Game Essentials - 20 Difficult Games 130
Last week, in a discussion of the essentials of game design by John Harris, Gamasutra posted a list of twenty really difficult games. It's interesting not only for the purposes of the article (examining the concept of challenge in game creation) but also simply as a personal scorecard for your own gaming career. My personal albatross: "8. Monkey Ball, a.k.a. Super Monkey Ball. Putting that monkey in the ball may have been a whimsical masterstroke, but don't let it fool you. This game is hard. Design lesson: If you're going to make a super hard game, make it fair. No one thinks Monkey Ball is unfair. There is no randomness. Everything that happens is a direct result of the player's actions, and there are no hidden portions of the level waiting to destroy the player. It's not like a boss enemy with secret attacks the player couldn't possibly survive the first time seeing it. It's not only possible to reach and finish Monkey Ball's Master levels, but it could be done on one's first try. Winning the lottery is more likely, but it's possible." How many have you mastered?
I havent beaten a game in years... (Score:2)
Mastering though? Certain courses and cars on Gran Turismo - and I lie about not _beating_ a game of late, recently I knocked out both Super Paper Mario and Godfather: Wii Edition in the last few weeks. And as I sit down to write this I just got done playing Wii bowli
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Ikaruga (Score:4, Insightful)
Ghosts n' Goblins (Score:1)
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Blaster Master is also regarded as one of the most challenging games for the NES, along with Battletoads and Ninja Gaiden.
Man is it true... although it didn't make the list. All of us finished Cobra Triangle and Lolo, while there was only 2-3 of my friends at the time that could get through Metal Gear 2: Snake Revenge (the last boss). That list is definitely biased towards game designers (knowing Gamasutra, this is no
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Now the REAL challenging game for nes is Snake Rattle and Roll. I've tried so many times, but could never beat the moon level without save-state cheating on an emulator.
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I must have been insane.
When I play the game now, I don't even finish the second level.
How about DoD (Score:2)
Not only was it hard to figure out what to do and how to do it, but my fingers are still whacked from typing "A (SPACE) L" a hundred times a second.
FOSS classics (Score:1, Funny)
Oh... that's right.
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Cripes, archangels Uriel & Gabriel; titans like Atlas; Tiamat and Vecna for AD Saruman; and Sauron are mid-level monsters, just warm ups for the hard stuff.
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So does nethack. Or anyway, you can't re-use it without cheating (which is surely possible in angband as well). It could be that Angband is harder, I've only tried it a bit, but it seems clear to me that nethack is funnier. There are a lot more obscure tricks in nethack that can be used to increase survival chances (and even permit such insane stuff as pacifist atheist ascensions) while in Angband it just seems there is so much less to do.
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In fact, I'm also not sure which of the many games calling themselves "Rogue" out there are Rogue, ports of Rogue, versions of Rogue, ripoffs of Rogue, clones of Rogue or not-R
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The TMNT game for NES (Score:4, Informative)
Try Battletoads (Score:4, Informative)
Got to say it did wonders for the heart rate though - no need to exercise, just play Battletoads and watch it go!
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I never made it past level 9.
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I beat the game once. I distinctly recall that I wasn't even really trying all that hard in the Technodrome (As I had learnt to my sadness it was stupidly hard), and then bam! Shredder and then, bam! Shredder was dead. Never saw him again after that, but I did it once. Great game, though.
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No shit, how do you think he got as far as he did?
Super Monkey Difficulty! (Score:2)
Another hard game: Project X on the Amiga. It took two of us playing co-operatively to beat it. And this is a side-scrolling shoot-em-up!
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That accolade must go to the original Xenon, which the Bitmap Brothers freely admit they made stupidly hard inadvertently by playtesting it themselves throughout development and tweaking it to their 6-months-with-the-game ability!
(Not the sequel, Xenon II, which was great but perfectly possible to complete)
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I thought Shadow of the Beast was incredibly hard. What pissed me off about it was you had to get through the entire level again after you died. So, if you had a hard time at one spot near the end of a level, too bad, you had to work for 5 min to get there again. That f*in game made me want to throw my joystick through my 1084 monitor! Another tough one was WINGS. I g
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Ghouls and Ghosts (Score:2)
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http://www.youtube.com/watch?v=aLTQRJXzwP0 [youtube.com]
If the music doesn't bring on a rage headache, you probably didn't play it. It's not only ridiculously difficult, but after you win it once, you are told it was all an illusion and are forced to go back through it again from the first level to officially win.
