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File: Comix Zone.png (45 KB, 1280x896)
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There's a whole swath of otherwise great games ruined by rental difficulty, localization changes and other fun-sapping bullshit. What are some examples that come to mind besides picrel and Ecco?
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>>12690452
None because you can just use savestates now
>>
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>>12690452
Streets of Rage 3 is a lot harder than the JP version, to the point that even SoR fans say to just play that one instead. Plus it was censored, which adds a kind of psychological difficulty in accepting the fact. Peak 1994 localization.
>>
There's an Asterix game published by Sega for the Megadrive that's relatively well made, disregarding some light jank (imprecise hitboxes for some enemies, that GEMS soundtrack slop) typical from westerner devs then, but it's ruined by the timers. Basically unless you're speed running the game and intentionally taking damage to save time, each area's time limit is unreasonable. And there's difficulty options that make it even harder.

On the nip side there's Lunar Magical School for the Sega Saturn which has unskippable cutscenes and an unreasonable encounter rate to artificially increase playtime because the developer didn't develop enough content to meet the publisher requested average playtime. It's a miserable experience.

Then there's Lunar's various localizations by Working Designs that actively ruin the game, which are a case study.
There's the awful mistranslations and rewrites, some of which are meant to remove mandatory puzzle answers so you need to do it by trial and error or buy the strategy guide. WD noticed people were playing JP versions and sharing tips and guides online so for the PS1 versions they intentionally broke or moved stuff around just so that the solutions no longer work, to sell their guidebooks.

Then there's the game balance. Enemies can annihilate the party unless you grind and hoard resources (they even did this for platform games) and Lunar 2 had limited saves you pay for with EXP making even that level grind miserable and introducing potential softlocks.
>>
I didn't get to play Contra Hard Corps on the Genesis.
My first experience with the game was with a romset that had the Japanese version for some reason.
I cannot play the American version now, the extra hits just make the experience more enjoyable.
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>>12690452
>>
>>12690486
The third Rushing Beat game is just as bad by the way
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>>12690496
About nip games without enough content and publisher got angry so dev had to increase difficulty, there's the Yaiba top-down platformer for the Super Famicom.

The game had a leaked ROM of the sample (demo) version with the first three playable levels and it's much more pleasant to play, but in the final game every single mook is a bullet sponge that takes like 3 hits and there's 4 mooks jumping you from all cardinal directions every five steps.
>>
>>12690485
Not if you're stuck on a doomed party build (like in the english 7th saga game) or the game is glitchy, then you just lose your entire playthrough and any motivation to replay that game. Playing a good version of the game is important, for example Fester's Quest on the rebalanced European version is much more enjoyable
>>
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>>12690452
Battletoads is an obvious one. The average gamer got filtered by just the 3rd level and it gets way more difficult after that. The problem could have been alleviated somewhat with unlimited continues or a password system rather than having to go through the entire game with only 3 continues which requires a lot of practice and skill
>>
>>12690518
>7th saga
Isn't that the game you have the instant full heal spell that costs literally nothing?
>>
>>12690496
>Then there's Lunar's various localizations by Working Designs that actively ruin the game, which are a case study.
Surprisingly Lunar was one of the least ruined games by Working Designs. They only changed the stats of a few enemies in the first one iirc, mainly the bosses.
I recently played through the Sega CD version of Popful Mail and you literally die in two hits up until the end of the game because of the stat changes they made. That's one game they objectively ruined. It's nearly unplayable. My in-game completion time was 11:45 but my actual play time listed in RetroArch was just under 20 hours, due solely to the number of times I died.
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>>12690452
Phantasy Star II. Apparently the map designer was new and overdid it but the rest of the team didn't want to discourage him so they just kept them in.
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>>12690556
When I think of games that were "the least ruined by WD", Lunar is nowhere near that spot. I would rather name the Goemon PS2 prototype or their later PS1/2 jrpgs after Silhouette Mirage, which was another platform they added mandatory grinding to and pretended the original game designer loved it, but it was a watershed moment for them because even magazine reviews were recommending you ignore the localization and play the saturn import even with the moonrunes and missing level

Of course Lunar wasn't WD at their absolute worst (that's Exile or Vay, between unwinnable scenarios or chests that reduce your money to 0 or overpriced healing items with money pickups adjusted to make them unaffordable) but there's still the likes of Cosmic Fantasy 2 where they just inflated the difficulty for the first boss and forgot about the rest, or Alundra which has slightly more damage resistant enemies and a revised European translation without the anti-guidebook changes.

