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* ''VideoGame/Panic'' has some of this. Every area has at least one button that warps you to another scene, and the ones that have more than that often have one to send you backwards. So unless you have a photographic memory pertaining to which button does what, be prepared to spend a long time repeating scenarios. Also, [[NonStandardGameOver some buttons instantly end the game]].

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* ''VideoGame/Panic'' ''[[Panic Panic]]'' has some of this. Every area has at least one button that warps you to another scene, and the ones that have more than that often have one to send you backwards. So unless you have a photographic memory pertaining to which button does what, be prepared to spend a long time repeating scenarios. Also, [[NonStandardGameOver some buttons instantly end the game]].
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* ''VideoGame/Panic'' has some of this. Every area has at least one button that warps you to another scene, and the ones that have more than that often have one to send you backwards. So unless you have a photographic memory pertaining to which button does what, be prepared to spend a long time repeating scenarios. Also, [[NonStandardGameOver some buttons instantly end the game]].
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* Any game by {{Cactus}} that involves puzzles or multiple endings. the ''Mondo'' series (which is approaching a third game) are large offenders, ''MondoMedicals'' being the most {{egregious}} of the two released games.

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* Any game by {{Cactus}} Creator/{{Cactus}} that involves puzzles or multiple endings. the ''Mondo'' series (which is approaching a third game) are large offenders, ''MondoMedicals'' being the most {{egregious}} of the two released games.
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* TheAngryVideoGameNerd points out that having the manual is essential to playing the games in the Magnavox Odyssey console. Otherwise it would be near impossible to figure out what to do with two player-controlled squares and the plastic overlays (and sometimes, real pieces and tokens) used for each game.

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* TheAngryVideoGameNerd WebOriginal/TheAngryVideoGameNerd points out that having the manual is essential to playing the games in the Magnavox Odyssey console. Otherwise it would be near impossible to figure out what to do with two player-controlled squares and the plastic overlays (and sometimes, real pieces and tokens) used for each game.
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* Online gaming in ''general''. Very few games that offer a tutorial do more than simply explain the control scheme and a few other things such as what a stat may do or what a class role is. They are rarely updated for the ever-changing {{Metagame}}. And sure enough, players expect you to know all of the metagame rules if you don't want to find yourself kicked or repeatedly cussed out by StopHavingFunGuys and [[ArrogantKungFuGuy arrogant players]].
** The {{MOBA}} genre is ''especially'' prone to this. The practice modes don't tell you anything of what you can expect ''players'' to do. The players claim this is a "steep learning curve", but really, we can call this more of "Denial of crucial information". And if you're new to the genre in general, you probably don't wanna play unless you like getting cussed out, kicked, or suffering a leaver while losing a lot - the tutorials that ''are'' available on third-party sites are often full of jargon that is never defined. Combined with the players' tendencies to [[SuffersNewbiesPoorly chase newbies out of the game]], this is very ''very'' frustrating.
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* Online Games by MotionTwin tend to fall into this territory more than often, mainly because they're not-so-perfectly translated from French, and all the official guides stop at the basics and a couple FAQs. Good luck finding out what class build to use in {{Minitroopers}} or which way to build a town in Die2Nite without a player-made guide...
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* ''MarioAndSonicAtTheOlympicGames'' falls very mildly to this trope, but it's susceptible all the same. One of Peach's missions requires her to perform a shout in the hammer throw three consecutive times, which nothing in the game or the guide tells you how to do even once. On the plus side, learning how to do it tends to give you extra distance.

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* ''MarioAndSonicAtTheOlympicGames'' ''VideoGame/MarioAndSonicAtTheOlympicGames'' falls very mildly to this trope, but it's susceptible all the same. One of Peach's missions requires her to perform a shout in the hammer throw three consecutive times, which nothing in the game or the guide tells you how to do even once. On the plus side, learning how to do it tends to give you extra distance.
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** One of the tips in the Dream Spacewalk event tells you that when your group is flying toward Dino Piranha, you can press the SpinToDeflectStuff button when you hit him to do additional damage. It makes sense given the other events, but doing this still keeps the player well below the game's other competitors, let alone online records. The correct solution is to [[ButtonMashing mash the spin button for the duration of your approach]].
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Umm... I\'ve never seen anything saying that using auto-finders will get you banned. I used one myself, and I never knew that it was not allowed.


