts of money to unlock the next rank match, and therefore advance the story, and the repetition was the single-biggest complaint about the first game. People were glad when they ditched the whole concept in ''Desperate Struggle''.
** ''VideoGame/NoMoreHeroes2DesperateStruggle'' also readjusts the Dark Side Mode - now it comes up a ''lot'' more often, and even if your luck is bad, there's an extra, manually-activated version if you can avoid getting hit too often.
* ''VideoGame/StreetsOfRage 3'' gives you a star every 40,000 points, up to 3 stars. Each star powers up your "blitz" attack. However, 40,000 points is a very non-trivial amount of points, and if you die, you lose a star. Expect to never see a single star if you can't last very long on each life. There's an alternative way to perform any level "blitz" attack with a specific input, but it requires a 6-button controller to do.
* ''VideoGame/TeenageMutantNinjaTurtlesTurtlesInTime'' the arcade version had throwing. In the SNES port that came later, you could choose a type of throw: [[GrievousHarmWithABody rag doll]] [[MetronomicManMashing slam]] or [[CameraAbuse throwing the enemy at the screen]]. Throwing relies on RandomNumberGod in the arcade version, which means you could not choose your type of throw. This makes you wonder why {{Creator/Konami}} thought it was a good idea at the time during the arcade release.
* In ''VideoGame/KillerIsDead'', your attacks start out very slow, but pick up speed as you build combos. Problem is, most enemies are too weak to survive a very long combo, coupled with the possibility of getting hit or the combo counter timing out means your attacks will often stay very slow.
* In the obscure PS2 ''VideoGame/WayOfTheSamurai'' spin off ''Samurai Western'', you have a fury mode which makes your combos infinite, great against normal enemies who stand in one spot, borderline useless on bosses, who are all too happy to block your never-ending onslaught like you were throwing mean insults at them and not slashing them with a sword.

[[folder:Card Battle Game]]
* The Flash web game ''Clash of the Dragons'' uses the combatant's deck as a life meter, depleting cards as they lose health. Several [=NPCs=] have the [[CounterAttack "Acid Flask"]] card, which when depleted immediately deals interrupting, [[UnblockableAttack unblockable damage]] equal to the damage that caused it to be dealt. This means that if you deal 10 damage and have an Acid Flask as one of the depleted cards, you instantly take 10 damage. If you are reduced to 0 health by this, you immediately lose, [[TheComputerIsACheatingBastard regardless of how much damage you just caused to the enemy]]. Some enemies have several Acid Flasks in their decks, meaning that if during that 10 damage you deplete two of them, the game will stop twice to deal your damage back to you twice over. There are enemies in the game that have up to four Acid Flask cards, [[DeathOfAThousandCuts stacked buffs that deal a set amount of unblockable damage every time you damage them at all]] (meaning that if you attack too slowly, you die, and if you attack too quickly, you die) '''[[UpToEleven and]]''' have attacks that cause the player to [[AIRoulette play random attacks and have no access to helpful items for three turns]]. [[RageQuit Which they play every third turn]]. Often, you get to play your first card, then watch yourself lose with no input on the battle.

* Ringouts (knocking your opponent out of the arena and into an auto-DQ zone), or any other means of winning a round without actually zeroing out your opponent's health bar are universally reviled. The ''Videogame/VirtuaFighter'' and ''[[VideoGame/SoulSeries Soul Calibur]]'' series generally include ringouts on most if not all stages. ''Soul Calibur'' also heavily features juggling and several notably claustrophobic stages where accidental self-ringout is an actual possibility. ''VideoGame/DeadOrAlive'', on the other hand, put a more enjoyable spin on this, transforming most ringouts into events more to the order of '[[FreeFloorFighting you knocked him off the building and down through the flashy neon sign and into the pavement, but then you jump down after him and keep fighting down there]].'
* For a lot of people who would otherwise play ''VideoGame/{{Tekken}}'', juggling is exactly this. A large section of the fandom who thought 2 or 3 was the best in the series often find any game past 4 bordering on unplayable. One word - ''walls''. Getting trapped by Eddy or Christie in the corner of the map has been known to break controllers.
* ''VideoGame/SuperSmashBros.'':
** Tripping in ''Brawl''. Whenever a player breaks into a run, they may, by completely random chance, trip over and leave themselves vulnerable. The mechanic doesn't go away in Sudden Death. Even though tripping gives you invincibility frames, you could do the same thing but better with sidestepping. It's supposed to be to limit overuse of dashing, but casual and [[TournamentPlay competitive]] players alike agree that this mechanic has no good reason to exist. Fortunately, random tripping has been removed in the next installment.
** For the [[Franchise/{{Pokemon}} Pokémon Trainer]], the stamina mechanic which punishes you for trying to rely on one of the {{Mons}} by reducing your stats when you use one specific one for too long (and to a lesser degree how the current mon automatically switches when you get [=KOed=]). You can tell when this happens when your Pokemon starts to act tired in their idle animation and move around more sluggishly. This despite the fact that Sheik/Zelda never needed any handicap on multiple forms besides lacking a Down-B move.
** The Pokemon Trainer's Pokemon are also affected by [[ElementalRockPaperScissors Type Effectiveness]], meaning certain types of attacks do a bit more damage and knock a particular Pokemon further away than usual. This ends up making the Trainer's Ivysaur, a Grass-Type, susceptible to attacks from over half of ''Brawl''[='s=] roster due to the abundance of characters that innately use fire-based attacks, making Ivysaur less durable than it should be. Squirtle and ''especially'' Charizard had an easier time with this. Both this and the stamina mechanic mentioned above were introduced to emulate the mechanics of the main ''Pokemon'' games[[note]]Stamina was meant to bring focus to the Trainer's entire team, rather than just one Pokemon.[[/note]], which only sounded good on paper in the end. It should be noted that ''only'' the Pokemon Trainer's team are affected by these mechanics, so the standalone Pokemon such as Pikachu play like the other characters in ''Brawl''[='s=] roster.
** For a large group of players (read: those who don't play in tournaments), this applies to ''every'' kind of "dashing" (except running) and "canceling" technique in ''Melee'', the previous game. The fact that they were nearly completely removed in ''Brawl'' was seen as a breath of fresh air for some of those who didn't base their playstyles on physics exploits nor intentional advanced techniques. On the other hand, their removal was a huge cause to the very BrokenBase, especially since many already-nerfed characters were nerfed even more as a result.
** ''Brawl'''s random multiplayer. You're pitted against 1-3 anonymous opponents, and when someone quits, they're taken over by a CPU. Without notifying you. Most annoyingly, this feature was even touted on the official website. Unless you know the AI well enough, you'll never know whether your match was spent entirely with living, breathing humans or that awesome finish you pulled off in the final moments of the match was against the CPU.
** ''Brawl's'' [[LimitBreak Final Smashes]] have also contributed heavily to its BrokenBase. If items are in play, there's a chance of a Smash Ball appearing, and if you break it, you can unleash a super attack that will knock out enemies instantly. The main problem is that while you ''can'' dodge the super moves in some way, most of the time, you won't be able to (especially if the level is tiny and hard to maneuver around) and thus the user practically gets a free kill or two. What's also worse are [[ComebackMechanic "Pity" Final Smashes]] that occur when a player is severely lagging behind in points and respawns with a Final Smash already in standby. However, ''Super Smash Bros. for Wii U'' and ''3DS'' {{Nerf}}ed the Final Smashes, heavily toning them down in damage and launch power, so that for the most part, opponents have to be heavily damaged already to be knocked out.
** In the games where you can play with a UsefulNotes/NintendoGameCube controller, mashing the C-stick is a very useful way to easily perform smash or aerial attacks, unless you're playing ''Melee'''s single-player modes, where the C-stick zooms the camera in and out. Since the default camera placement already gives you the best view of everything, this feature serves no purpose but to restrict your view and to make many techniques much harder.
** The Multi-Man modes in ''Melee'' and ''Brawl'' have items. While items like Poké Balls are helpful, many players view the biggest challenge of the modes is not trying to defeat all of the enemies (100-Man) or trying to survive (15-Minute), but hoping that a rogue Bob-omb or explosive doesn't spawn next to you and ruin that glorious victory. Alleviated in the fourth game, where items in the mode spawn on top of a floating platform that appears every couple seconds.
** Collecting custom attacks in the fourth game. It's a LuckBasedMission, only available through single player modes or the rare chance of having a bag spawn in a Smash match. The problem lied in how custom moves are lumped in with general equipment like stat buffers or even Mii costumes, so even after getting a guaranteed five custom parts after a Classic Mode match you have no idea if any of them are going to be full moves for your main or new hats for the Mii fighters until the match is over. Even worse is that it's possible to get repeats of both custom moves and other equipment, meaning that the item pool to draw from does not lower over time.
** The replay feature:
*** First introduced in ''Brawl'', replays don't record video footage of matches. What's really being recorded are the button inputs and instances of [[RandomNumberGod RNG]][[note]]e.g., the precise spawn spots of items, the value of Mr. G&W's Judge attack, the type of turnip Peach pulls out, etc.[[/note]] from start to finish and the "replay" of any given match just plays back that sequential recorded data in real time. Unfortunately, there's also a very small chance that a replay will desync and won't play back the way it's supposed to, which is usually irreversible. Also, replays in ''Brawl'' can only last up until 3 minutes. If there were any memorable matches that last 3 minutes and ''1 second'' or more, you won't be able to record it.
*** There is a time limit for replays in both versions of the 4th ''Smash'' installment. It lasts for some time beyond 10 minutes and any reasonable match will end long before that. However, replays will become unplayable once you've downloaded the latest update patch, which has happened at least ''9'' times. All because the damage output and mechanics for several characters have been altered, which would mess up live playbacks for outdated versions of the game. To avoid this before updating, the Wii U version has an option for uploading video recorded matches to Website/YouTube and Miiverse, but these replays can't exceed 3 minutes. As for the 3DS version, your only options are a capture device or an off-screen recording with a camera. And because that's not enough, while the Wii U version appears to save as much replays as you want depending on the console's memory, the 3DS version isn't so lucky. Did you just have an [[SugarWiki/AwesomeMoments epic]] or [[SugarWiki/FunnyMoments hilarious]] match and want a replay of it? Well, if you've already reach the limit of 64 saved replays, the game almost tauntingly displays the message "You cannot save any more replays.", regardless of how much space you have in your SD card. At that point during the Results screen, there is no option to delete an old replay to save a new one.
* In ''VideoGame/TatsunokoVsCapcom'', when someone ragequits in an online match, it counts as a ''loss'' for the person who was still online, who likely would have been winning. And this even happens if the final hit was registered.
* ''VideoGame/SmackdownVsRaw'':
** Since the 2006 edition, gender restrictions have been placed (no more intergender matches). In [=SvR2K10=], the Mixed Tag match was introduced, which pits two teams of one male and one female against each other. The problem with the match is that if a man and woman are legal in the ring, the ref starts a five count and the illegal partner has to make a tag or automatically gets disqualified. Worse still- and not just in this match but in '''''any''''' match- the men get disqualified for hitting the women, even if it's by accident [[DoubleStandard while the women, on the other hand, are allowed to attack them as much as they please (If countered, they'll win automatically by DQ).]] Unfortunate indeed, but this is a reflection of the current "rules" in the WWE, which is sort of the point of Smackdown vs Raw. Thanks to PG and other things, men cannot hit women, and the five count is an accurate reflection of tag rules, as it has to be girl on girl and thus if the others tag it means that you also tagged.
** The grappling system in [=SVR2011=], which removed the modifier for strong and weak grapples. Weak grapples could only be performed on non-groggy opponents, while heavy grapples were restricted to groggy opponents.
* The older [=GameCube=] title ''Day of Reckoning 2'' introduced a new "stamina" system that left your wrestler completely helpless and at the mercy of an opponent if they ran too much or used too many moves in succession. You could also run out of stamina if you got beat up too badly, and while that normally only happens to characters with low stats, it makes comebacks difficult if it does. In one way, it added more strategy to matches, but it also made it harder to beat opponents with higher stats.
* ''VideoGame/MarvelVsCapcom3'':
** X-Factor is this for some. It's a power-up that can be activated by any character in the game once per fight that increases in power as more characters of your team die off. The reason some say it is this trope is that the strength and speed boost it gives your character is so big that it breaks the game. Every character gets access to easy 100% combos upon using it and can easily decimate entire teams after one mistake, completely overturning the momentum of a match. And that's not even getting into the fact that activating it cancels instantly from ANY move.
** [[SarcasmMode Even better]]; ''[[UpdatedRerelease Ultimate Marvel vs. Capcom 3]]'' now allows you to activate X-Factor ''midair''.
** The inclusion of ground/wallbounces and really common [[KickThemWhileTheyAreDown OTGs]] in order to make combos as long as inhumanely possible is detrimental to the overall fun level for whoever isn't the winner. ''[=MvC3=]'' is decidedly not a game that's fun at all if you're losing, if only because you have to watch completely helplessly for upwards of 2030 seconds of pummeling that you have absolutely no control during if you make a mistake.
** The match-search system for online has become notorious for being utterly broken. In theory, setting "Player Rank" to "Same" should pair you against players similar in skill to you. In practice, nobody has any clue what formula the game uses, but it likes to pit Amateur (the second-lowest rank) against Lord (one of the highest) and other such blatantly-lopsided fights. Expect to get into a lot of fights you just can't win.
* Counters (or holds as they're properly known as) in the ''VideoGame/DeadOrAlive'' series, especially in 4 where they're believed to have degenerated the game into pure guessing.
* ''Series/DeadliestWarrior'':
** The stamina bar embodied this trope to the max; even heavily armored warriors like Knights and Spartans could have their blocking ability momentarily disabled or their arm broken due to their shield being punched but not to being shot by a Blunderbuss.
** Most characters have ranged weapons. Only ''some'' characters, however, have ranged weapons that ''aim for the head by default,'' and it's a OneHitKill if they connect. Worse still, there's no restrictions on when you can and can't use them, which means a round can end in a single solitary second just from someone chucking a spear into your skull ''at the very start of the match.''
* The tests of strength in the ''VideoGame/FireProWrestling'' series, which become impossible for a player to win above level 5, and occur with increasing frequency in the higher difficulty levels. Generally agreed by fans to be the worst aspect of the game.
* ''Franchise/StreetFighter'':
** ''VideoGame/StreetFighterI'', an otherwise-decent game at the time of its release, is infamous for its pressure-sensitive buttons: the type of attack you inflict (light, medium, or strong) depends on how hard you hit the button. Naturally, players can injure themselves over the course of normal play, and there have been reports of people ''drop-kicking'' the buttons. Because of this, Capcom put out a revised version that instead uses the now-standard two rows of three buttons, dropping the pressure-sensitive gimmick almost[[note]]One of the "EO" ports of ''VideoGame/CapcomVsSNK2MarkOfTheMillennium'' has a control option that uses the UsefulNotes/NintendoGameCube's analog L and R triggers to emulate this setup[[/note]] entirely from subsequent Capcom fighting games.
** ''VideoGame/StreetFighterV'' changed the way alternate colors are unlocked from simply playing as a character in any mode, to playing through Survival mode for each character. On paper this doesn't sound too bad, but the mode itself is a chore to go through. First, you need to play through three difficulties to unlock all the colors for one character; you can't just do hard mode and unlock them all. For the two harder modes, the enemy AI is effectively braindead, rarely blocking and only getting slightly aggressive as the mode goes on. That is, until the final stretch, where the AI takes a massive DifficultySpike and starts doing hard-hitting combos whenever it can, after you've fighting piss-easy opponents for ten or twenty minutes straight. The higher difficulties aren't actually ''harder'', they just have more enemies to go through, from ten, to thirty, then fifty. There's also a system where you can spend your points between fights to buy supplements to help with the next fight; these supplements are ''randomized'', meaning you can be stuck with low healing after barely making it through the last round. To cap it all off, this all needs to be done '''''per costume for each character'''''. Oh, and no continues if you die, of course, or if the game suddenly loses connection to the server and boots you to the main menu.