I hated Popful Mail's Sega CD English version but even its JP version was a remix developed by Sega with some jank. If you're ever giving it a replay consider the PC Engine version.
>>
The difficulty is not the only thing wrong with Comix Zone. The game controls like shit, with clunky movement and really bad collision.
That's what makes it so hard.
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>>12690565
I got filtered specifically by this dungeon. I still can't believe it.
>>
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>>12690452
Recently Undeadline filtered me. There comes a point with shmups where I just give in. Pretty sure almost every boss has an avoidable attack in some patterns.
I played both versions and both are extremely difficult.
>>
>>12690587
Style over substance games are okay too but the developer has to hide the game's flaws by making it more forgiving to the player so that these flaws are not felt as much.
You can make a shit game feel less shitty by decreasing difficulty (like generous hitboxes or health recovery to compensate)
>>
>>12690595
>MSX
Nip computer games is cheating a bit, they're almost a generation behind in game design sensibilities and their console versions are almost always better. Many of them are comparable to eurojank with good gfx but extremely poor game balance
>>
>>12690601
>and their console versions are almost always better.
Do you even play retro games?
This is only sometimes true, not "almost always".
I'm not going to try to out autism someone, there is no point, but it's really annoying when trying to have a discussion and some nerd comes in with some retard statement commenting on things that he doesn't know about.
For example, if you actually played Undeadline you would immediately know one of the big trade offs the MD version has.
Almost every port has downgrades and upgrades from the MSX, but in terms of "better" this just isn't true.
In this case the MD's graphics are peak.
>>
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There's Trip World, but for the opposite reason.

Gimmick was a brilliant physics based platformer but it was very demanding. If the player didn't put in the work to get used to the gameplay (and there was no handholding or tutorial) then most of the game was inaccessible and "too hard", but that's a skill issue. Same goes for the Umihara Kawase series.

Regrettably Sunsoft wasn't proud of Gimmick's difficulty and overcompensated with the related Trip World, the result was a very short and a very easy game where the player had no reason to engage with the game design's depth. It's a shame really
>>
>>12690586
Tbh I was just going by the changes listed in the Un-Worked Designs thread on RHDN, which I bookmarked after the debacle of playing through vanilla US Popful Mail.
>https://www.romhacking.net/forum/index.php?topic=23436.0
It looks like there was some censorship fuckery but the relatively minimal stat changes matches my memory of the first Sega CD Lunar game not being excessively hard. I guess it was worse in the later games.
I don't usually even mind the other localization changes as long as the game is actually playable. I learned my lesson though.
>>
>>12690605
When I say "almost always better" in this case as a general statement it's because Nintendo and Sega (even in Japan) actually required the game to be playable and clearable from start to finish on real hardware without showstopping or harware damaging bugs, and the versions on the MSX and PC-88/98 did *not* have this requirement and developer standards were much looser with those versions.