** How about finding constellations? And the fact that most help systems for that area (that find it automatically) will get you banned?
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* ''YumeNikki'' is the definition of this trope. No explanations, no plot, no storyline, no interactions with npc's (unless you stab them- that does nothing), nothing. Many a person will wander around the WideOpenSandbox of the game's maps, looking for that one thing they need. Then, when you get all your effects, there is no hint as to what you need to do to complete your game. It's actually counter intuitive. [[spoiler: You drop ALL your effects in the main room, wake up, there will be a set of stairs on the balcony, and jump off the set of stairs.]]
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*Every song in ''DanceCentral'' has its own "finishing move," which the game neglects to teach you in the Break Down. Because of this, it is impossible to get 100% on a song your first time unless you look up said move on youtube or are really good at guessing what exactly the move will be based on the flashcards.
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* If a WideOpenSandbox or {{Metroidvania}} game doesn't give the player a stable idea of where to go, then it'll certainly feel like this after the player dinks around enough and happens to find where they were supposed to go.
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* {{Action52}}'s guide wasn't just vague--it was flat-out ''wrong'' about the kinds of games on the cartridge. ''Meong'' needed a guide just to describe how to PLAY the game. Said information was lacking.
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* In ''The Guardian Legend'' for the NES, the gates to several of the Corridors (the space-shooter areas) are Guide Dang Its to open.One such message says a corridor is sealed permanently; to open it, you have to visit a certain Blue Lander three times in a row(god knows who could figure this out).

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* In ''The Guardian Legend'' ''TheGuardianLegend'' for the NES, the gates to several of the Corridors (the space-shooter areas) are Guide Dang Its to open.open. One such message says a corridor is sealed permanently; to open it, you have to visit a certain Blue Lander three times in a row(god knows who could figure this out).
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Cutting natter and unexplained examples. Also, poor programming is not Guide Dang It. It\'s just poor programming.


** This may very well qualify as the stupidest design decision Midway ever made. The requirements are flat-out ridiculous, and you get ONE SHOT at each for the entire game. This was a staple in my arcades up to at least 2000, and not one player I ever saw...NOT ONE...ever found a single member. Before I looked it up on the Internet, I didn't even know that was what "wings earned" referred to!
** Keep in mind this was an ''arcade'' game. It wouldn't be the first example of an arcade developer forcing replay value.



* ''Meong'' from ''{{Action 52}}'' took this to extremes: just learning to ''play'' it was hard to figure out, and the guide was no help.



* ''{{Hellsinker}}'' as a whole.
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nonexample


* [[http://graphjam.com/2010/09/26/funny-graphs-hax/ This]] graph describes this trope perfectly.

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Not worth noting. Most puzzle games now do this


* The Flash Game [[http://www.newgrounds.com/portal/view/471068 PSAI]] is the most extreme example of Guide Dang It. Its so complicated the creator actually put a link ''in the game'' to the walkthrough!
** It seems that flash games, puzzle games in particular, seem to have a trend of posting a link to a walkthrough if one is available, so that players don't have to get frustrated and quit just because they can't beat a given level.