[[folder: Party/Casual Game]]
* ''VideoGame/{{Arkanoid}}''. Golden bricks. In a game that's all about destroying every last brick, the game suddenly throws indestructible ones at you... usually in the most inconvenient place possible. Almost every level which has them consists of ''walls'' of the things caging in all of the breakable bricks, making it so that you have to get the ball into a tiny little opening and hope it doesn't just bounce back out. Sure is fun bouncing the ball around for five whole minutes accomplishing nothing. Playing 2-player? Watch your friend fall asleep from boredom.
* The entirely random terrain generation and explosive death-causing trap placements (and sometimes player positions) in any ''VideoGame/{{Worms}}'' game can screw players both skilled and unskilled. But mostly just the skilled players.
* ''VideoGame/{{Tetris}}'':
** In newer games (for example, ''Tetris DS'') it is possible in single player for a player to keep a piece from locking in place by hammering at a rotation button, or nowadays, shortly delaying the lock. Yes, even the square. ''Tetris Worlds'' was the first to be criticized for it. The rationale is that it helps beginners, but doesn't affect more competitive players.
** The Marathon mode in many modern games such as ''Tetris Friends'', due to the way progression works (without going into Administravia/WalkthroughMode: clearing more lines at a time gives you a boost in progression towards the end of the game), [[ViolationOfCommonSense actually awards more points for comboing single line clears than for making Tetrises]].
* One of the main reasons the sequel to ''Videogame/FuzionFrenzy'' failed was because it tried to implement a card system that could significantly alter the point rewards of a round significantly (using multiplier cards, multiplier steal cards, and others). This system was widely criticized by players as making winning a round far too luck-based, as even people who consistently did poorly in minigames could win a planet if they played their cards right.

* The hidden magnet in ''Pinball/TheAddamsFamily'' will pulse at certain times[[note]]when 2 balls are locked out of three for Showtime Multiball, during all multiball modes, and during Seance[[/note]], flinging the ball in unpredictable directions, sometimes right into an outlane or a drain. Not only has this mechanic never been put into a pinball machine since, but when an ''Addams Family'' machine is used for competition, the magnet is physically removed from the machine as there is an software bug where you can just hold the ball and time them out so it is done to speed things up.
* A major reason why Creator/{{Stern}}'s version of ''The Rolling Stones'' is widely hated is that there is a plastic cutout of Mick Jagger that moves left and right along an arc-shaped slot a few inches above the flippers, programmed to block whatever shot will be most important to you, forcing you to hit him and get him out of the way. Although Count Dracula in ''Pinball/MonsterBash'' and the buck in ''Big Buck Hunter Pro'' run on similar mechanisms, they both have hiding spots they would stay in until activated and would move back shortly afterwards. What made Mick such a despised mechanic is that Mick, lacking a hiding spot, is ''always outside'' and ''always trying to block your shots''. In addition, fans of Music/TheRollingStones, which this machine is aimed at, were confused why they were being asked to repeatedly whack Mick with the ball. This mechanic would gain the derisive nickname of "Mick on a Stick," and this machine's poor execution of it has effectively killed this mechanic.
* The upper playfield in ''Popeye Saves the Earth'' is placed right on top of the regular playfield and prevents you from seeing its entire top half. Though when new, the upper playfield's surface is transparent plastic and won't inhibit your vision much, once it gets enough play, the plastic will eventually become scratched up and opaque, rendering the upper half impossible to see.
* The Ring in ''Wrestlemania'', at least when the machine was first released, was a much-hated feature. There is nothing inherently annoying about a mini-playfield that simulates a wrestling ring, complete with rubber rings around the perimeter. What's annoying about it, however, is that the initial release's rules made it such that not only was the Ring always available, ''every mode worth a lot of points'' either began on the Ring or ended on the Ring, no exceptions. This meant that the more you spammed the Ring, the higher your score, and it made for terribly boring games. There was a [[ObviousRulePatch patch and an update released later that blocked off access to the Ring sometimes and created non-Ring modes]], but by then, the damage was already done, and the game was a total flop in sales and disliked by players of all skill levels.
* Every pinball machine that provides unlimited balls but only allows you to play until time runs out--''Pinball/JamesBond007'', ''Pinball/FlipperFootball'', and ''Pinball/SafeCracker''--have all bombed in sales and were unpopular with people passing by putting coins in to play. (A fourth one, ''Goin' Nuts'', was scrapped before it could even be sold.) For all of these cases, the reason is the same: Newcomers get destroyed until they run out of time, whereas people dedicated to playing them well could learn to exploit time bonuses and play for way longer than it would remain interesting. ''Safe Cracker'' has since been VindicatedByHistory when individuals bought used machines for personal use and they didn't have to worry about paying per game, however.
* Plunger lanes that lead to pop bumpers are a major cause of annoyance for a lot of players, especially if the pop bumpers do not have a fixed exit and can fly out in any direction. The reason is that there is a good chance that when you begin the ball, it goes to the bumpers and rockets into the drain, without any way of saving it. Even with a ball saver (a mechanic to return the ball to you with no penalty when the game begins), the ball could bounce around in the bumpers for so long that the ball saver runs out while the ball is still there. Machines where this has been an issue include ''Pinball/BramStokersDracula'' and ''Pinball/TheWalkingDead'' Most newer games to freeze timers even ball save when the ball is in the bumpers.
* Outlanes, particularly for beginners; it can seem unintuitive for the ball to slide into an outline, resulting in a drain that seems quite non-preventable. While experts argue that nudging the table can easily prevent an outlane drain, nudging requires knowing exactly when the ball is about to slam into the outlane as well as being delicate with the table; a nudge too weak is the same thing as doing nothing while a nudge too strong is a [[NoFairCheating TILT]]. However, some tables have "kickbacks" that will eject the ball from an outlane (usually the left one), or other means of catching balls that are about to head into either outlane (such as the Shooting Star in ''Pinball/TalesOfTheArabianNights''); either way, anti-outlane measures often have limited activations so don't count on them saving you every time.
* {{Skill Shot}}s involving flashing lanes at the back of the table are often dismissed for being [[LuckBasedMission Luck Shots]] in practice; even Creator/RogerSharpe admitted that his pinball-saving skill shot was a stroke of luck, i.e. he proved pinball wasn't about luck ''[[{{Irony}} through sheer luck]]'' (pinball tables had been [[BannedInChina banned in some jurisdictions]] on accusations of being gambling machines). Even other kinds of plunger-based skill shots can still fall under this trope depending on how well-maintained the plunger is. Perhaps because of this, some tables use flipper-based skill shots instead, where the player has to hit the ball into a designated target with the flippers immediately after launch.
* {{Video Mode}}s are seen by some as interrupting the flow of a pinball game and being fairly out-of-place; after all, why play ''pinball'' and end up playing a ''video game''? Creator/PatLawlor, among other pinball creators, is known for refusing to put video modes in his tables as a result.
* A number of Creator/SternPinball pins designed by Creator/SteveRitchie have a ContextSensitiveButton at the center of the lockdown bar at the front of the table. So in addition to handling the flippers, you have to take a hand off the flippers to slam the button and easily risk a drain, unless you're willing to UseYourHead or somehow have three arms.

[[folder: Puzzle Game]]
* ''VideoGame/TheWitness'':
** The self-disabling panels. Many panels in the game are connected via wires that indicate the power flowing from one to another. A lot of these panels disable themselves when a wrong solution is entered, forcing you to return to the previous panel and reenter the correct solution. Theoretically, this serves to discourage the player from brute forcing puzzles, but there are two problems with this. The first is that this feature appears in more complex puzzles that have many possible solutions and are therefore unlikely to be brute forced; the self-disablement here just serves to unnecessarily punish players for making a mistake. The second is that with some of these puzzles, the previous panel still shows the right solution, making it easy to reenter; the self-disablement here doesn't discourage brute force so much as slightly prolong it.
** The desert puzzles revolve around reflection of light on the panels to reveal the correct paths drawn on them. The basement of the desert temple contains puzzles based on water reflection -- the principle is the same, but this time you have to arrange the water level of a pool below the panels to reflect at the right angles to see the solutions. While this puzzle is hard enough since the water reflects the solutions upside-down, the really annoying thing is that the water cannot be paused between its highest and lowest points; if you don't get the solution, you'll have to wait for the pool level to rise or lower completely before you can try again. This is especially bad because the speed at which the water level changes is super slow.
* ''VideoGame/AngryBirds'':
** Hal the Toucan's boomerang mechanic, which is very difficult to predict and control. They even acknowledged its unpopularity in one ''Seasons'' cutscene.
** The Marmosets' ability to regain their balance in ''Rio'', even after severe force is used on them.
** The "wait to replay or [[AllegedlyFreeGame pay money]]" system in ''Videogame/AngryBirds2'', and the even more unpleasant "wait six hours to play a Wall of Pigs level or pay money" mechanic in ''Stella''.
* ''VideoGame/TheTuringTest'': One common complaint is that the audio logs are muffled and are difficult to understand, with the additional hindrance that they have no subtitles. The developers have stated that it was an artistic decision, with the idea being you are eavesdropping on conversations, so it was a challenge put in place by having the audio muffled and no subtitles displayed. Unfortunately, with the only available language being English, it pretty much locks that content for non-English speakers.
** And that the lack of subtitles locks out anyone with impaired hearing, or with auditory-processing difficulties that are somewhat commonplace on the autistic spectrum.

[[folder: Racing Game]]
* ''VideoGame/{{Wipeout}}'':
** Eliminator mode in the various games is almost universally imbalanced, requiring mostly luck to get the right weapons and not so much player skill. The weapons were balanced for regular racing, so many didn't even do damage or very little, and some were grossly overpowered in a game mode where you didn't have to bother with speed. Wip3out was the worst offender since almost nothing did any noticable damage except for Energy Drain and Plasma Bolt, both a one-hit kill. It got better in later titles, but then participating in this mode became required to beat the game.
** Shooting a competing ship in the first ''Wipeout'' game would cause it to stall and you to crash into it. This was changed in the sequel so that shooting a ship would flip it up, enabling you to pass underneath. The frustration factor was cranked up again in the [[{{Sequelitis}} degraded sequel]] ''Wip3out'' which reduced the flip duration so you would probably collide with the target anyway unless you fired at point blank range. And on a killing blow the disintegrating ship would stay at ground level and grind to a halt, bringing you to a very frustrating stop if you were unable to move out of the way quickly. And there was the [[SomeKindOfForceField Force Wall]] weapon which covered half of the track ahead of you and bounced opponents backwards... [[PinballProjectile in your face]], catapulting you back at high speed. Add to this the chance to blow yourself up if the target deployed a [[TheComputerIsACheatingBastard last second]] Reflector and it becomes clear that using weapons on opponents you don't particularly care about (ie. everyone but the opponent in first place) was more likely to hurt you than to help you.
* ''VideoGame/InitialDArcadeStage 4'' sets arbitrary "speed limits" on turns. If you go over this speed limit, depending on whether you're playing version 1.2 or 1.5, then either your steering will lock up, causing you to crash into the outer wall unless you execute a "brake cancel" technique, or you will oversteer like hell. And if you hit a wall or suffer said understeer, your acceleration is permanently gimped and can only be fixed with brake cancelling. Which is done on a ''straightaway''. But that's not where the problems end. To get to the tuning shop, you have to eject your card three times. Not continue three times, you have to pick "NO" at the continue screen for it to count. This means that if you're playing several rounds in a row, then you'll be wasting chances to tune up your car if you continue each time--you have to spend about 2-3 minutes between sessions ejecting your card, putting it back in, and going through all the menus. These sorts of mechanics are contributing to the downfall of the IDAS scene.
* ''VideoGame/BurnoutRevenge'' gave us "Traffic Checking". The idea being that your car can shunt small vehicles that are stationary/going the same way you are, out of the way. The problem however was that this also gave you boost. Normally boost was rewarded for risky driving, but Traffic Checking had no risk attached to it, unless you couldn't tell the back of a car from the back of a bus. Then some of that traffic would happen to bump into your rivals, whether you were trying to do that or not, rewarding you with even more boost. Naturally, smart players would change their strategy from trying to stay in oncoming where possible, to driving going the right way and shunting cars about in the process.
* ''[[VideoGame/SegaSuperstars Sonic & Sega All-Stars Racing]]'' allows the race leader to get Missiles, which act like the Red Shell in the Mario Kart Series (homing attack against the racer ahead). However, not only are the missiles far more precise, when the leader gets one, he can shoot it backwards and it will lock on the second racer! That means if you are trying to reach the leader, you'll have to focus on the hazards of the track, avoid the mines dropped by the leader and pray that, if he gets a missile, the next item box gives you a shield, a KO Glove, or another missile. Oh, the leader will also get Speed Shoes every now and then.
* ''R4: VideoGame/RidgeRacer Type 4'' gives you new cars during GP Mode, the cars you get depending on your performance in the last few races. If you place first in every race, you'll get the best cars for your team/sponsor combo, but winning every race in 1st only unlocks a fraction of the cars. To unlock the rest, you have to DoWellButNotPerfect and place 2nd or 3rd to unlock the lower-tier cars, which is annoying because it means sandbagging races as well as [[WhatTheHellPlayer getting some pretty disparaging remarks from your team for not finishing in first]]. And you have to unlock all of these cars to unlock the final car and BGM track.
* The ''VideoGame/{{Rollcage}}'' Leader Missile would sometimes lock on to buildings (instead of opponents) and bring them down on your own head.
* ''VideoGame/WanganMidnight Maximum Tune'':
** ''Maximum Tune 4''[='=]s card transfer service let you transfer cards from ''Maximum Tune [=3DX=]+''. Two prblems: [[TemporaryOnlineContent It ended in October 2013]], and North America [[NoExportForYou never got]] ''[=MT4=]'', skipping straight to ''Maximum Tune 5''; American and Canadian players have to start all over again.
** Having to play 60, 80, or 100 credits of Story Mode for a full tune is reviled by players of all experience levels. Newbies don't like it because it's a case of EarnYourFun mixed in with a dash of CrackIsCheaper, since the player has to insert a credit to continue after completing a Story Mode stage. Veterans don't like it because they have to [[FakeLongevity repeat the entire process every time they make a new car]], unless they use the "discard" system to get a car that has the first 20 stages completed, and even then it's still at least 40 credits of grinding to do.
** A minor example for North American players of ''Maximum Tune 5'': The North America superregion only has one region available: United States, unlike the Japan version (which uses the prefectures of Japan) or the Asia version (which uses countries, of which multiple are listed). This makes all region-based indicators and features (such as the "Select by region" option in Ghost Battle mode) rather redundant. Also, even if you play in Canada, your region is still listed as "USA".
* One of the biggest downgrades of ''[[Videogame/DaytonaUSA Daytona Championship USA]]'' from past arcade versions is is changing the series-traditional 4-position shifter to a simplified up/down shifter. Given that many powersliding techniques rely on shifting down two or three gears at once (and in fact many console ports allow the player to assign buttons for each gear), this is basically a screw-you to well-versed ''Daytona USA'' players.