Of course the original versions always have good stuff lost in later conversions because of creative choices, censorship or storage limits or market pressure against novel ideas, of course there's the level editors, of course there's diligent devs who don't compromise on quality control like konami or compile, but speaking of quality control and proper playtesting there's an undeniable gap in "polish" and a higher baseline for the expectations.
>>
>>12690615
>Un-Worked Designs
Speaking of these, those are the exact same (horrible) translations. He only reverted lines that actively impacted gameplay (and in Lunar's case fixed WD's aversion to lower caps, but didn't restore the subtitles for the audio only scenes that were subbed in the JP version)
Otherwise the hacks were focused on restoring the game balance, occasionally the images, and rarely the audio (in cases where the US disc had both full English and Japanese audio and could accommodate a dual dub but somehow used only the English audio and it was a partial dub, which happens more than you'd think, like with Rayearth, Castlevania SoTN, Mega Man X4, among others)
He gave up on some restorations because the game was too sabotaged but for those you have translation ports like Silhouette Mirage (SAT).
>>
>>12690595
Can't speak for the MSX but the MD version is easily one of the absolute hardest on the system, and it has over 70 shmups.
>>
>>12690452
Twin Cobra for the Genesis.
>Shit graphics
>Absurd difficulty
>Plays absolutely incredibly

Would be a 10/10 port if they fixed both of those things. At least keep the current difficulty as an "arcade" selectable difficulty level and make it the hardest one.
>>
>>12690452
Not really difficult game, and Ecco have infinite continues
>>
>>12690452
Tales of Phantasia, iOS port (the only official localization for the PS1/PSP Full Voice version). From a review:

>The game requires a constant online connection as a result of its money-sapping ways. You won't be able to save your progress in this single-player RPG without having a data connection. And even worse, the iOS game removes many of the original's save points--in order to encourage you to purchase a $2 microtransaction that lets you revive your character.


>"Namco has done everything in its power to make you want to, with no regard whatsoever to the considerable effect on the game's enjoyability," Touch Arcade writes in their one-star review. "In previous versions of the game, Tales of Phantasia had multiple difficulty settings, which mostly manifested in the form of enemies with higher stats. In the iOS version, you have no choice, you are locked into a custom setting that sits somewhere between Hard and Mania from the other versions. This makes the fights last a lot longer and makes the enemies far more deadly, especially bosses. If that's not enough, they've outright deactivated many of the game's save points, especially those located near bosses."

>Without the ability to save regularly, you'll be more tempted to pay $2 for the resurrection microtransaction, should you fall in battle. And given the increased difficulty, that's going to happen more often than you'd like.

>The game's economy has also been tinkered with, with the price of every item in the game doubled. That means you'll either have to grind significantly more, or pay for boosters with real money, in order to get the same inventory you would in the original.

Add to that awful touch controls and removed skits, replaced with the constant freemium bullshit notices
>>
>>12690452
>There's a whole swath of otherwise great games ruined by rental difficulty

Zombies ate my neighbors:

- At first the only infinite enemies are the zombies, so you think "fair enough, because they are slow and dumb". Later, you notice that other enemies wich are actually dangerous like the martians, the werewolves, the red blobs, the killer dolls and the monsters of the sea are infinite too. Also, since the stage 13 the zombies are faster and more agressive. Thats when you think "this is not fair anymore".

- At first you get a lot of weapons and items and you are like "fair enough". But later you discover the abundant items are the useless ones(like the tomatoes) while the useful items(like the blue formulas, the red formulas and the bazookas) are the scarce ones. Also, the handgun wich you start the game is limited. Thats when you think "not fair anymore".

- When you pick items from the trash cans or the boxes, is random: sometimes you get something useful(very rare) or something pretty useless(very common) or sometimes a ghost appears and causes damage to you(now that feels very unfair).

- if you do not save at least one human in a stage, is game over(that was the bane of many people playing this game).

- In the last stages useful weapons and useful items are even more scarce, while the powerful enemies are more common. So, when you reach to the final stage, you barely have enough items to defeat the last boss(the last stages were another bane for many players).