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Love the shortcut he took on the 2nd level, purposely taking a hit to be flung down the side of the house and skipping half of it.
Go ninja go ninja go (Score:2)
Hardest Game Ever... (Score:5, Funny)
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Easy
Normal
Hard
Impossible (but not really)
So hard you can't actually play it, we'll just TELL you it's hard.
Sort of like Brockian Ultra Cricket when you think about it.
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Sorry about that.
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Sinistar not as hard as Defender?!!!! (Score:2)
Did I just step into some alternate reality where Sinistar is the mother of all side-scrolling shooters and Defender is the massively hard top-down shooter where a self-assembling robot demon chases you around screaming "Ron Howard?" I deeply love both games but Sinistar is way harder.
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You won't see any more of these. (Score:5, Interesting)
Computer games used to be about developing a skill, playing it until you got sufficiently good that you were able to complete something on a higher level. Nowadays, it's about who can put the most amount of time into a game. The difficulty level is a gentle gradient if not entirely flat.
Compare modern games to the simplest and most iconic of old games - Pac-man. It only had one level, one playing level. One! Yet the same level played again and again, with increasing difficulty. Faster ghosts, less time on power-pills, etc etc. The only way you would see level 20 was if you were good enough to beat level 19, and that was damn hard.
Compare to games these days, such as the GTA series, Half-life 1 and 2, Halo, World of Warcraft, whatever. The end of these games is not significantly different in difficulty from the beginning. The last levels involve generally the same baddies, but more of them, and you have bigger weapons to handle them. The experience is constant throughout the cycle of the game, so that a little perseverance will reward you with progress.
Why is this? Games are now a much bigger proposition, and the audience is wider. And the audience wants easy gratification and no frustration. Sure, it's meant to be entertainment, not a challenge. But for many of us, the entertainment is in the challenge and ultimately, surpassing it.
I remember spending ages playing Pac-man, Defender and the rest as a child trying to defeat the higher levels. When you achieve something you hadn't done before through your own skill and ability it's far more rewarding than just cruising through it.
Games are about perceived value now, and someone who fails to finish a game will not have gained that full "value" from it. So games are tailored so almost every user can finish it, that Bob the Button Masher will be able to work his way to the end and see all the pretty bits eventually as long as he doesn't run out of Cheetos in the meantime. But this is at the cost of a real sense of progression and challenge, and hence accomplishment, by those of us dedicated enough to put the effort in to get good at something.
Many games used to be open-ended, with just increasing skill levels and no defined end. I guess this got past that problem as every level was a measure of ability and a goal in itself. You can defeat it on level 15? Well I can get to level 20.
Games used to be closer to a martial art (simply in terms of dedication, application and training), now they feel more like a particularly wimpy yoga session, where as long as you can make it through the time, you can say you've completed it.
(No offence to any yogaers out there, you know what I mean)
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Let new gamers get into WoW with just time spent. The original FF certainly did the same thing. Different
Rhythm games, yes. WoW, not really. (Score:2)
WoW (as a player too myself), I'd have to disagree, aside from PvP which is only a small part of the game (or, a large part of the game for only a small number of people) - in that, it becomes a test of matching skill against another human as all online games from chess to Counterstrike do, but as the opponent is a human, not due to the game itself becoming harder as it progresses.
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Re:You won't see any more of these. (Score:4, Insightful)
Here's the thing: games now have distinct content, lots of it, not just one playfield or enemy set speeded up.
(Ideally, this content involves new interactions, i.e. involving programmers as well as designers, not just the artists saying "well, here's a 'new city' to 'explore')
So people want to get the game that they pay for. Me, and maybe it's a personal fault throughout many aspects of my life, I don't like challenge for its own sake. I want to play with novel interactions in as economical a way as possible. (And, oddly, the time a game uses is counted both towards its cost and its benefit)
Most games, especially sandbox ones, will have some rewards for the really dedicated and skilled player, or at least have challenges so such a player can self-motivate and have something to do. And now you even have youtube and specialty sites to show off your 'l33t skillz. Quit griping that big chunks of content aren't being created (and tested) just for you and your dedicated little band...