[[folder: Real Time Strategy]]
* MOBA games like ''VideoGame/LeagueOfLegends'' and ''VideoGame/DefenseOfTheAncients'' are full of mechanics that may or may not have [[AscendedGlitch originated as a bug]] or engine limitation. For one, a number of spells go through spell immunity for no reason other than the limited ''Warcraft 3'' engine on which the original ''Dota'' is built. This flaw was faithfully ported to the standalone sequel and is frustrating to be on the receiving end of.
** Runes in ''League of Legends''. Runes are stat bonuses for your ingame champion, which you can buy in the cash shop. Luckily, you can only buy them for Influence Points which are gained by playing matches, not for real money. Unluckily, you will spend about 150 matches worth of IP on runes before you are anywhere near competitive, and they are neither weak enough to not be mandatory in ranked games nor strong enough to make you feel good when you finally max out your runepages (which themselves '''also''' cost tons of IP or real money beyond the first two while there are five roles in the game). In short, expect to dedicate the next couple of months grinding IP for runepages instead of buying actual champions with that IP. Hope you enjoy the free champions or have a fat wallet to buy them for real money. To add some salt to the wound, Runes come in three tiers depending on your Summoner (account) level. Tiers one and two are worthless, and any experienced player will tell a newcomer to ignore them until Tier 3 runes become usable. And if you wasted some precious IP on some anyway? Well, you can convert them to a higher tier... at a horrifyingly inefficient 5-to-1 ratio, and you don't even pick what you get.
** Flash in ''VideoGame/LeagueOfLegends'', which is basically a free short distance instant teleport on a long cooldown. The problem is that this ability can be used to foil ganks. To ensure the success of ganks. To escape from certain death. To chase enemies. To seize objectives. To dodge skillshots. To position for abilities. [[TierInducedScrappy In fact, it's good for everything.]] Out of over a hundred champions, there's a scant handful who don't take Flash almost every match, and no one would blink if you took it on them too. The devs noticed this and toned Flash back a bit as of season 3. While still a staple (being a safe pick if one doesn't have a strategy for the other spells), it's not quite so universal anymore.
** In ''Dota 2'', there are runes that spawn randomly in two spots every 2 minutes. This includes right at the start of the match. Guessing correctly and getting a free double damage or illusion rune before the game even starts is somewhat annoying for the enemy. On the other hand, proper teams tend to ward and prepare for the rune spawns, so acquiring the rune is less 'guessing' and more 'preparation'.
** A mechanic held over from the first ''Dota'' is gold loss upon death. This is either a fair reward for someone for taking out the opponent, or an unfair punishment that's AddingInsultToInjury, and lengthens the gap in what may already be an uneven match.
* As a ''rule of thumb'', if a RTS game includes a naval component (that is, separate from its usual land/air/space battles), it will probably be this. From ''VideoGame/AgeOfEmpires'' to ''VideoGame/CommandAndConquer'' to ''VideoGame/RiseOfNations'' and everything in between, much like in {{platform game}}s, something about taking to the high seas just spells doom for the players' enjoyment and many players just wind up excluding it from their gameplay whenever possible. There's a number of reasons for why this might be, but two of the most common:
** There's usually little interaction between the Naval component of a battle, and any other part of it, so if you should choose to do both, you're basically fighting two unrelated battles simultaneously, which might or might not be operating under different rules. After all, ground troops can't very well waltz into the sea, and your ships certainly won't get anywhere trying to cross the land. And if you should win the battle at sea and advance inland with your ground forces, your ships, unable to go aground themselves, will have no choice but to remain on the water twiddling their thumbs. Some games alleviate this by giving navies the ability to do things like [[GlassCannon bombard the shore from long range with cannons or aircraft carriers once you've cleared the water of things that can kill them.]] But this leads to...
** It's usually somewhere between difficult and ''impossible'' to mount an offense against an opponent's navy unless you have a navy yourself. Best case scenario is you can deploy a land-based, long-range weapon that can force enemy ships to keep their distance from land, but that's as far as you'll get. After all, if you try to [[RidiculouslyFastConstruction whip up some docks and push out your own ships,]] the enemy navy with its numerical superiority and positional advantage will pound your fledgling fleet into dust before it can even push out of the drydock. If the sea is the only way for you to advance on your opponent, this naturally leads to an unpleasant stalemate at best.
* ''VideoGame/{{Pikmin}}'':
** In the first game, the crush glitch was this: whenever an enemy of considerable bulk was defeated, it could sometimes kill Pikmin by falling on top of them.
** In ''VideoGame/{{Pikmin 2}}'', the crush glitch was fixed. But a Scrappy Mechanic from the original game that was not fixed was the nectar drops: it made as many Pikmin who drank it instantly mature into flowers (increased agility and strength), but it was possible for ''one'' Pikmin to drink up the entire drop.
* ''VideoGame/SinsOfASolarEmpire'':
** The Open Rebellion event for ''Stellar Phenomena.'' If allegiance drops to less than 30% on planets, a sizable fleet of rebels, complete with their own Capital Ships, will attack the planet, destroy everything they can, and automatically destroy the colony regardless of health upgrades. Since planets more than 5 phase lanes away have a maximum of 35% loyalty, and Deliverance Engine signals guarantee at least a 10% drop, playing against an Advent player is an exercise in futility as the colonies are overthrown faster than you can restore them. Not even [=TEC=] Rebels, who are "assaulted" by fleets of non-combative forces, are immune to this.
** Culture can be this. You may be doing well militarily only to have your planets slip from your control. Especially bad if you're doing a military research only run for the Achievements or don't have enough slots to spare for Broadcast Centres.
* For a series [[LongRunner which has been around as long as it has]], the ''VideoGame/TotalWar'' series has largely managed to avoid these.
** One particularly notable case, however, is the "Realm Divide" mechanic in ''VideoGame/TotalWarShogun2''. Basically, once your clan controls about 15 provinces (out of 65,) ''every other clan'' will ally against you. You're given a severe diplomatic penalty, meaning your former allies will abandon you and you'll be unable to establish trade relations, killing your economy. Then, every clan that is against you will be given large stacks of veteran units every turn.
** ''VideoGame/MedievalIITotalWar'' had the Pope as this. He gives you missions for little to no reward and excommunicates you if you don't do them. He also excommunicates you if you go to war with another christian faction even if they attack you. You also cannot permanently satisfy him at all.
* ''VideoGame/WarcraftIII'' had upkeep. If your forces got big enough, 30% of any gold you gain from that point is lost. If it gets bigger, you lose a whopping 60% of gold that is brought in. Considering that gold is limited...
* The difficulty of infecting Madagascar in ''VideoGame/{{Pandemic}}'' makes actually winning the game largely a LuckBasedMission. If someone so much as [[MemeticMutation coughs in Brazil]], Madagascar [[ProperlyParanoid closes it's only port]] and never opens it again. When this happens it is [[UnwinnableByDesign literally impossible to win the game]]. Being extremely lucky aside, you're only two choices are hoping the disease starts on Madagascar (and gets ''off'' before someone coughs) or just declare yourself the winner when the entire planet aside from Madagascar was infected. The SpiritualSuccessor ''Videogame/PlagueInc'' contained an extremely satisfying TakeThat known as the Trojan Planes perk, that would cause infectees of the [[PuppeteerParasite Neurax Worm]] to land planes in closed-off countries: [[WhosLaughingNow who's laughing NOW, Madagascar]]?
* ''VideoGame/{{Stellaris}}'':
** Sectors. They were implemented into the game to give players a way out of micromanaging dozens of planets at once, but the AI's ArtificialStupidity means most people think they're more trouble than their worth. They have been improving gradually with each patch but a lot of players really just want them removed entirely.
** The War in Heaven, which comprises of two Fallen Empires [[AwakeningTheSleepingGiant Awakening]] and going to war in a titanic galactic clash, sounds like a cool mechanic but more often than not it just results in the two superpowers kicking the lower races into the dirt while largely avoiding each other. Even late-game player empires can become little more than target practice, and the rewards for winning one aren't really worth it.