Do not get me wrong, the game has nice 90s vibe music, nice 90s graphics and nice 90s ambience. That mixed with the monsters of movies from the 50s, 60s, 70s etc. makes it a great game. My only complain was the difficulty.
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>>12690452
Haunted Castle (M version in particular).
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Only reached to the stage 4. After many tries gave up in frustration and i never wanted to play any other contra videogames.
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Comix Zone is not hard at all. Idiots try to play it like a standard beat 'em up when it's actually a puzzle game where you have to manage your resources smartly and only fight with your fists when there is no other option.
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>>12690452
>Good games ruined by the difficulty

The difference between a hardcore player back when these games were new, and the modern 'Retro Gamer™".
Back then everyone enjoyed the difficulty, they wanted it.
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>>12690485
Clearly they mean people who aren't cheating. I know it's hard to stay in topic when you're a braindead zoomer who can't pass Mario 3.
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>>12690452
I don't find this game of Ecco particularly hard. I think people are too coddled by Mario, Sonic and Zelda being designed to be easily beaten by kids under 10. Not every game needs to be piss easy.
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>>12690690
Yeah let's just ignore all the mandatory fights that highlight the issues stated.
>>12690838
Most of the game is pretty average but the issue is the difficulty spikes, in particular the last level. The only people who think it's not that hard either used passwords to skip repeating the last level after dying to the final boss or just used guides and save stated their way through. The lead designer also admitted to intentionally making the game too hard to stop kids from beating it in a single rental, which he later regretted. The later revisions of the game added a checkpoint after the last level also, which shows they realized they fucked up. But go ahead and post a webm of you beating the last stage + boss in one go, I'll wait.
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>>12690695
>>12690698
>>12690703
Half of what's in those images is literally just paid marketing to highlight unbalanced difficulty as a feature, and the other half is relics from a time when people generally owned fewer games and wanted them to last. That's not the same as appreciating a good challenge. Artificial difficulty lost its value when the average gamer's library grew large enough for the padded playtime to not be needed anymore. But if it makes you feel better about yourself to think people suddenly became incapable of beating difficult games, despite there being entire genres based around being such today, it's your choice.
>>
>>12690852
Other than the Asterite, there really aren't any difficulty spikes other than the last level which sucks and is boring but it's not even that hard other than you have to memorize where to go and it's slow. I think the game not being easily beat by kids within two days is one of the things that makes it great. Same with Comix Zone, Gaiares, Ranger X, Thunder Force, Alien Soldier etc, it's good to have a range of games not just ones like Sonic anyone can blow through with ease.

>>12690586
>>12690637
I replayed the WD release of Lunar 2 on Sega CD just a couple months ago and the difficulty in that release is spot on perfect for a jrpg. Enemies are hard enough that you can't just auto battle, but if you use the party's skills efficiently you can get through with zero grinding and the boss of each section will be a tough fight but winnable. It's difficulty balance is way better than the Japanese version which is far easier.
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>>12690863
>marketing

Why do you think marketing would want to highlight difficulty as a feature? And I'm not talking about cherry picking one or two games here, but as a global rule.
Precisely because it worked. Because it sold. Because players cared to have that.

also saying 'half of those' are marketing is factually wrong. Only 8 out of 43 of those pictures are pure marketing. The rest is all reviewers and players.

The rest of your post is equally disingenuous. At first I only had one collage, then I added the second one, and now a third one, all showcasing the 3 main pillars (marketing, reviewers and players) but it doesn't matter how much proof I bring, there will always be people like you dismissing evidence. It's hard for people to admit that they are mislead by modern marketing claiming "actually difficulty was BAD DESIGN!" to keep selling dumbed down re-releases to modern players who never knew the time when challenge was the definition of video games in the west.
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>>12690695
>>12690698
I wouldn't trust retards that give out 8s and 9s like candies, game journos were at their best when they went hyper critical in the early 00's
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Gargoyles for Genesis is in the same league as Lion King in that it has nice graphics and great animation but the gameplay is just barely passable and there are retarded difficulty spikes. Still, it feels like it's right on the verge of being a great game. I'm not even sure if it's actually hard or if the controls are just shit.
Somehow it actually got a modern remaster. I don't think it was ever really popular enough to warrant it but I'm guessing some studio got the license for cheap and went with it.
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>>12690879
Well I'm not even denying that it was a selling point at the time, for the reason I already stated (that people wanted the smaller number of games they owned to last). I'm just saying that's very different from appreciating challenge for the sake of the challenge itself. You just wanted your games to last back then and it happened that artificial difficulty made them last longer, but that artificial difficulty has no value anymore since people have so many other games to play instead.