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I still, to this day, play Super Mario Bros. regularly on my original NES (even though both my remotes are falling apart). I've beaten it in under six minutes; I've beaten it without dying; I've beaten it without warp zones. Right now I'm practicing beating it without dying AND without warp zones. Like GP, the enjoyment is in the accomplishments.
This isn't to say today's games aren't fun. I enjoy games like Diablo II for the fantasy aspects. Fire
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Heheh, where do you hail from, that you're an old school gamer and call NES controllers "remotes"?
A. Diablo II probably is a bit old to be representative of "today's" games, especially because
B. It's mostly just pretty Nethack!
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As an example, check out the achievement point list for Dead Rising: http://www.achieve360points.com/game/deadri [achieve360points.com]
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Ghost Recon: Advanced Warfighter [achieve360points.com] has ridiculous achievements. Three of them require you to be the best GRAW player in the entire world! One achievement requires you to host 1000 multiplayer games.
I don't know if Microsoft enforces any standards for the achievements, but if they don't then they should start doing so.
This does look interesting (Score:2)
However looking through some of the guides you linked to (eg http://www.achieve360points.com/txt/d/Dead_Rising_ AG.txt [achieve360points.com] ) it seems they are mostly about collecting items or finding secrets, rather than eking out the last bit of skill from their performance? That's what I meant, games like GTA award perseverance and endurance over skill.
I agree there's definitely potential in the achievements to have skill-based secondary goals, and I like that idea. Thanks fo
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World of Warcraft is based on an RPG. As long as you keep at it, you will progress in this game to th
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Oh for the days, when computer games rewarded ability rather than perseverance.
and
Computer games used to be about developing a skill, playing it [for hours and hours, repetively] until you got sufficiently good that you were able to complete something on a higher level. Nowadays, it's about who can put the most amount of time into a game.
(bold statement added by me - but it is accurate)
Old games were TOTALLY about perseverance. You had to play that game to death until you mastered every move and memorized every aspect of every enemy. You talk about putting time in with current games, so what do you call the constant pracice/replaying to get good in the older ones?
I don't think that type of gameplay was all that great, and it certainly required MORE time and was less interesting than curr
True, but... (Score:2)
I'm certainly not wanting games to become more simplistic, single-level repetitive affairs. I'm disappointed that, say, GTA 3 didn't get harder as the
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Perhaps there were patterns in those simple games that could be exploited to turn it into nothing more than a test of speed, but otherwise the game certainly got harder as it went along.
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I play Piyotama (PS3), Super Stardust HD (PS3), Go! Puzzle (PS3) and Blast Factor (PS3) all of which fall into the arcade style nearly infinite difficulty gaming described in the above article. Piyotama's another tetris-like game, Go! Puzzle has a tower climbing logic puzzle that is both extremely fun and very difficult, Blast Factor and Super Stardust can both be beaten (btdt), but have progressively more difficult but simple tasks to complete
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Great post, but you're missing my point. (Score:2)
I'm not calling for games to go back to one-level repetitive, simple arcade style games. If I was, I'd be off playing Sinistar right now.
I think that the difficulty progression that went through earlier games was a great thing, and I wished modern games, such as Max Payne as you mentioned, maintained that.
Infinite or near infinite games such as Pac-man are a bad example. Let's say something like Contra, or Green Beret. They had
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(Forgetting that the game was so cool that you'd go back and take out the bosses again and again just to do cooler bullet-time things)
Nice to know that I wasn't the only one to do that. I would replay sequences of enemies or bosses again and again until I managed to do something so ridiculously cool that I knew I wouldn't be able to match it.
I think I might see what you're saying, though. I think there are still a few games out there that are made with increasing difficulty, though. I seem to remember having trouble with the Shinobi remake that came out a few years ago. I eventually got to a boss that I just couldn't defeat and I kno
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Nice to know that I wasn't the only one to do that. I would replay sequences of enemies or bosses again and again until I managed to do something so ridiculously cool that I knew I wouldn't be able to match it.