* ''VideoGame/GuitarHero III'':
** A BossBattle mode, where periodically through the main career mode, the player will have to guitar-duel famous guitarists such as [[Music/RageAgainstTheMachine Tom Morello]], [[Music/GunsNRoses Slash]] and [[spoiler:'''[[RockMeAsmodeus the Devil]]''']]. It's exactly what you'd expect to happen when incorporating VideoGame/MarioKart-esque powerups into a RhythmGame: The AI opponents play ''flawlessly'', and depending on the player, [[SchizophrenicDifficulty the difficulty of the matches]] ranges from trivial to absolutely impossible, thanks to being almost completely dependent on [[LuckBasedMission getting the right powerups]] and using them at the right time, and if the AI can do the same to you. It should already be telling that the first guitar duel is [[ThatOneBoss said to be the hardest]], simply because your opponent's notechart simply doesn't have enough consecutive notes for you to reliably defeat him with anything but a specific powerup. This is probably why ''World Tour'' reworked the duels (your opponent still plays flawlessly, but gains multiplier at a much slower rate and is capped at 3x) and completely removed from the campaign in later titles.
** The Whammy Bar is annoying to players and observers alike. Not only is it required to max out points on some songs (darn that Star Power meter), but it ruins notes that were never meant to be whammied. That, and you have to take your hand off the strum bar to use it, so on shorter notes or staggered chords, it can be a nightmare.
* The [=PS1=] port of ''VideoGame/DanceDanceRevolution'' [[FanNickname 1st Mix]] brings us Arrange Mode, which is essentially the same as normal mode, with one key difference: if you step on a panel when you aren't supposed to, instead of nothing happening, you instead get an "OUCH!!" judgment, which drains your LifeMeter even moreso than a Miss. So if you have a crappy pad, or you like [[SelfImposedChallenge freestyling]], or you step on panels when nothing's happening to keep the beat...
** DDR X introduces ''shock arrows''; if your foot is down when they reach the target zone, your combo breaks, your health takes a hit, and the whole chart goes invisible for about a second. Even worse is how they're placed: while mines in VideoGame/InTheGroove / [[PumpItUp Pump It Up Pro]] // VideoGame/StepMania can be placed in one or two columns at a time if one wishes, shock arows ALWAYS fill all of the columns. This means you'll have to jump completely off the pad every time they come. And you'll be doing a LOT of said jumping, especially in [[http://www.youtube.com/watch?v=cEbqFfL6svo&feature=relmfu "Horatio"]]. They come back in X2, where every Challenge chart to contain them is '''EXACTLY THE SAME''' as Expert, only with the shock arrows replacing certain steps.
** Even as of the current game, you're still required to pay double price just to play DoublePlay, a mode in which one player uses both sets of panels, unless the "joint premium" setting is switched on. In contrast, ''beatmania IIDX'' and ''VideoGame/PumpItUp'' not only allow double modes on a single credit, but will even let you switch between single and double between songs.
* ''DDR'' is pretty merciful with its doubles charts, never requiring the player to make jumps with the arrows more than ~2.2 cells apart. No such mercy in ''VideoGame/PumpItUp'', where at its highest levels, the game expects you to be able to do "stretch" jumps, some of which involve the 1P leftmost panels and 2P rightmost panels on harder charts. Risking intense muscle pain just to make these jumps is not fun.
* Minigames in the ''VideoGame/{{Patapon}}'' series. The main gameplay uses player-entered rhythm based musical sequences that call for a variety of attacks, and then ''every single'' minigame is a call-repeat rhythm game that uses a single button (or TWO for a minigame in ''Patapon 2''). These minigames are sometimes the only way to get top level weapons.
* ''VideoGame/OsuTatakaeOuendan'' and ''VideoGame/EliteBeatAgents'':
** Spinners are what set the dedicated players apart. Partway or at the very end of a song, you're meant to stop tapping beats and instead draw really fast circles on your DS screen while a timer counts down. Do well and you'll gain tons of bonus points - do poorly and you'll lose a sizable portion of your health meter. Towards the end of the harder difficulties, the spinners get so demanding that no matter how flawless a player's rhythm is, they'll live or die based solely on the dexterity of their wrist. Naturally, those who fail to meet the expectations of the later spinners will quickly grow to hate them since they alone make the final songs near-unbeatable or at least impossible to score a Perfect on, putting the higher ranks out of reach.
** The scoring system is pretty frustrating. Each note has a base value of up to 300 points, depending on how well you time the note. Seems pretty standard for a rhythm game. Then comes the combo multiplier; by the end of the song, a single note can be worth tens of thousands of points. In other rhythm games, missing a note simply means you lose a few points. Here, missing just one note will completely botch your score, especially if said miss is in the middle of the song.
** And if you're playing the popular OTO/EBA clone ''VideoGame/{{Osu}}'', you get all of the above, plus multipliers for using modifiers as well. One particular modifier doubles the speed of the song. This means to obtain a top-tier score on a song, you not only need to not miss a single note ''ever'', you also need to double the song speed, which makes the chart much more difficult and will probably make the song sound terrible.
** The LifeMeter continuously drains, making the ''Ouendan'' series some of the few rhythm games where you can fail a song ''in the middle of a combo.''
* ''VideoGame/{{DJMAX}} Technika's'' unlock system. On completing certain missions in Platinum Crew mode, you'll unlock a song (or in the case of one mission, a course)...but you can only use that unlocked song or course 3 times before you have to unlock it again. Thankfully, this is being revised for ''Technika 2'' where you gain unlocks by simply going onto the Platinum Crew website and purchasing the unlocks once using your in-game currency. The one flipside to this is that unlocks are fairly expensive, especially for the more difficult songs.
* ''VideoGame/{{Beatmania}}IIDX 17 Sirius'':
** Backspin Scratches, in which you continously spin the turntable in one direction until the end of the note, then spin it the other way at the very end. It's awkward to keep spinning the turntable, and even moreso to spin it back at the end, especially if there are key notes between the start and the end of the scratching.
** VideoGame/DJHero fans share your pain. Scratch up-up-up--up-up-up-up--up-up-up--up-up-[[OverlyLongGag up-up-up]]
* ''VideoGame/RockBand'':
** A bug in drumming called "squeezing", which is a scrappy for those anal about the scoring. If you hit the crash on a fill a little early, and then in the next split-second hit what would have been there if the fill wasn't in the way, you get the points for the hitting those notes. This means you have to memorize what to hit and finish fills a little awkwardly for extra points. Usually not enough to make a difference unless both players are doing perfect, but can cause a rift between {{Scrub}}s and StopHavingFunGuys. Singing has a different version of squeezing; in some cases, for the absolute maximum points, you need to hit overdrive exactly as the overdrive zone ends, as opposed to doing so in the middle of the zone. If you're too late though, you'll fall out of the zone and not trigger overdrive at all, and the optimal point isn't on rhythm. This also encourages using the select button instead of shouting for overdrive, since it's more precise. Similarly, arrhythmic overdrive timing also applies to guitar\bass\keyboards, same as ''Guitar Hero''.
** Drum fills in general are slightly controversial among VideoGame/RockBand players, in that choosing not to trigger Overdrive can allow drummers to coast through parts of songs that might otherwise prove deviously hard. It does hurt your score to do this though, and it's basically a useless strategy in Rock Band 3, where no-fail mode does not disqualify.
** The two DS Rock Band games and the only on PSP share an annoyance that is sure to ruin your gameplay experience: You are required to switch tracks to play as different instruments at the end of every chain. Thankfully the games are more generous in difficulty, but the game often forgets to signal you to PREPARE for a solo. Expect failing a Full Combo only because a surprise Guitar Solo brought you from drum to guitar track INSTANTLY.
* ''VideoGame/HatsuneMikuProjectDiva'':
** In the first game, scoring is greatly increased during a single section of each song called Chance time. A single perfect hit normally awards 500 points, with up to 250 points of combo bonus. In Chance Time, the combo bonus raises 20 times faster and caps 5000 points higher, meaning a single Chance Time commonly awards more points than the entire rest of the song, despite being less than twenty seconds long. This meant that unless you are gunning for a perfect score, 90% of the game is almost completely irrelevant. Perhaps the sheer weight of Chance Time sections are why they're absent from the ''Project DIVA Arcade'' and ''Project Mirai'' games.
** It works in reverse, too. There are some songs that are scored so harshly that missing even one note in chance time guarantees a rank of STANDARD. Frustrating if you're trying to unlock the extra models.
** The timing windows in both games in general are fairly harsh by typical RhythmGame standards. This is compounded by any judgment below FINE (the second highest out of 5 possible note judgments) being a combo break; compare to ''IIDX'' where a GOOD (the 3rd highest out of 5 judgments) will maintain a combo, or ''VideoGame/DanceDanceRevolution'' where a GOOD (again, 3rd highest) will break a combo but the timing windows are looser. This wouldn't be much of a problem for those just wanting to beat songs, but you are required to hit a certain percentage of notes with combo-maintaining judgments to clear the song (80% in ''Diva 2nd'', varying depending on difficulty level in ''Diva Arcade'') on top of keeping your LifeMeter above 0 during the song.
** ''Project Mirai DX''
*** While you're watching the music videos, you can add comments like on Website/NicoNicoDouga. What's wrong with them? To start, the max character length for a comment is 16 like in many other 3DS game contexts; fine for Japanese, not so much for Western languages, not helped by the fact that Western-region [=3DSes=] don't allow Japanese script input. Additionally, you can only send one comment at a time via the above methods, which means if you have any multi-comment gimmicks set up in any songs, those are going to get ruined when sent to other players.
*** If you spend more than a week without interacting with a character (including your current main partner if you spend a week without booting up the game), [[GuiltBasedGaming said character will get angry]] and completely lock up the game until you either verbally apologize or tap a button a whole lot of times. Being punished for not constantly playing a game is not fun.
* ''VideoGame/TheatrhythmFinalFantasy''
** The game kicks the difficulty of the already stylus-burning Dark Notes up a notch on the higher levels. Remember the slide triggers with arrows on them? On the higher levels, they '''rotate'''. Many Bads will ensue.
** In the sequel's battle mode, the HP Swap attack is often hated because it can activate even if you have more HP than your opponent. Then again, the whole mode is a cacaphony of ''VideoGame/MarioKart''-esque screw-you-over items unless you play on Ultimate-but-with-no-EX-attacks mode.
** In the first game, you can only earn up to 7999999 points if you use equipment and abilities; to earn the other 2 million, you need a "Stoic" bonus obtained by not using equipment or abilities at all, defeating half the point of the RPGElements. Thankfully, subsequent installments remove this and allow you to go up to 9999999 points no matter what.
* ''Videogame/{{jubeat}}'':
** ''jubeat saucer'' was infamous for its "song swap" system; every month through updates carried out via Konami's e-Amusement network, some songs were cut out while other songs are introduced or revived; this mechanic made many players unhappy, and was a source of {{meme|tic Mutation}}s for some players. This made it the first Franchise/{{BEMANI}} game to delete songs through online updates. However, as of February 1, 2014, almost all previously-removed songs[[note]]licensed songs that were removed at the start of ''jubeat saucer'' and were not revived later are still gone[[/note]] have been revived, and song swap DID NOT come back in ''jubeat saucer fulfill''.
** The rating scale over time has become less and less useful, due to the wide range of challenge present amongst level 10 charts. The fact that two songs have level 10 charts on ''Advanced'' and one song, "Megalara Garuda", has level 10 charts on Advanced and '''BASIC''', shows that the rating scale is effectively obsolete amongst top-end players.
* In ''[=O2Jam=]'':
** The same speed mod is applied to all players in a multiplayer room. This is a huge problem for players who have different preferences in speed modifiers for the same song.
** Several level up missions require the usage of modifiers such as Hidden and Sudden to complete. However--and this is where the game's {{Freemium}} aspect rears its ugly head--modifiers come in the form of "rings" that each only last for one song and must be purchased with in-game currency that is bought with real money, which is unfair to players who don't have a way to purchase rings. The problem can be mitigated somewhat in that the player does not need the ring themselves; if they are in a room hosted by another player, one who has the necessary ring, they can still complete the mission without having to pony up cash.
* ''VideoGame/LoveLiveSchoolIdolFestival'':
** The game is infamous among RhythmGame players for the way scoring is handled: Instead of being based strictly on what goes on within the current song, the player's score is also based on their team's Attributes, which influence points per note, and Skills, which can do things like randomly add points or loosen the timing windows every ''x'' seconds, combo, notes, or Perfects. Many new players get frustrated getting all Perfects on the first few songs yet still getting C ranks because [[EarlyGameHell their starting teams are complete garbage compared to what they can eventually assemble]]; to have a non-zero chance at getting the coveted S rank, one will need to scout out SR- and UR-rarity members and then level them up through [[FusionDance Prac]][[CallAHitPointASmeerp tice]], a mechanic usually reserved for [=RPGs=] that don't try to pass themselves off as competition-viable games. While some players argue that the player still needs to hit notes accurately and string combos to gain points, there is also the counterargument that the Attribute system still caps the player's maximum score and by extension rank. As a result, many players who want to truly play competitively instead go off judgement counts and ignore everything else.
** Related to the above, the fact that the game offers absolutely no reward for obtaining an all-Perfect performance -- not even a CosmeticAward, unlike most rhythm games where a perfect play is feasible -- means there's just no point in trying to do it, and even if you do decide to go for such runs, you'll have to manually keep track of them due to score not being necessarily indicative of performance.
** Songs in the Hits folder require you to clear the Easy chart to unlock the Normal chart and the Normal Chart to unlock the Hard chart. For rhythm game beginners, this is not a problem, but those who "immigrate" from other rhythm games may find this as an example of video game "hand-holding". Fortunately, songs in the B-Sides folder don't have this requirement; all you need is the necessary LP. Which in turn leads to ''another'' Scrappy Mechanic...
** The harder a chart is, the more LP you need to play it. The idea is to prevent players from recklessly taking risks; on the other hand, you'll most likely need far more practice on an Expert chart than an Easy chart. Because of this, failing something like [[ThatOneLevel "Soldier Game" on Expert]] can be incredibly frustrating, because it takes a lot of grinding to have the LP capacity to try it more than once in a row.[[labelnote:To elaborate on that specific example...]] Expert charts in the B-Sides folder take 25 LP per attempt. You recover one LP every six minutes, or ten every hour. Therefore each attempt costs ''two and a half hours'' worth of LP. Alternatively you can use a Love Gem to instantly recharge stamina, but Love Gems are difficult to grind unless you [[BribingYourWayToVictory pay for them]] and you might prefer to save them for Honor Scouting instead.[[/labelnote]]
** For some players, Events are this. Score Matches have you competing against other players in hopes of not getting last place and therefore getting Event point bonuses. School Idol Diary events have you farming tokens for Event songs, which you then play for Event points. Every few hundred or thousand Event points, you get rewards such as Love Gems and Coins, with an SR card as one of the highest rewards. However, this SR card comes non-Idolized. To get a second SR card so you can Idolize it, you need to finish the event with a high enough ranking percentile, which means grinding more points than a large percentage of other players. And considering that this is a [[AllegedlyFreeGame "free-to-play" mobile game]], this means that to stay competitive, one needs to play ''constantly'', practically every waking hour, and maybe even sink [[BribingYourWayToVictory Love Gems]] to refill Stamina and keep grinding. As a result, many players who want to get their Idolized SR rewards end up burning away large chunks of time from their daily lives and money just to stay in the top percentiles to get two of that particular card, often burning out on the game in the process.
* Combine the issue with timing judgements and combo breaking in ''VideoGame/HatsuneMikuProjectDiva'' and scoring dependence of characters in ''VideoGame/LoveLiveSchoolIdolFestival'' and you'll get ''VideoGame/TokyoSeventhSisters''. This is mitigated by the fact that charisma restores more quickly than most rhythm games [[note]] 1 per minute, the fastest restoring rate of all rhythm games [[/note]]and all difficulties are accessible right from the start.
* ''Most'', if not ''all'' mobile rhythm games with playable human characters will have the issue of the characters' attributes and levels influencing grading and scoring more heavily than the player's skill, which is handled differently from game to game. ''VideoGame/LoveLiveSchoolIdolFestival'', despite what has been stated above, is not ''the worst'' example of this. For example, in the defunct mobile game ''IDOL-RISM'', playing songs in difficulties above normal require high ranked and leveled characters to even ''pass'' them as having too low of a score results in failure regardless of your actual performance.
* In most rhythm games, getting a "perfect" rating simply requires you to clear the stage with a perfect score. In ''VideoGame/RhythmHeaven'', however, you can't just pick a minigame and flawlessly perform it; instead, you have to wait for the game to offer a "Go for a Perfect!" challenge on a randomly-selected minigame, and ''then'' attempt that minigame and perfect it. And you only get three chances; not only can you lose a chance by missing (which by the way results in a JumpScare screech sound), but you also lose one if you quit out of the minigame in mid-attempt or play another minigame altogether. If you lose all of your chances, you'll need to play other games until the next time the game offers a Perfect challenge, which will be another minigame that you haven't gotten a Perfect on yet. The pain comes not just from trying to play perfectly, but also doing so under the intense pressure of having limited opportunities. The one saving grace is that if you got the medal for every single minigame (and thus have nothing left but to get all perfects), you will always have a "Go for a Perfect!" available.
* ''VideoGame/GrooveCoaster'':
** In many rhythm games with a HarderThanHard difficulty available, you simply need to fulfill certain conditions on the difficulty below it to unlock it for the song you want. Not so in the arcade version of ''GC''; to unlock a song's Extra chart, you have to not only get an S rank on the Hard chart, [[FakeLongevity but also on Simple and Normal]] despite having demonstrated that you're good enough for Extra and too good for anything below Hard.
** Are you playing the game in the United States? Enjoy your ripoff prices! The only arcades in the US that carry ''Groove Coaster'' are Round 1 locations. Whereas most rhythm games at Round 1 that also use 2-minute cuts of songs cost 6 credits (1.50 USD before bulk-purchase and loyalty discounts) for 3 stages, [[ExecutiveMeddling Round 1 corporate]] dictates that all Round 1 branches in the US must set ''Groove Coaster'' to 6 credits for '''2''' stages. And just to add insult to injury, the US is the ''only'' country where ''Groove Coaster'' is typically set to two stages; everywhere on the Asia Pacific, the game offers 3 stages per credit no matter the price (for comparison, 100 JPY for 3 stages is the standard in Japan). In spite of [[InternetBackdraft constant griping about this from players and said players refusing to play]], ''nothing'' has been done at the corporate level to address this (not helped by there being no way for non-employees to contact Round 1's corporate offices), meaning that if you want to play at a more reasonable price, you have only two options: play in Event Mode if it's available and be limited to a small pool of songs, or outright leave the country.
* ''VideoGame/EightBeatStory'' does not give out cards for rank D scores, which is very jarring as other mobile rhythm games give at least one card upon clearing a stage. This essentially forces players to play lower difficulties to grind cards as leveling materials. For players entirely new to the genre, this is not a problem, but experienced players who have played other games are forced to play below their skill level for a while until they have gained sufficient team value to gain rank C in score.
* Slides in ''VideoGame/{{maimai}}'' are disliked by new players, partly because they require being tapped and ''then'' slid, but also because they can be rough on bare hands (as in, you can get blisters and friction burns from charts with lots of fast slides) and depending on how well-maintained the cabinet is, slides can fail to register causing "Late -- Good" judgements at best and "Too Late -- Miss" at worst. Many players are advised to wear low-friction gloves because of this.
* ''VideoGame/TheIdolmasterCinderellaGirls Starlight Stage'' does a good job of avoiding most of its competitors' scrappy elements, but falls headlong into this with the Live Party event. In this event, a team is formed from five players' cards, who then play the song. Event points are awarded based on combined performance as well as "contribution", which turns out to be heavily based on how good your card is - if you're the only SR in a group of SSRs you can expect to wind up in last place even if you get a full combo.
* Many Franchise/{{BEMANI}} games will end your credit early if you fail on any non-final stage, meaning that you ''have'' to play it safe with chart selection on those stages just so you can get the most out of your money, only reserving pushing yourself for the last stage of your credit. Some games that do this offer some form of failure insurance (''VideoGame/{{beatmania}} IIDX'' offers DJ VIP Passes that guarantee three stages and playing ''VideoGame/SoundVoltex'' on Standard Start instead of Light Start lets you continue after failing a song, but only once), but those often require surcharges that are not supported on cabinets running in the United States. Only ''VideoGame/{{MUSECA}}'' guarantees three stages with no surcharge or multiplayer "saving" (having someone else in a match clear the song, which prevents everyone who failed from getting a GameOver) required, something that most modern non-Konami arcade rhythm games also do; ''VideoGame/{{DanceDanceRevolution}}'' also offers the same if you're playing in the US, where premium start is priced the same as standard start, but you need an [=eAMUSEMENT=] Pass to use premium
* Blaster unlocks in ''VideoGame/SoundVoltex''. You play songs on Excessive Rate, a special "hard" LifeMeter on which letting the meter runs out causes an instant failure (as opposed to the standard "you can let the meter out, just fill it to 70% by the end of the song" behavior) to fill the Blaster gauge by about 5% per clear; when it's full, you get to play one Exhaust-difficulty chart on Blaster mode so you can unlock the song's [[HarderThanHard Infinite/Gravity/Heavenly]] chart. Once. For about 900 of the song's HP a run out of a few thousand. You can pay a surcharge for Blaster Start, which lets you play two songs on Blaster mode...but it's only available on Japan-region cabinets with PASELI enabled and on non-Japan Asia-region cabinets. Since Round 1 USA locations -- the only locations outside of Asia to officially carry the game -- [[BadExportForYou use Japan-region builds but don't have PASELI]], unlocking Blaster charts is an [[FakeLongevity exercise in sheer patience]] and [[CrackIsCheaper throwing lots and lots of money at the machine just to unlock ONE chart]].