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* The Flash Game [[http://www.newgrounds.com/portal/view/471068 PSAI]] is the most an extreme example of Guide Dang It. Its so complicated the creator actually put a link ''in the game'' to the walkthrough!
** It seems that flash games, puzzle games in particular, seem to have a trend of posting a link to a walkthrough if one is available, so that players don't have to get frustrated and quit just because they can't beat a given level.
It.
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* ''{{Hellsinker}}'' as a whole.
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** Keep in mind this was an ''arcade'' game. It wouldn't be the first example of an arcade developer forcing replay value.
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* Any special item in ''BubbleBobble'' has very obscure conditions to make it appear, so much that the many players might think they are completely random. For example, to make the yellow (rapid-fire) candy appear, you must jump 51 times. To get the potions, you have to fall through the level a certain number of times. Many of the special items are also triggered by collecting a certain number of another special item. It's insane. [[http://www.mcboof.com/games/bb/items2.html Take a look at this]] to see the conditions.
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* In ''The Guardian Legend'' for the NES, the gates to several of the Corridors(the space-shooter areas) are Guide Dang Its to open.One such message says a corridor is sealed permanently; to open it, you have to visit a certain Blue Lander three times in a row(god knows who could figure this out).

to:

* In ''The Guardian Legend'' for the NES, the gates to several of the Corridors(the Corridors (the space-shooter areas) are Guide Dang Its to open.One such message says a corridor is sealed permanently; to open it, you have to visit a certain Blue Lander three times in a row(god knows who could figure this out).
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* To reach the Robotizer in Zone 1 of Wacky Workbench (in ''SonicCD''), you must stand on a block that looks like a [[SmashingHallwayTrapsOfDoom crusher]] and let it slam you against the ceiling. Rather than crush you, it drops you into a secret area (although it looks very similar to the ''real'' SmashingHallwayTrapsOfDoom found later in Metallic Madness).
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* To reach the Robotizer in Zone 1 of Wacky Workbench (in ''SonicCD''), you must stand on a block that looks like a [[SmashingHallwayTrapsOfDoom crusher]] and let it slam you against the ceiling. Rather than crush you, it drops you into a secret area (although it looks for all the world like a death trap).

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* To reach the Robotizer in Zone 1 of Wacky Workbench (in ''SonicCD''), you must stand on a block that looks like a [[SmashingHallwayTrapsOfDoom crusher]] and let it slam you against the ceiling. Rather than crush you, it drops you into a secret area (although it looks for all very similar to the world like a death trap).''real'' SmashingHallwayTrapsOfDoom found later in Metallic Madness).
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* To reach the Robotizer in Zone 1 of Wacky Workbench (in ''SonicCD''), you must stand on a block that looks like a crusher and let it slam you against the ceiling. Rather than crush you, it drops you into a secret area (although it looks for all the world like a death trap).

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* To reach the Robotizer in Zone 1 of Wacky Workbench (in ''SonicCD''), you must stand on a block that looks like a crusher [[SmashingHallwayTrapsOfDoom crusher]] and let it slam you against the ceiling. Rather than crush you, it drops you into a secret area (although it looks for all the world like a death trap).

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* ''Mario and Sonic at the Olympic Games'' falls very mildly to this trope, but it's susceptible all the same. One of Peach's missions requires her to perform a shout in the hammer throw three consecutive times, which nothing in the game or the guide tells you how to do even once. On the plus side, learning how to do it tends to give you extra distance.

to:

* ''Mario and Sonic at the Olympic Games'' ''MarioAndSonicAtTheOlympicGames'' falls very mildly to this trope, but it's susceptible all the same. One of Peach's missions requires her to perform a shout in the hammer throw three consecutive times, which nothing in the game or the guide tells you how to do even once. On the plus side, learning how to do it tends to give you extra distance.



* Any special item in BubbleBobble has very obscure conditions to make it appear, so much that the many players might think they are completely random. For example, to make the yellow (rapid-fire) candy appear, you must jump 51 times. To get the potions, you have to fall through the level a certain number of times. Many of the special items are also triggered by collecting a certain number of another special item. It's insane. [[http://www.mcboof.com/games/bb/items2.html Take a look at this]] to see the conditions.