The boss that comes out of the lift with his two cronies... throw a grenade over the partition then hide round the corner... just before it explodes, race out of there
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Sounds like me a few years back when I played TFC and CS. I remember one particular day on a slow server where myself and a roommate were playing TFC, got bored, joined opposite teams and collaberated to lock down the entire map on The Well as snipers. Oh, and I can't forget the day that I was really on my game and managed to lock do
You missed the point. (Score:2)
I enjoyed (and finished) all such modern games I listed in my original post, but as good as they were, I felt they weren't testing my abilities any harder towards their end than they were at the beginning - and that is the point.
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The main storyline is like reading a book with interactive challenges, and those challenges ARE skill based. Many of them can be replayed to your heart's content, and become as difficult as you want them. You can think of this as a new genre which has absorbed the old ones.
What about Jet Set Willy? (Score:1)
My favorite is Top Hat Willy (Score:1)
My all-time favorite game might be the freeware Top Hat Willy [pastrytech.com], which was based on Jet Set Willy. It was so hard that the creator, Tero Heikkinen, never won it. As far as I know I'm one of only four people in the world who ever completed the game, and I did it twice.
The game was originally developed on the Amiga, but a PC version is also available. It's a very simple, very devious platformer.
Not hard (Score:4, Insightful)
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I appreciated the "game design lessons to be drawn from this" section.
toughest ever (Score:3, Funny)
Miami Vice for the C=64 (Score:2)
My Favorite Hardest Game (Score:2)
[brag?] (Score:2)
My older brothers and I would play untill we had a bunch of extra lives and smart bombs, then let our younger siblings play for a while while we rested. We could play that game in shifts as long as we wanted. It's kind of fun to use only smart bombs for 5 - 10 levels.
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Memories (Score:1)
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Lode Runner (Score:2)
Now Championship Lode Runner, that was difficult.
--
"I like my tea how I like my women: warm and sweet"
-- Michaelangelo
Joke (Score:2)
Williams Games Cheat! (Score:2)
still an amazing technological achievement...
NES Silver Surfer (Score:1)
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The Incredible Machine... (Score:3, Interesting)
How about "In Search of the Most Amazing Thing"? Anyone remember that? I remember finding the most amazing thing and then being killed by one of those monsters-disguised-as-a-fueling-rock on my way back to home base. Jerk.
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Still a great game even today. Though, I wouldn't mind a modern update to it. Perhaps an isometric 3D version to add an extra level of difficulty...
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I hated it... (Score:1)
Deadly Towers (Score:1)
Journey to the Planets and Boulderdash (Score:1)
Boulderdash was outright impossible, especially in the later levels. That said, they were both fantastic and frustrating games.
Commodore 64, couple broken joysticks and... (Score:1)
KGB (Score:1)
Civilization... (Score:1)
Seriously though, the amount of skill and thought required for those games puts it on a completely seperate level from any other strategy game. Let's face it, managing every aspect of a world-spanning empire isn't the easiest thing in the world.
Depends on how you define difficult (Score:1)
Checkers vs Chinook? (Score:2)
Nuff said
the NES had the hardest games (Score:2)
RoboWarrior -- such a fan of Bomerman, I thought this game would be the greatest thing ever. Except for the limited number of bombs. And the fact that you couldn't go backwards. And it just made me feel so stupid sometimes, I put it away with disgust.
Amagon -- For some reason this game held a strange appeal to me, yet
I feel better (Score:2)
But hey, I was one of the first in my city to know about the transmolecular dot in Adventure. I feel avenged!
Simcity (Score:2)
Battletoads (Score:2, Informative)
Battletoads starts out surviv
Mind Rover: The Europa Project (Score:2)
Of course, now that actual robotics are becoming more consumer-friendly, there may not be much demand for virtual robotics competitions when faced with real-world competitions for anyone with a couple-hundred bucks to spend on a Lego Mindstorms or VEX kit.
Still, had
No Lemmings?! (Score:2)
"Lode Runner" wasn't difficult -- just time consuming. "Championship Lode Runner" was tough -- had to have exact timing.