[[folder: Sandbox]]
* The batmobile in ''VideoGame/BatmanArkhamKnight'' is widely considered the game's biggest hindrance and is the primary reason it is the lowest rated of Rocksteady's ''[[BatmanArkhamSeries Batman: Arkham]]'' trilogy, not because it is badly implemented - on the contrary, many of the game's missions and puzzles make very good use of it - but because it is oversaturated. The developers obviously realized players would prefer to use Batman's gliding mechanic to driving. Their solution? Throw in an out-of-place mechanic where the batmobile would transform into a tank and fight drones. While this was tolerable at first, the game seemed to place more and more emphasis on it as the game went on, with tank missions becoming longer and more frequent. What's more, the changes made to ramp up the challenge were seen as more annoying than anything, with the stealth missions where the player was forced to stay out of a tank's line of sight and attack it from behind - while driving a tank - receiving the most vitriol from fans and critics.
* ''VideoGame/GrandTheftAutoIV'':
** The friendship system is best described with the following words: '''"[[MostAnnoyingSound HEY NIKO, IT'S ROMAN! LET'S GO BOWLING!]]"''' Rockstar North must have realized how annoying this system was too, as they made it optional in the first DLC pack, ''The Lost and Damned'', and removed it altogether in ''The Ballad of Gay Tony''.
** PC users have an extra thorn in their sides with the lousy helicopter controls. It's very difficult to fly them well, and it gets even worse if the scenario requires you to enter aerial combat with them. On top of this, it is still possible (as always) for your friends to call you while flying.
* The hunger system in ''VideoGame/{{Minecraft}}'' when it was introduced in beta 1.8. Before this, food [[HyperactiveMetabolism instantly restored your health.]] Once hunger was introduced, food no longer were instant heals (Potions of Healing covered that), but instead, food takes about 3 seconds to fully consume and they restore hunger points instead. Keeping your hunger full gives slow health regeneration but letting the meter fall too low prevents you from sprinting and letting it go fully empty will damage you and even outright kill you if playing on Hard difficulty. What makes it worse is doing too much physical stuff (running, mining, etc) will make you hungry more quickly and every piece of food has different amount of saturation, which determines how full you stay until the hunger meter starts to drop again. Naturally, [[GuideDangIt you aren't told of this.]]
* Easily the most widely loathed missions in ''VideoGame/AssassinsCreedIVBlackFlag'' were those requiring the player to tail [=NPC=]s on a journey, with special vitriol reserved for "eavesdropping" missions, which required the player to remain within a (very narrow) circumference from the target.

[[folder: Shoot 'Em Ups]]
* ''VideoGame/RaidenFighters'' has the Micluses, little blue critters that spit out medals and then explode to give you a point bonus. Not too bad at first, if it weren't for the fact that [[GuideDangIt nearly all Micli are hidden in nondescript locations or require obscure conditions]].
* In ''VideoGame/MushihimeSama Futari'', bombing takes 1,500-2,000 from your counter/multiplier, and dying takes off 1/3 of your current total, so it's in your best interest to bomb if you're in danger. But in ''Futari [[ExpansionPack Black Label]]'', it's roughly the other way around; dying takes off 1,500-2,000 and bombing takes off about 6,000-8,000. So if you wanna cash that huge [[{{Cap}} 30,000]] multiplier in [[HarderThanHard God mode]], but dying appears to be inevitable (which for inexperienced players is most of the time)...
* Want to score high in ''VideoGame/{{Ikaruga}}''? Prepare to spend endless hours practicing and memorizing chains, giving yourself absolutely no freedom as to how to play.
** Its SpiritualPredecessor ''VideoGame/RadiantSilvergun'' is worse. Not only can a chain consist of only one color, forcing you to leave roughly 2/3 of enemies intact and allowed to attack you, but while scoring in ''Ikaruga'' is completely optional, in ''Radiant Silvergun'' it's '''mandatory.''' Why? Because your points are used to level up your weapons, and if you can't score well, your weapons will be underpowered and you'll be unable to rapidly damage later bosses, which can lead to a very quick GameOver.
* ''VideoGame/{{Parodius}}'' features a powerup roulette (called ''Blizzard'' in Europe),which is triggered by a random power capsule in the game.The mechanic wouldn't be so bad if it weren't for the existence of the [[PoisonMushroom !?/OH (MY GOD)! "powerup"]] on the power meter, which nullifies every powerup you have. Woe the players who raged when they hit that so-called "powerup".
* ''VideoGame/{{Touhou}}'':
** ''Embodiment of Scarlet Devil'''s rank system, in which the longer you go without dying, the faster and denser the bullets get. Max-rank [[BadassBookworm Patchouli]] is harder than the final boss.
** ''Perfect Cherry Blossom'' and ''Imperishable Night'' have non-spellcard patterns highly resistant to bombing. Less bad in ''IN'', since relatively few of these patterns are difficult, and a Last Spell[[note]]unique to ''IN'', bombing immediately after death will produce an exceptionally powerful attack at the cost of two bombs[[/note]] will still deal significant damage, but ''PCB'' has a number of very long, very difficult nonspells, and no way to deal with them other than toughing them out.
** Scoring systems in early ''Touhou'' games are generally a pain to figure out, but ''Imperishable Night'' in particular is pretty bad. To put it simply: Main body of stage? Don't focus, ever. Bosses? Don't un-focus, ever.
** The Faith system in ''Mountain of Faith'', where scoring high means no deaths, and exclusively [[NormallyIWouldBeDeadNow deathbombing]] (and even then, only at certain points). This wouldn't be too annoying, but extra lives are only given upon reaching high scores, essentially forcing players into a scorerun (in a fandom where the number of players who play for score can be counted on one hand) if they want more lives.
** The continue system introduced in this game in which continuing snaps you back to the beginning of the stage with a mere two lives, beside being '''incredibly frustrating''' to redo 4-5 minutes of gameplay, you also can only practice levels you've beaten making every difficult moment in the game a solid wall, and most Touhou players would be aiming for a continue-less run anyway without the momentum-killing snap-back. Thankfully, ''Ten Desires'' has fixed this particular mechanic, returning to the old continue system.
** The weather system in ''Scarlet Weather Rhapsody'' is generally okay, but Typhoon Weather eliminates hitstun and blocking for about 45 seconds. Spring Haze Weather prevents both players from using physical attacks. River Mist Weather moves the characters back and forth, screwing up tons of combos and attacks that require certain spacing. Amusingly enough, River Mist is representative of [[{{Shinigami}} Komachi]], the character who requires the most precise spacing to fight well, and whose in-canon power is defined as "manipulation of distance." Spring Haze was {{nerf}}ed to near pointlessness in ''Hisoutensoku'', though[[note]]instead of disabling physical attacks it allows them to be dashed through like bullet attacks, but at the cost of rapidly lowering the meter used for most attacks. Also, the time it lasts was lowered, and dashing through ''any'' attack lowers the time even further[[/note]].
** ''Undefined Fantastic Object'''s [=UFO=] system is actually quite nice, but most of the [=UFOs=] change color periodically. It's not uncommon to need one more [=UFO=] in a sequence, then have it change color right before you get it, screwing up your whole plan. Trying to collect a quickly-moving token randomly floating around the screen in the short time frame that it's the correct color doesn't exactly mix well with BulletHell. To make things worse, it's the only way to gain lives or bombs.
** ''Ten Desires'' spirit system for gaining lives and bombs is moderately irritating on it's own, since they don't fall down the screen like regular items. The ''real'' scrappy mechanic, though, is the trance system. You build up a meter by collecting spirits (most of which don't act as bomb/life fragments), and when full can activate it for a SuperMode. Two problems: First, it also ''doubles the effect of bomb and life spirits'', and, second, you automatically use it if you die. This essentially means that you're denied from using a powerful attack as an actual attack, you need to memorize the best places to use it, and dying generally throws off your rhythm for around a stage.
** ''Double Dealing Character'' and its system for gaining additional lives and bombs. Basically, you go to the Point of Collection to auto-grab every item on screen, and the game gives you a multiplier for the score from these items and drops a live/bomb fragment depending on how many of those items you grabbed. On one hand, it makes collecting lives simple and quick, on the other, trying to do so in [[BulletHell Bullet Hell]]-heavy sections is almost impossible, and every time you do get to the top of the screen there is a chance of getting [[CollisionDamage slammed into by surprise by something that just entered the screen]].
** ''Legacy of Lunatic Kingdom'' with its Pointdevice mode, which removes lives and instead has checkpoints. Remember what Fujiwara no Mokou said about dying repeatedly without actually dying being painful? Now you get to learn the daily life of Mokou. Have fun raging at spellcards that you cannot seem to clear, have no bombs left in stock, while your capture records states "0/99+". There's Legacy mode, which does have lives, but getting the good ending requires no deaths in Legacy.
* ''VideoGame/BattleGaregga''[='s=] [[DynamicDifficulty rank]] system. Want to keep the last two stages possible? [[PowerUpLetdown Don't power up]] and [[ComplacentGamingSyndrome don't trigger special option formations]]! The rank scale for enemy aggressiveness is capped in the last two stages to playable levels, in a rare show of mercy by the developers. However, if you raise the rank to extremely high levels beforehand, there is no such cap, and you are treated to [[{{Unwinnable}} literally undodgeable patterns]], especially on the Stage 4 boss and Stage 5 midbosses.
** This is a trait seen in games programed by Shinobu Yagawa, resulting in a BrokenBase (some love this, some don't). The association has rendered CAVE games with these traits black sheep.
* ''VideoGame/{{Darius}} Gaiden''[='=]s rank doesn't get as retarded as ''Garegga''[='=]s, but its implementation is worse. Each of the 7 tiers of stages has a "default rank", which the game sets to when you collect a powerup on that tier. And once you raise the rank, there is no way to decrease it. Ideally, you want to stop powering up after the 4th stage. Wait, what's that? You lost a couple lives on the last stage and took a big hit in shot power? Too bad! Either deal with it or face a DifficultySpike!
* ''VideoGame/DangunFeveron'' never shows your total score during gameplay; it's only shown at the end of each stage, as well as after getting a high score and ending your game, which wouldn't be as big of a problem if the lowest default high score of 1.2 million wasn't difficult to obtain for new players. This caused a huge problem at a shmup tournament where many players who couldn't get on the in-game high score table either manually calculated their scores by hand or [[RageQuit simply didn't bother to submit scores]].
* ''VideoGame/{{Guwange}}'' has you collect coins to raise your score, while shooting enemies to keep the coin collection timer from running out (at which point your coin count drops to 0). And the chain timer is more lenient than ''[[VideoGame/DonPachi DoDonPachi]]'''s, so chaining in this game shouldn't be as big of a pain in the ass, right? Well, here's where the game kicks you in the face: your coin count carries over between stages, meaning that in order to obtain a very good score, you need to keep your coin timer from resetting ''at all'' throughout the entire game. Have it reset halfway through the game? Time to RageQuit!
* ''VideoGame/HeavyWeapon'' for the PC. Your tank aims using the mouse cursor, that's fine. The problem is that it ''also moves towards the mouse cursor'', making it annoying to dodge attacks while aiming. This makes facing enemies like [[AdvancingBossOfDoom Bulldozers]] (which move towards you and OneHitKill you if you brush against them) a complete pain. Thankfully, Creator/PopCap realized this mistake and made aiming and moving separate in the UsefulNotes/{{PS3}} and UsefulNotes/XBox360 releases.
* In ''VideoGame/{{RefleX}}'', using a continue will let you keep your score, but it will be nullified afterwards. Now penalizing a player for using a continue is fine, but this means if you set a record score on your first credit, and you decide to continue (e.g. to practice or unlock later stages), then the game will invalidate your score. The worst part is, ''the developer knows this'', as there is a line of text stating that your score will not be saved in such cases. This is in contrast to the other two games in ''VideoGame/TheTaleOfALLTYNEX'' series, where using a continue will still allow you to save the score you got on your first credit.
** In ''[=RefleX=]'' and ''VideoGame/ALLTYNEXSecond'', the stage select will only let you practice up to the highest stage you cleared. So that stage you're struggling to clear? To be allowed to practice it, you have to clear it in a full run in the first place!
* Like with ''[=RefleX=]'' above, using a continue in ''VideoGame/EtherVapor'' also renders your score null and void.
** The beginning of stage 6 is a behind-the-back segment, but there is one problem: the camera is at a DutchAngle, [[CameraScrew making it hard to aim properly]]. Fortunately, the segment only lasts 30 seconds.
* ''VideoGame/SineMora'' gives you a primary weapon, a secondary weapon, and a special Time Capsule skill that will do things such as activate BulletTime, reverse time (even after you die, thereby allowing you to negate death), or [[AttackReflector reflect bullets]], a feature well-touted by the game. However, if you are playing for score, your character (which determines your secondary weapon) and your choice of Time Capsule don't mean anything, because using either of these resets your multiplier, in a game that touts time manipulation as one of its primary gimmicks.
* ''VideoGame/{{Eschatos}}'' can be extremely annoying to play for score:
** In Original mode, your multiplier builds up as you destroy enemy waves. However, for each enemy that escapes, your multiplier decreases by one. If you die, you also suffer the same penalty...but during the time it takes for your ship to respawn, a whole wave of enemies may leave the screen, and depending on how high your multiplier is that means five to ten past minutes of hard work thrown completely out the window.
** In Advanced mode, the penalties for enemies escapting is more lenient, but there's a new Scrappy Mechanic in town: Collecting a bomb item immediately clears all enemies and turns bullets into purple tetrahedrons that boost your score...[[PowerUpLetdown but it also reduces your multiplier and reduces your shot power by one level]]. Collecting multiple bombs in succession is a good way to damage your multiplier and severely weaken yourself. Therefore, Advanced turns into a game of avoiding not only {{bullet|Hell}}s, but also ''items''.
* In the ''VideoGame/{{Raiden}}'' spinoff ''Viper Phase 1'', you get a multiplier applied to your end-of-stage bonuses dependent on what percentage of enemies you killed. If you destroy every single enemy, the muliplier is x100. But if you so much as miss a single enemy, that multiplier drops to a x50. It won't matter much in a survival-oriented run, but in a score-based run, missing one enemy can make a massive difference.
* Are you playing the North American [=PS1=] port of ''Videogame/{{RayStorm}}''? BadExportForYou! Specifically, not only are the default settings played around, with the most important change being that each stage's difficulty is raised from 2 (out of 8) to 4, but [[EasyModeMockery dropping any stage's difficulty below 4 triggers "Training Mode", in which the game ends after stage 4]]. This is not in any other version of the game, making it a slap in the face to anyone who prefers to play on more "official" settings. Fortunately, ''[=RayStorm=] HD'' and the mobile ports don't have this issue, as Working Designs had nothing to do with these ports.