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* Any special item in BubbleBobble ''BubbleBobble'' has very obscure conditions to make it appear, so much that the many players might think they are completely random. For example, to make the yellow (rapid-fire) candy appear, you must jump 51 times. To get the potions, you have to fall through the level a certain number of times. Many of the special items are also triggered by collecting a certain number of another special item. It's insane. [[http://www.mcboof.com/games/bb/items2.html Take a look at this]] to see the conditions.conditions.
* To reach the Robotizer in Zone 1 of Wacky Workbench (in ''SonicCD''), you must stand on a block that looks like a crusher and let it slam you against the ceiling. Rather than crush you, it drops you into a secret area (although it looks for all the world like a death trap).
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** How about finding constellations? And the fact that most help systems for that area (that find it automatically) will get you banned?
Is there an issue? Send a MessageReason:
None

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* Any special item in BubbleBobble has very obscure conditions to make it appear, so much that the many players might think they are completely random. For example, to make the yellow (rapid-fire) candy appear, you must jump 51 times. To get the potions, you have to fall through the level a certain number of times. Many of the special items are also triggered by collecting a certain number of another special item. It's insane. [[http://www.mcboof.com/games/bb/items2.html Take a look at this]] to see the conditions.

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Changed: 25

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* Any game by Cactus that involves puzzles or multiple endings. the Mondo series (which is approaching a third game) are large offenders, MondoMedicals being the most {{egregious}} of the two released games.
** Another notable offender is Stench Mechanics, which can lock you out of two endings if you [[spoiler: get the suit before inhaling the purple stench]]. That combined with some counter-intuitive moments ([[spoiler: turning on EVERY LIGHT despite captain's orders]], for instance) makes for some headaches.

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* Any game by Cactus {{Cactus}} that involves puzzles or multiple endings. the Mondo ''Mondo'' series (which is approaching a third game) are large offenders, MondoMedicals ''MondoMedicals'' being the most {{egregious}} of the two released games.
** Another notable offender is Stench Mechanics, ''StenchMechanics'', which can lock you out of two endings if you [[spoiler: get the suit before inhaling the purple stench]]. That combined with some counter-intuitive moments ([[spoiler: turning on EVERY LIGHT despite captain's orders]], for instance) makes for some headaches.



* ''Meong'' from {{Action 52}} took this to extremes: just learning to ''play'' it was hard to figure out, and the guide was no help.
* {{Shivers}} had quite a few. Fortunately, the earlier puzzles were [[AllThereInTheManual in the manual]], but others, such as the red door and Egyptian door puzzles, were almost impossible.

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* ''Meong'' from {{Action 52}} ''{{Action 52}}'' took this to extremes: just learning to ''play'' it was hard to figure out, and the guide was no help.
* {{Shivers}} ''{{Shivers}}'' had quite a few. Fortunately, the earlier puzzles were [[AllThereInTheManual in the manual]], but others, such as the red door and Egyptian door puzzles, were almost impossible.impossible.
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* ''Meong'' from {{Action 52}} took this to extremes: just learning to ''play'' it was hard to figure out, and the guide was no help.

to:

* ''Meong'' from {{Action 52}} took this to extremes: just learning to ''play'' it was hard to figure out, and the guide was no help.help.
* {{Shivers}} had quite a few. Fortunately, the earlier puzzles were [[AllThereInTheManual in the manual]], but others, such as the red door and Egyptian door puzzles, were almost impossible.
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None





* The tie-game ''2010 FIFA WorldCup South Africa'' game has achievements requiring you to use specific teams, but unless you were a master of World Cup trivia, there's no way to figure it out which ones from the information in game. For example the achievement "Second Trip, First Goal" requires you to qualify with a team that has made it to the World Cup in the past without scoring once, and then score. [[hottip:Give up?: Trinidad & Tobago, China, Canada, Greece, Congo, and Indonesia.]]

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* The tie-game tie-in ''2010 FIFA WorldCup South Africa'' game has achievements requiring you to use specific teams, but unless you were a master of World Cup trivia, there's no way to figure it out which ones from the information in game. For example the achievement "Second Trip, First Goal" requires you to qualify with a team that has made it to the World Cup in the past without scoring once, and then score. [[hottip:Give up?: Trinidad & Tobago, China, Canada, Greece, Congo, and Indonesia.]]

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