[[folder:Simulation Game]]
* ''VideoGame/NavalOps: Warship Gunner'', the first game in the series, forced the player to travel to the edge of the map after completing mission objectives. While this rarely takes more than a few minutes, that can be a very long time when damaged and under fire.
* ''VideoGame/DwarfFortress'' is very much a work in progress, so most of these examples are temporary. It's just that the development cycle is so long that they really don't ''feel'' temporary:
** [[YouFailEconomicsForever The Dwarven Economy]], not to put to fine a point on it, ''didn't work''. It was generally accepted that it's best to turn it off, and failing that never mint any coins. If nothing else, keeping track of all those little objects will slow your computer to a crawl. It was DummiedOut completely with the update to v0.31 and will not be returning until all its issues have been resolved.
** Hospitals. Don't bother putting together a trauma team: your medical staff will take their sweet-ass time even if you assign no other duties and keep them strictly limited to their hospital area. This can be gotten around somewhat by making all dwarves capable of taking medical treatment jobs, as a dwarf will never fail to complete a job due to a lack of skill. All dwarves will plunder thread and cloth many times over the inventory maximum you set for the zone, and will even go far from the stockpiles sitting ready in the area, to grab the most expensive dyed silks. Meanwhile the gypsum powder, splints and crutches, of which there may be plenty, still aren't getting filled to the maximum because thread and cloth have a stranglehold on the inventory space of the numerous planted containers. If surgery and crutches aren't broken enough, many beast sicknesses will break the rest of the procedure. And without that, only one doctor can work on one patient at a time, and each stage of a multi-part procedure still takes way too long for having the necessary equipment within 20 tiles.
** The new military system in and after 0.31 is a considerable improvement in many ways but its interface is virtually impenetrable without reference to the wiki.
** Come to think of it, the user-interface in general is not especially consistent or accessible. A complete top-to-bottom overhaul is promised shortly after the game enters beta-testing... in another five years or so.
** Strange moods. They are often beneficial to the player, but that all depends on the whim of the RandomNumberGod: the dwarf may be possessed, in which case he will not receive any experience. They may request some material that isn't available at the site, which results in certain death unless a trader happens to bring said material. And of course, more often than not, the resulting artifact has no practical use. There's an option to turn them off in the config files, and it's a testament to the personality of the playerbase that most people leave them on entirely because they're [[AwesomeButImpractical "dwarfy"]].
** Vampires. They are a cool concept, showing off how the game system and proliferate curses and the like and how a vampire can move from settlement to settlement to preserve themselves, and how dwarven justice now involves and investigation and accusation element on the part of the player. All interesting concepts, except the player is almost guaranteed to have a vampire join their fortress at some point, and attempts to prevent them from feeding unobserved (such as shared sleeping space and windows so that passers by might notice) rarely work. There are even instances of vampire's feeding in the middle of a crowded hall without anyone else noticing.
* The Commodore 64 game ''The America's Cup'', included a game mechanic that was supposed to duplicate the real-life experience of rigging a sailboat. In practice, this meant wiggling the joystick from left and right until your hand was tired. Not only was this annoying, but a very good way of ruining your joystick. Some cynics suggest this might have been why the game came bundled with many C64s sold in the mid 80s.
* ''VideoGame/BlazingAngels'' includes the infamous "Desert reconnaissance" level, which consists of flying around in a sandstorm looking at an all-yellow screen and listening to Morse code beeps to find the enemy. Maybe the idea was to provide a break from just flying around and shooting at things -- but if you don't like flying around and shooting at things why are you playing this game?
* Some of the disasters in ''VideoGame/SimCity'' can get this way, but even more so is when "Residents demand a stadium."
** Traffic congestion. There is no way around it. You can put in boulevards three spaces across everywhere, put in mass transit systems, and you will still have huge traffic issues. The game computes traffic according to how much road there is. They keep releasing VideoGame/SimCity games as if sorting out traffic issues was the most interesting and enjoyable part of the game. Then they make it more complicated by only letting you put in one-way streets and highway onramps with specific conditions.
** Bridges. In 3000 and VideoGame/SimCity 4 sometimes the game refused to put a bridge in unless the land surrounding the spot was ''perfect'', and the game refused to auto-terraform the land around it, requiring you to micromanage the land around it.
** Water structure placement in general in ''VideoGame/SimCity 4''. Some, like beaches, have lenient enough parameters that they're not so bad. Others, like marinas, require you to waste thousands on pinpoint terraforming, and even if you somehow get it right a minor glitch may cause the structure to appear submerged.
** ''VideoGame/SimTower'' has a requirement for reaching a 4 star rating: A VIP can randomly show up at any time, and in order for them to approve of your tower, they have to first be able to park in an open VIP parking space in the parking garage, then they had to stay in a clean hotel suite. To keep them cleaned, you have to put in a hotel service room, and the maids will do their job. The problem is: it's IMPOSSIBLE to remove these rooms after they've been placed (even the subway station, which takes up an entire level, can be destroyed and removed.) They serve no other purpose than to clean the rooms. You can increase your hotel's population and revenue far more with other room types you already have access to, rather than sticking with hotel rooms. At least the security guard stations (which also can't be removed) serve a purpose of protecting the tower against bomb attacks, which can destroy sections of multiple floors.
* Each of the UsefulNotes/NintendoDS editions of the ''VideoGame/HarvestMoon'' series have had at least one of these:
** ''DS'' and ''[[DistaffCounterpart DS Cute]]'' had the draconian [[YouLoseAtZeroTrust penalties in friendship points]] for littering. You couldn't even throw stuff away on your own farm, with no one else around, without incurring a large loss of friendship points ''across the board.'' Even with villagers that technically weren't even in town at the time. There's also the frequently recurring animal care touch-screen mini-games that are virtually required to raise your livestock's love points and produce higher quality products in any sort of timely matter. The more animals you possessed, the more of a grind the mini-games became. ''DS Cute'' actually eased up on the frequency of the mini-games.
** ''Island of Happiness'' had both the Weather/Crop system (where too much rain or sun could kill crops with no recourse from you) and the cooking system, where every recipe had to be bartered for from the town diner or cafe (or gained from the Harvest Goddess at the bottom of the mine). The experimentation and enhancement aspects of previous games' cooking mechanics were gone. The sequel, ''Sunshine Islands'', retained both mechanics, but eased up on the harshness (there was more leeway in what conditions would kill crops and the diner and cafe were there from the game's start).
** ''Grand Bazaar'' altered the series' tried and true storage system (One unit for tools & seeds, one for food, one for everything else, along with separate bins for building materials and animal feed) for an all-in-one unit that would quickly run short of space -- ''especially'' if you were storing items to sell at the Bazaar. Also, if two of the same type items (say, gold ore) had a different quality ranking, each ranking got a separate storage slot, eating up the precious storage slots even faster. The game also got rid of the shipping bins, so you have to hold on items to sell them at the bazaar (again, eating up storage slots) or tediously sell them to Raul (usually at a loss for what you'd get for them at the bazaar).
** ''The Tale of Two Towns'' restored the shipping bins and the more experimental cooking system, as well as expanding the all-in-one storage system. But then it went and altered the farm expansion/upgrade system: You could only order one farm expansion and one tool upgrade per month. (In Grand Bazaar, it was once a week, and in earlier games, you could order every available upgrade, one after the other as long as you had the required resources). And the tunnel expansion request would override them, so that you couldn't get any more farm expansion until that particular tunnel expansion was completed. You also couldn't simply jump between the farms to complete the requests two at a time: you can only move at the end of the month and the new requests wouldn't appear until the beginning of the next. Getting 100% upgrades on both farms, plus opening the mines and the mountain hot springs takes at least twelve in-game years.
** ''A Wonderful Life'' had the animal barn. There was only one, and you couldn't buy any more. It had 8 slots for animals. In order to get milk from cows, they had to have given birth, requiring a free barn slot present at pregnancy to put the calf into. This meant you had to sell and rotate animals carefully to ensure you always had something producing something, but typically there'd always be some wasted slots that were either empty (awaiting future calves) or taken up by animals not producing anything (the calves). But the ''worst'' part was the goat. It produced milk for one year... and then ''nothing ever again''. And you couldn't sell it. Essentially, you either had to let it waste one of your precious 8 barn slots, or... [[VideoGameCrueltyPotential kill it]].
** ''VideoGame/HarvestMoonANewBeginning'' had certain Seeds being unlocked, depending on how far along in the game you were. Some included a [[GuideDangIt not-mentioned-alternative-way]] to unlock them earlier, while some lacked it. The worst offender of this mechanic are the infamous Yam Seeds. These seeds are required to be planted and a certain number harvested, in order to fulfill a condition for one of the in-game goals in the Town Restorations. The problem came that Yam Seeds didn't unlock until Autumn Year 2; and most players, who reached the Town Restoration that required them to be planted, did so in Autumn Year 1. This meant that players were stuck waiting for one in-game year for the seeds to unlock, so they could proceed in planting and harvesting them. Fortunately, the game's Multiplayer function allowed players to ask and trade for Yam Seeds early, by-passing this issue.
** ''VideoGame/StoryOfSeasons'' has various items, recipes, animals and all sorts of other fun stuff unlocked, the further the player was in the game. The last things would unlock by Year 4. Contrary to the [[VideoGame/HarvestMoonANewBeginning previous game]], the option of unlocking certain items early - like the more expensive and productive Suffolk Sheep or Jersey Cows by having 3 normal Sheep and Cow births on your farm - was entirely removed. If a player wanted to have these animals, they needed to wait until the later years. The game also altered the Multiplayer function to be ''region-locked''. Players are incapable of trading items with other players from any region that was not their own.
** Spin off game ''VideoGame/RuneFactory'' allows you to cook food items that [[HyperactiveMetabolism restore HP and RP]] (stamina) in addition to temporarily [[StatusBuff buffing your stats]]. The problem is that as long as you have a buff from eating, you cannot eat anymore until the buff ends. This makes restoring your RP (which is consumed whenever you attack, and [[CastFromHitPoints starts draining your HP instead if empty]]) during battles annoying, as you must focus on dodging attacks for a long time until the buff ends. Fortunately, later games in the series allow you to eat multiple food items in a row, with only the buff from the latest item eaten applying.
* ''VideoGame/RollerCoasterTycoon''
** The rather infamous (station) brake failure. Now, ride failures are nothing rare at all in the game, and for almost every case it's usually nothing horrible and if you have a decent number of mechanics, you just let them take care of it and everyone is happy again. Not so much with the brake failures -- it happens on the roller coasters and is a failure where the brakes that slow down incoming coaster cars stop functioning. If your cars were coming in at high speeds and you didn't anticipate this failure, your cars are going to crash and kill whoever was in them, and nobody will want to ride your coaster anymore because it's now "unsafe." Even though there are ways around this, it's very frustrating to see a coaster you tested multiple times and were very sure was working blow up out of complete nowhere. Even worse, some of the game's prebuilt coasters were built without this in mind, most famously Agoraphobia. The second game added failproof block brakes at least, but all in all it's very easy to see why this mechanic was axed from the third game altogether.
** The ArtificialStupidity of the park guests, period. They are too stupid to get through the simplest of mazes, get lost easily and [[ArsonMurderAndJaywalking can't even swim]]. But the stupidity is worst, when it comes to their stay in the park, after they have spent majority/all of their money. They wander around, trying to get into attractions or getting hungry and thirsty, but incapable of doing anything about it, because they have no more money. This causes their happiness to drop until they are so mad that they leave the park in a bad mood, which influences the amount of incoming guests. Fortunately, the money issue was resolved in the second game, by adding in an [=ATM=], where guests can get some more money.
* In the first ''VideoGame/ZooTycoon'' game, the excessive amount of time given to complete some scenarios. In some cases, it's so bad you will spend more time waiting for the time to pass than actually doing the stuff required to complete the scenario! Fortunately, you can make the game play in windowed mode so you can leave it running while you do other stuff, but it's still annoying and ridiculous.
* In ''VideoGame/ZooTycoon 2:'' The adoption system in Challenge Mode.
* In the Xbox One and Xbox 360 ''Zoo Tycoon'' reboot, the zoo limit. [[https://www.youtube.com/watch?v=RgjjJza2F5c It's ridiculously low. They give you huge maps, and you can't even fill up 40 percent of them.]]
* The ''VideoGame/AnimalCrossing'' games are for the most part, enjoyable, but there are a few things that take away from that enjoyment.
** In most the games, if you turned the game off without saving, or reset it without saving, a mole named Mr. Resetti will come to remind you to save your game. However, he would do it in the most abrasive manner possible and each time you do it, his rants get longer and longer and he'll make you do all sorts of things before you can resume your game. Mr. Resetti became so despised by Animal Crossing fans that he was made optional in ''New Leaf''.
** Grass deterioration. When walking on grass enough, it'll wear away to a dirt path. While intended to add character to your town, in ''City Folk'', the grass can wear away so quickly that the town becomes a desert. While the grass can grow back, this takes a very long time to do so. In a game that takes pride in aesthetics, grass deterioration is seen as a hideous addition. Not only does it affect aesthetics, but it also can prevent certain things like snowballs and dung beetles from appearing. It returns in ''New Leaf'', but the grass wears away slower and grows back at a quicker pace.
** ''New Leaf'' removed signposts that showed you where villagers can build houses. This means that when someone moves in, they'll set their house down wherever they want. This can be problematic when you aren't expecting a new villager to move in and he or she moves onto a spot where you didn't want, such as the middle of a path, on top of your perfect fruit orchard or somewhere where you wanted to place a public works project. Lord help you if the villager him/herself is one you don't like.
** Building bridges in ''New Leaf''. For some unfathomable reason, there needs to be a lot of empty space either side of where the bridge is placed with no houses or public works projects. Not only is this annoying but houses and public works projects can be placed in that space after the bridge is built.
* ''VideoGame/TheOregonTrail'':
** In the original version, you can take a limit of 100 pounds of meat while hunting. Downplayed in later versions where you can acquire 200 pounds of meat, sometimes a little more depending on how many party members you have.
** Trading in the first game. It's a crapshoot to get someone who has what you need and the game goes to the next day regardless of the result. Multiple failed attempts will deplete your food supply and cost you some traveling time. At least later games give you the option to haggle.
** Accidental gunshot wounds in the second and fifth editions. They appear randomly after you finish hunting and will sometimes kill you instantly, ending your game even if your other party members are still living. If not, they will severely injure you and leave you to die a slow, painful death. These can even happen without firing a single shot!
*** Similarly, you can also get mauled by a bear or a mountain lion (the latter of which you can't shoot) after hunting, and you'll either get killed instantly or keep taking turns for the worse until you die.
** Averted in the third edition where accidental gunshot wounds are self-imposed. They can only happen if you shoot before the game reloads the gun for you (which takes about a second) and they are ''much'' less lethal.
* In ''VideoGame/PrincessMaker2'' the only reliable way to raise the Conversation skill is by having the daughter work in a Bar. The problem is that the Bar also inflicts a heavy penalty on her Intelligence and by the time Conversation reaches a decent level she'll have lost most of her points.
* In ''VideoGame/PunchClub'', stats degrade every day unless you keep building them up through training. In theory, this is supposed to encourage the player to set aside some time every day for training ''and'' encourage the player to focus on building up one area of training instead of trying to raise all three stats. In practice, a lot of players either forget or don't realize that the game is a time-management simulator instead of an RPG, and thus quickly get frustrated.

[[folder:Sports Game]]
* ''VideoGame/TonyHawksProSkater'':
** The on-foot mechanics were widely reviled by fans and critics alike for giving players an extremely easy way to avoid bailing.
** On foot was made worse for ''Tony Hawk's American Wasteland'', with the addition of Parkour. In theory a good idea, in practice a '''bailproof''' way to add another 500 points and at least another three numbers to your multiplier.
** ''Tony Hawk's Underground'' allows you to drive cars. These vehicles had all the handling of a pinball in a table made of ice. Aside from the goals, use of them is redundant, as they reset back where they started in a level when you're done, meaning you can't even create a new combo line with them.
** ''Tony Hawk's Underground 2'' then gave us more vehicles--not cars, vehicles you can do tricks with, such as a motorized skateboard, a tricycle, a go-kart, and a bucking bull on wheels. They all had about four tricks, and most of them were so very anti-intuitive to use due to not being able to stop. The last three examples were implemented so poorly they were removed from the sequels.
** ''Tony Hawk's Project 8'' then gave us Nail the Trick, where the analogue sticks control your feet. It was an entirely alien control scheme that stuck around into ''Tony Hawk's Proving Ground'', where it's only useful for the specific goals, and is otherwise unusable in a regular combo.
** Grinding in the original ''Tony Hawk's Pro Skater'' was incredibly difficult due to the hypersensitive controls that required you to mash left and right on the d-pad to balance yourself. It was quite a feat to be able to grind for more than a couple of seconds without falling on your ass.
** Lip tricks are by far the worst type of tricks on the first era of Tony Hawk's game (and the HD remake). They give little points, only works when you're straight as an arrow, and can ruin combos when they're accidentally performed. Until ''[=THPS3=]'', it also had no way to balance it out and the skater would always bail if you kept holding for more than 4 seconds. It's less terrible in the modern games, but there's still some problems. For example, there's a goal on ''American Wasteland'' when you have to lip trick through '''an entire rotation of Santa Monica's Giant Wheel''' (thankfully only on Sick difficulty).
* ''NCAA Football'' has a despised system for making phone calls to recruits which basically spins a roulette wheel of topics, allowing you the option of pitching your school's merits on that topic or discrediting your rivals on that topic. It's obnoxious enough that you, the head coach, can't choose to pitch whatever you want. This can lead to the bizarre result that the coach of Stanford might never get to sell his school's academics or the coach of Miami can never sell the school's gorgeous campus. However the roulette wheel sometimes stops on topics that you know the player doesn't care about leaving you forced to try and pitch him anyway. This has been removed for ''NCAA 13''.
* ''NHLHockey'' has the goaltender controls which tend to not allow the free range of motion necessary to replicate real life goalie positioning. The worst offender being the hug post command which can frequently make you hug the wrong post and get stuck to it until you release the trigger, which will give the opposing player plenty of time to score on a wide open net.
* Besides the play mentioned above, VideoGame/MaddenNFL has had a few:
** The mobile version of Madden 12 has a mechanic that makes an open receiver on a go route virtually impossible to tackle if you're playing man coverage. It can be especially annoying if your opponent keeps throwing 80 touchdown passes.
** Madden 06 had the infamous "QB cone". Basically, your quarterback had a vision cone extending outwards from their bodies, and they could only throw accurately to receivers in that cone. The size of the cone was determined by the QB's awareness stat: top-tier quarterbacks like Brett Favre, Peyton Manning, and Tom Brady had huge cones, whereas backups had tiny slivers. It was frustrating to use and in some ways counterproductive, since a smaller vision cone could be used to fake defenders off of a receiver you actually wanted to pass to. The feature was gone by Madden 08.
** The QB cone made the game damn near unplayable on the PC version. Previous installments had the player aim with the mouse and throw by left clicking while using standard WSAD keys (and those directly around them) for moving the QB. However, once the vision cone was implemented, you still aimed with the mouse but needed to press a separate key on the keyboard in order to actually throw the pass to that receiver. Trying to do that while moving your QB away from pressure seemingly required a 3rd hand. It's little wonder that the PC version of the game stopped being made shortly thereafter...
* ''ESPN MLB [=2K5=]'' had a gimmick mechanic called Slam Zone; if a pitcher screwed up badly in delivering a pitch or a batter guessed location and pitch correctly, the game would break into a mini-game in which the pitcher and batter tapped the buttons as fast as possible, while the pitch was zoomed in on in slow motion. If the batter won the duel, he would uncork a home run. Not only did it break the immersive TV-like presentation, but was also very much un-sim for a baseball simulation. It wasn't brought back after the one-year experiment.
* ''NBA [=2K14=]'': The game giving you a technical foul for swearing when your X-Box One's Kinect or your Playstation 4's Camera recognizes the word or words said. That's ''when'' it recognizes the word or words said, it can be a little spotty about it. This means that the game gives a free throw to the opponent for the player swearing in the comfort of their own home. Thankfully, it can be turned off by disabling voice commands. Youtube user randomfrankp [[http://www.youtube.com/watch?v=Q5okb9Vc8SY does not take it well]].\\
The Kinect or Eyetoy can be used in 2K15 to scan your face. At least it would, except it does not work period, full stop, that's it, finish, the end. You are supposed to have plenty of lighting but this causes the scan to go haywire, being too far away results in a poor scan, moving closer has it lose track, on the off chance the scan goes well the game will apparently decide it's not fair for everyone else struggling and say it cannot be used, if you do get to where the scan uploads the game will RageQuit and crash, ect, ect, in short it's much easier to use the in game sliders and build a face from scratch than use the camera scan. ''2K17'' replaced this with a phone based program, however if you did not also get the newest phone on the market when the game was released you're out of luck as it will only work for smartphones that are iPhone or Samsung 8 and beyond.

[[folder:Survival Horror]]
* ''VideoGame/ResidentEvil5'':
** The very core mechanic of the game, the two-person team, was barely tolerated at best and outright despised at worst. Sheva (or Chris in the NewGamePlus) has such [[ArtificialStupidity abysmally stupid AI]] that, between blowing ammo that ''you'' could use to effectively take out enemies, wasting [[TooAwesomeToUse first-aid sprays]] on papercuts, running gleefully into the blades of the [[DemonicSpider Chain Saw Majini]], and giving you a GameOver after getting her head immediately sawed off as a result, and as numerous "[[GameMod solo-mode mods]]" have proven, the game is ''actually easier'' without her "[[AnnoyingVideoGameHelper helping]]" you. She only becomes a welcome addition to the team if you manage to beat the game and unlock the [[InfinityPlusOneSword Longbow]], which has unlimited ammo and high damage at the cost of lacking an aiming reticle (which has no effect on an AI partner), which means she's actually able to carry her weight.
** The fact that your AI-Partner could ''say no'' when you needed an item or issued an order. You don't get full control over item management like you did in ''VideoGame/ResidentEvil0'': this time around if your partner has an item you want you need to ask for it, and the partner can actually refuse, leaving you in a tight spot if you really need those shotgun shells but Sheva for come reason decides she can do better with them. What was meant to add to the game's immersion and make you feel like you truly are part of a team instead only added an unnecessary annoyance factor, made only worse by some dodgy game mechanics that would sometimes make an item request impossible because the game thought you were too far apart to do it.
* ''VideoGame/ResidentEvil6'':
** Mostly at the beginning (but still found throughout) the game will decide to disable certain actions of your character. For example, during a tense scene you'll lose the ability to open your inventory or make your character run, instead forcing you to walk ''ever so slowly'' across the wide sprawling room.
** The "Health Tablets" as well. When you pick up a herb you can't just use it, you have to convert it into a health tablet first then use a ''separate button'' to eat the tablet and restore health. Figuring this out is a major GuideDangIt for a lot of players, and many players never figure out how to use the First Aid sprays ''at all.''
** Having to move around as a squad for the first few chapters of Chris' campaign amounts to one ''massive'' scrappy mechanic due to some [[ArtificialStupidity very poorly coded AI]]. Your squad tends to just sort of clump around you most of the time and not only can you not push them out of the way at all, but they can push you around just by walking into you. You will take so much damage from being unable to avoid an attack thanks to a squad member awkwardly standing beside you that watching the Iluzija pick them off one-by-one is one of the most satisfying moments of the game.
* ''Franchise/FatalFrame''
** Towards the latter half of ''Fatal Frame 3'', a door is opened that releases miasma into the rest of the house. In order to dispel it (and be able to see things more clearly), you must light purifying candles. So now, you not only have to worry about random ghost encounters while you're running around this mansion of horrors and trying to progress the storyline, but you've also got to keep an eye on your candle level, because once that candle runs out, the entire setting will change to a grainy black-and-white and [[AdvancingBossOfDoom Reika Kuze]] will show up to [[ImplacableMan relentlessly chase you down]] until you find another candle and top up your light. Those candles are: a) rare (there are only three or four of them in the game, though they respawn during each new Night), b) spread out from each other, and c) finish very quickly. Oh, and that house you're wandering around in? Is ''enormous'' (easily the largest of any single one of the Fatal Frame houses) and very easy to get lost in.
** ''Fatal Frame 4'' has the piano segments. When playing as Ruka, the player must sometimes play some notes on a piano by pointing the [=WiiMote=] at the correct, lit-up key and press said key, while also not being too fast or slow. The annoyance comes from the fact that it must be done as part of the [[FinalBoss Final Boss Battle]] and the keys are pretty narrow, with the [=WiiMote=] not being all that happy to comply with your trying to play the keys. [[spoiler:And if you fail three times, you must fight Sakuya's ghost again and try the piano another time.]]
** ''Fatal Frame 2: Deep Crimson Butterfly'' and ''Fatal Frame 4'' have the player hold the A button, in order to pick up items. In itself not bad, but it includes a long, slow zoom-in on Mio picking the item up. And the same mechanic was added for investigating under things, inside cabinets or peeking into locations. A good hour or two of the game is spent watching this zoom-in, instead of simply letting the player pick up the item with a short press of the A button. ''And then'' you also have the ghost hands that have a random chance of attempting to grab Mio's wrist while trying to pick up an item. Overall, they don't do any damage (except for one fast, darker hand with slash marks on it, but can be easily shaken off) and it's actually minor. But put in conjunction with the entire mechanic and having to re-zoom after avoiding the ghost hand...
* The item system in ''VideoGame/ParasiteEve2''. Parasite Eve 2 made it where only items attached to your armor is what you can access during a battle. So if you attached 4 healing items, used them all up in a fight and need to get more, you're out of luck. Attaching items to your armor didn't free up any space in your main inventory.
** Compounding this is two problems. One, you're going to stumble across a lot of healing items, which take some stress off of your magic, but space is again limited; and Two, if you find the rare Medical Wheel item (or any of the four special items for that matter), they'll take up slots on your armor as well, significantly reducing how much you're going to carry unless you really don't mind running back and forth to item boxes repeatedly.
* ''VideoGame/SilentHill4TheRoom'' has the apartment hauntings. For the first half of the game the apartment is a safe zone where your health replenishes. Roughly halfway through the game the fan stops working which somehow not only negates the healing factor (meaning your ''only'' means of replenishing health are curative items), but ghosts begin invading the apartment which can block access to your item box and sap your health. The only way to rid yourself of them are the medallions and candles, which are not only limited in number but also given to you much earlier on as a means to defend yourself against [[DemonicSpiders the otherwise invincible victim ghosts]] that attack you in the otherworld. [[GuideDangIt Keep in mind the game never tells you you'll need these items for your apartment]], and you can render the game UnwinnableByDesign if you use them too readily.
* ''VideoGame/SilentHillShatteredMemories'' took the "dark and disorienting" aspect that Silent Hill is famous for to such intensities that the creature chases became a classic case of this. Even knowing that running toward sources of light is how to escape ([[GuideDangIt Which the game does not tell you at all]]), and ''even with a walkthrough'', it's very difficult and counter-intuitive to figure out where to go while running desperately from the Rawshock Creatures (and you ''will'' die if you attempt to check your map).
* ''VideoGame/SilentHillDownpour'' has several moments where you nearly fall to your death and lose all your items. ''All your items''. Yes this includes the guns you got from the [[BribingYourWayToVictory green lockers]] and from doing ThatOneSidequest, your ammo, and even your flashlight. You even lose the first-aid kits you were saving for that upcoming [[ThatOneLevel Void chase]].
* The map system in ''VideoGame/{{Siren}}'', since it doesn't show you where you or your follower are on it. Instead you have to match landmarks on the map (which are named), to your surroundings to locate yourself. Adding to the frustration of this is that every level is either dark or foggy, that the game borders on being a StealthBasedGame where you can die in only a couple of hits, and that most levels are [[EscortMission Escort Missions]], meaning not only is getting your bearings difficult but also puts you and your [[ArtificialStupidity very stupid AI partner]] in constant danger.
* ''Franchise/AloneInTheDark'': The inventory system in the reboot. Trying to find the right items while being attacked? Have fun trying to navigate the unintuitive and difficult to use inventory system that will end with you never picking what you need.
** Driving was flaky, hard to control, and added a lot of FakeDifficulty to the game.
** ''The New Nightmare'' has RespawningEnemies that refill every room any time you leave and come back. This being a SurvivalHorror game, health and ammunition pickups never self replenish. Infinite bad guys, finite supplies; you do the math.
* The boss battles of ''VideoGame/ClockTower3'' relied on an auto-aim feature that works like this: When you charge an attack you abruptly lock onto the boss's current position but don't track them, while the odds of said boss still being in line with your shot by the time you fire is slim to none in a classic case of StopHelpingMe Notably the battle with Scissorwoman Jemima disables this feature, making her battle the most genuinely satisfying moment in the game.

[[folder:Third Person Shooters]]
* ''VideoGame/GearsOfWar'' has had a few in each game, typically remedied in the following title.
** The first had general ArtificialStupidity on the part of AI squadmates, the inability to move while downed (meaning that your teammates had to rush into whatever location was dangerous enough for you to be downed in the first place), and the fact that going down while playing solo meant instant death. Thankfully remedied in the sequel, which improved the AI pathing and gave them the ability to revive other squadmates, including you. However, it had its own set of problems, not the least of which being...
** ...Shotgun charges, which became an epidemic in multiplayer due to the weapon's absurd reach. A "stopping power" mechanic was added that meant the game would resist the attempt to run straight into enemy fire, but it did little to weaken the sheer destructiveness of the Gnasher. ''Gears of War 3'', thankfully, buffed the standard rifles so they did more damage.
** In both games, co-op campaign had several portions where Dom and Marcus separated, meaning that if either dropped, there was no one to revive him and it was a game over. This was fixed in the third installment by the introduction of Arcade Mode, where dead players respawn after 25 seconds as long as at l
* ''VideoGame/{{Splatoon}}''.
** The Splatfest Tee is considered by many to be a source of unnecessary grinding. You are given the shirt up to 1 week beforehand, but it is a three-star shirt with three empty slots--so it takes the most experience to max out--and you are expected to level it up from scratch. Granted, the extra abilities are weaker and affected by {{Diminishing Returns|ForBalance}}, but if you wanna be in top form in Splatfest, or even in Ranked Battle, which is the fastest way to level up the shirt (...if you win), then you might want the extra skills. Also, you are forced to use it in Splatfest, and you might not appreciate the Special Saver ability over the other abilities on your other clothes. And finally, the shirt is taken away at the end of Splatfest, making all the effort seem wasted.
** Splatfests region and team-locking you for the duration, meaning that the matchmaking pool is much smaller, and it can't shuffle teams if there is a significant imbalance.
** Getting disconnected counts as a loss. Meaning you could be winning and suddenly, because of an unstable connection, lose the match and lose the rank you just acquired. It's supposed to discourage people from {{Rage Quit}}ting, but the game can't tell if someone intentionally disconnected, or just suffered a bad connection.
** Matchmaking in Squad Battles is set up in such a way that if you have even a ''single'' S-rank player on your squad, you'll regularly be put up against squads that are ''all'' S-ranks, even if your own team has only one S-rank player and the rest are B or C rank.
* ''VideoGame/Splatoon2'': Salmon Run is a popular addition to the game, but it's not available all the time and players have no control over what weapons they get to use for each round.
* ''VideoGame/Warhammer40000SpaceMarine'' multiplayer disables the text chat when one is dead and waiting for respawn. This despite the game being one of fast-paced action, when those moments are the only ones when you have, you know, ''time'' to type anything.
* ''VideoGame/KidIcarusUprising'' is generally considered a solid multi-player game, but some features are considered these to different parts of the player base, while others are fine with it due to the fact that it simply makes the game different from other shooting games.
** An example would be the fact that unlike other shooters, the shots you fire aren't instant and actually travel through the air, and home in on the opponent. Some weapons have more homing than others, and you can use powers to make the shots ''invisible and pass through walls''.
** Others hate the weapon value system, forcing people to spend hours fusing weapons to do exactly what they want and nothing more, lest their weapon becomes more valuable and makes them a greater burden to their team when they lose. Others feel that the game is based much more on skill so a person with a higher value weapon is fine as long as they have the skill to match.
** The game just isn't designed for left-handed players. You can map the four face buttons to movement, but this causes problems as the game differentiates between "flick" directional movements and slower tilt movements. You can use a Circle Pad Pro or a New Nintendo 3DS so that you have a Circle Pad on the right, but the former is an additional $20 investment and the latter's right pad isn't as precise as the left pad.

[[folder:Visual Novel]]
* ''Franchise/DanganRonpa'' has the "Hangman's Gambit" mini game and its variations. It's basically picking up letters that appear randomly on the screen and piecing them together the answer to a question, but all games execute this idea poorly:
** In general, one of the main flaws of this minigame is that even if you know the next letter, you have to wait until it appears, and [[TimedMission you have a time limit to worry about]], so you may fail without ever getting the chance to input the answer you knew. And on the highest difficulty level, you only get one or two letters as hints, so you're out of luck if you didn't already figure the answer out yourself.
** In the first game, the letters move so fast they are hard to get, they require multiple clicks before being registered (and you can accidentally click the wrong letter if you click too fast), and if you don't already know the answer, you are not given time to think about it and have to just click random letters in hope for a tip.
** ''VisualNovel/SuperDanganRonpa2'' changes the game a bit: instead of just shooting letters that appear and disappear, letters move across the screen in pairs, and you can pick one up and drop it elsewhere. If two different letters collide, you lose life. If two of the same letters collide, they fuse together, stop moving, and you can either destroy them or check if they're the next letter in the word. Once again, you need to wait a lot until the correct letter appears (if you even know what it is), and you can accidentally destroy it if you're not careful.
** ''VisualNovel/NewDanganRonpaV3'', seems to be heading this way too, as this time, the letters can also become invisible, and the player has to rely in a random light to be able to see them.

[[folder:Web Tournaments]]
* The Sai{{Moe}} tournament has not one but two Scrappy Mechanics, and they make each other more Scrappy to boot. To sum it up:
** First, the seeding is completely random. So you can end with 3 very popular girls in the first match while an entire division may be full of {{jobber}}s and CListFodder. Or worse, a division with Jobbers, C List Fodder and some popular girl, who then gets a free pass to quarters. The thing is, there's a nomination process and a classification round before the final bracket, so they could use proper seeding if they wanted to.
** Second and worse, it's the rule to determine if a series is eligible to enter the contest or not. To summarize, at least 50% of your running time must have been between last year's July and the current year's June. In theory, it's to avoid having the same girls every year. However, in practice it means that girls from TwelveEpisodeAnime with closed endings get only one shot, while LongRunners with several seasons or seasons placed in the middle of the year can get many, many chances (''Manga/HayateTheCombatButler'' and ''VisualNovel/HigurashiWhenTheyCry'' in particular have been in FOUR years in a row), making the rule worthless. Worse, with the Random rule from above, the girls from said 12-episode anime might end up paired off against a bunch of strong girls and lose in the first or second round, while the one who has been doing well for 2-3 years already gets some easy fights and ends up in the final rounds again. Of course, this could be avoided by simply not letting girls who got to the Top 8 or have been in for 2 years in a row enter the next year, just for the sake of having some variety. But that would be too hard.
*** However, characters from LongRunners or shows with multiple seasons tend to fare worse than newcomers. Characters whose popularity doesn't significantly degrade with each year are rare, and the number of series they originate from is in the single digits.

[[folder: Game Shows]]
* ''Series/CardSharks'':
** The Money Cards BonusRound had contestants betting money based on predicting whether the next card was higher or lower than the one preceding it. Originally, if the next card was the same, it was treated as a wrong call and the contestant lost their bet. Players who went all-in on Aces or deuces frequently wound up getting screwed over by this rule. Late in the Perry run and carrying over to all subsequent versions, this was changed to nullify the bet if a push happened.
** The 2001 version forced contestants to use their in-game money to bet on the Money Cards. In all other previous versions, money earned in the main game was the contestant's to keep.
* ''Series/FamilyFeud''
** Sudden Death from 2003 onward where the entire game hinges on getting the number one-answer. With point values already tripled, it more or less boils down to "don't screw up if you ring in too early".
** Fast Money:
*** No questions are more hated by the fan base than those beginning with "On a scale of one to ten..." which have appeared in all versions. With a wide range of answers, fans accuse these of being budget-savers since number one answers to those rarely top 30 points. On a few occasions, contestants have guessed [[WhatAnIdiot numbers outside of the range]] despite such answers never getting any points in the surveys.
*** Since 1999, getting all the number one answers ''never'' adds up to more than 200 points. While this is more or less enforced so that the second contestant is required to play, it also makes an already hard bonus round [[NintendoHard even harder]].
* ''Series/FriendOrFoe'' has three teams of two contestants answering multiple choice questions together to build up their bank. Not so bad except for the PrisonersDilemma gimmick when contestants leave the show. Both players must choose how to divvy up their funds by secretly locking in Friend or Foe in the Trust Box. If both lock in Friend, they split the bank evenly. If one locks in Friend with the other locking in Foe, Foe gets the whole bank while Friend gets nothing. If both lock in Foe, no one gets the money. Needless to say, if your opponent chooses Foe, [[UnwinnableByDesign you're screwed no matter what you pick]].
* The final round of ''Series/GoldenBalls'' takes ''Friend or Foe'''s PrisonersDilemma concept UpToEleven since the stakes are much higher. In place of locking in Friend or Foe, both contestants have to secretly decide whether to split the accumulated bank with their opponent or steal the entire contents. The Split/Steal balls are identical to the Friend/Foe Trust Box where if your opponent chooses Steal, you leave the studio empty-handed regardless of your option. As it is the last ever decision in the show, an ''entire game'' could be for naught if both contestants opt to Steal.
* ''Series/MervGriffinsCrosswords'' had three Spoiler contestants introduced in round two. If either of the main contestants did not answer correctly on a clue, they could ring in and steal either podiums with a correct answer. One Spoiler could do nothing for the entire game and win by ringing in on the last clue and stealing the leader's score. This happened at least once.
* ''Series/ThePriceIsRight'' has "$X+1" and "$1" bids, where you bet $1 (hence the name) or $1 over another bid. If you're not last, LaserGuidedKarma would dictate that the next person bid $X+2 or $2.
* ''Series/RobotWars'':
** In its first three series, the arena featured spikes that would pop out of the floor to attack a robot from below. The idea was to attack robots from underneath, where they weren't always armoured, and mess around with the electronics. In practice, however, many robots ''were'' protected underneath[[note]]Having a big metal plate bolted to the bottom of the chassis is a great way to lower the center of gravity and stabilize a robot[[/note]], so the spikes would instead push the robot into the air and, more often than not, flip them over. So many robots were eliminated after being flipped over by the spikes[[note]]Behemoth, Pitbull, Berserk 2, the list goes on[[/note]] that they were removed from the arena starting with Series 4.
*** [[spoiler:They're returning for the 2016 series, but their location within the arena is much more visible. Whether this is enough to [[RescuedFromTheScrappyHeap rescue them from the Scrappy heap]] remains to be seen]].
* ''Series/WheelOfFortune'':
** The Prize Puzzle, a round where a contestant wins a prize simply by solving the puzzle, is hated by most, if not all of the show's more dedicated fans for two reasons. First, the value of the prizes (they start at $5,000 since 2007, but are usually over $6,000 now) [[GameBreaker often decides who wins the game]]. Second, the round's gimmick is that the prize in question always has something to do with the puzzle. However, with only three exceptions in the several years the Prize Puzzle has been on the show, the prize is always a trip, usually to a tropical destination. This sometimes leads to a "Phrase" puzzle being a sentence about being on vacation that's not necessarily a common saying (examples include "WHERE DO I PICK UP MY SKI LIFT TICKETS?" and "SOMEBODY INFLATE THE BEACH BALL"), or a puzzle having unnecessary adjectives and other inflations just to make the puzzle seem longer ("TERRIFIC STEEL DRUM MUSIC", "MILES AND MILES OF PRISTINE COASTLINE"). Sometimes, it's painfully obvious that these puzzles are taken from travel promotions and brochures.
** Weeks with two-player teams are hated by some fans for various reasons, such as games sometimes being slowed down by longer interviews and constant conferring over what letter to call, the prizes (including the Prize Puzzle trips) being valued much higher than usual (often over $10,000) despite the values on the Wheel remaining the same, and the house minimum being $2,000, which is very generous considering that the Wheel aside from prizes and the top value is only $500-$900 (the Speed-Up round has lesser values in play except for the top one even when adding $1,000 to the value of the Final Spin) and the first Toss-Up puzzle is still valued at $1,000, which often leads to games where a team solves only that puzzle and still gets absolutely no money on their own merits.
** The Million Dollar Wedge is hated by some fans, either for the $1,000,000 being way too hard to win and being too gimmicky, replacing the former $10,000 prize, or because of how some casual viewers of the show think the wedge is ExactlyWhatItSaysOnTheTin, which led to an embarrassing media outbreak in September 2013 when a contestant mispronounced a puzzle immediately after picking up the wedge, with headlines claiming that he "lost a million dollars" right then and there.
** Many fans hate the Rhyme Time category because it often results in a series of randomly-grouped words that just happen to rhyme, even if they are in no way related (e.g. BEES FLEAS & MANATEES, BABOONS AND RACCOONS).
** If one has the Million Dollar Wedge and/or the Wild Card, having Round 4 and beyond go without a Speed-Up since Bankrupt is still in play. It more or less hinges on the staff hoping Bankrupt would be hit, thus denying someone the opportunity to take either or both to the Bonus Round.
* ''Series/WhoWantsToBeAMillionaire'' has the 50:50 lifeline which randomly eliminates two wrong answers, leaving one wrong answer and the correct answer. Many times when a contestant was struggling between two answers, the 50:50 would be used... and the two other answers would be removed. This happened so frequently that many viewers suggested that [[TheComputerIsACheatingBastard the computer's answer removing was a way to screw the contestant over]]. This claim started when Norm [=MacDonald=] played as a celebrity contestant and when it happened to him, he gave Regis a "What did I tell you?" look.

* Dynamic page loading, where new pages are loaded on the site without refreshing the page, is this when poorly implemented as it reduces functionality of browser buttons and the like. Though these sites (hopefully) provide their own internal navigation buttons, [[DamnYouMuscleMemory muscle memory]] sends you straight to the back/forward buttons on your browser window which can cause all sorts of havoc.
* Hotlink prevention. While it is justified as hotlinking drains a site's bandwidth, it's also a frustrating experience to search for images and be abruptly wrenched to a website instead where you may not even be able to find the image you were looking for.
* Clipboard manipulation, done by services like Tynt that add extra text (typically a source reference) to text copied from sites. In theory it seems like a justified and even helpful means to properly credit copied text. In practice, it's a very intrusive act that even manages to annoy people who ''do'' intend to properly credit their source, as the extra text tends to be unsuitably formatted. Some ad blocking or anti-spyware services even block these services by default. Worse still are websites that outright disable text highlighting altogether, as more often than not it screws over users wanting to highlight text for legitimate means. You don't speak the language of the site and want to plop it into Google Translate or you want to highlight the block of text to make it easier to read? Too bad!
* Intrusive ads. Pop ups, anything that generates sound, div blocks that abruptly appear over the site, or anything that reduces the functionality of the site itself. Somewhat of a case of HoistByHisOwnPetard as websites have been forced to get creative in order to get their ads past browsers who indiscriminately block even harmless banner ads, but nobody will defend a site that suddenly wrenches to the top, slowly greys out, and has a [[ProductPlacement massive dancing Coca Cola bottle]] prance out onto the page.