There are plenty of great games that are hard but well designed, balanced and fair but that's not what we're talking about here. We're talking about the games that could have been great, and were maybe otherwise balanced, but were fucked by difficulty spikes and other BS because of rentals and whatever other corporate reasons, or just a lack of good design.
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>>12690881
>game journos were at their best when they went hyper critical in the early 00's
That was only because internet made it harder to mislead people into buying whatever shitty games they were paid to shill.
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>>12690852
>Yeah let's just ignore all the mandatory fights
You mean the ones that can easily be won with bombs, knives and other items if you bothered to save them up?
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>>12690452
Comix Zone? Isn't that notoriously short and easy?
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>>12691091
So you've never played it. The game is broken in the worst ways. I'm sure if you've played it for years/decades you could get to a point where you overlook its flaws though.
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>>12690863
This is true. Basically the only well balanced difficult games throughout ALL of gaming are either only difficult on high difficulties, or are shmups.
Especially RAIZING and CAVE were actually good at it. Seibu tried but often missed the mark. Toaplan did it slightly better but then completely fucked up Same! Same! Same! so hard on the 1P version that they had to nerf the game into the ground on every release after.
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>>12690485
/thread
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>>12690518
then just play the translated jp version. its a non-issue.
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>>12690868
The Asterite was harder than the Vortex Queen. You can at least pull back from the queen and recover a bit between attack runs, but the Asterite gives you no time to pause as it'll zap you the moment you stay still and you still have to beat it before drowning.
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>>12690521
that level and the unicycle are some of the only levels I've seen where save states will just fuck you over than help you
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>>12690452
>get to the jump towards the end of the first level
>miss it
>die
>game over
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>>12690610
This game kinda sucks. Transformations are lame, movement isn't fun, the gameplay is too simple up until the final boss which is a titty twister until you learn the exact way to beat it. Game sucks. Nice art though.
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>>12691283
I just tried playing the game today and that's exactly how it went. kek
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>>12690521
Battletoads is Rare saying "Fuck you!" to all the dumb kids who got this thinking it was another derivative knock-off of the Ninja Turtles.
>>
>>12690881
>game journos were at their best when they went hyper critical in the early 00's
That's when they were at their absolute fucking worst. This is when they began lionizing muh "mature games for mature gamers", cineslop, and started under-rating games that were pure gameplay or somewhat light in tone.
>>
>>12690676
IDK why but I see Mike Matei on that Vampire/dracula.
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>>12690863
holy trvke
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>>12690521
I tried Turbo Tunnel out of curiosity last year and it took me about six tries, it's hard but it's not like slamming your dick in a door.

>>12690565
God yes, PS2's dungeons are a fucking slog. Even official rereleases like the Saturn version implement speed hacks and the Sega Ages remaster added diagonal mobility and ramped the movement speed up to even faster than PS4.
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>>12690565
>8 fucking floors
Even 4 floors is too many.
>>
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Final Fight (arcade) is shit. The difficulty ramps up way too fast and in the second level it's already so punishing and unforgiving that the only way to deal with the bullshit thrown at you is to exploit the game with the most tedious and unfun strats.
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>>12691441
The same could be said of 99% of arcade games. Just play the home console ports. The Sega CD version of Final Fight is a lot more balanced and fun. I'd even play the shitty SNES ports over the arcade one.
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>>12691441
Just move up or down. I know it's a shocking concept because modern gamers only have i-frame roll slop button in their head, but games back then required you to move your avatar around when beating the mayor.
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>>12691457
>final fight
>beating the mayor
low effort larp
>>
>>12691481
Dumb newfag doesn't even get the parallel of me using mayor, all while using the bastardized by gen alpha version of "larp".
>>
>>12691441

At least in the arcade version you can play 2 players at the same time and get some help.

In the super nintendo version there is only 1 player mode and nobody can help you.
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>>12691273
How do they do that?
>>
I hate in earlier Castlevania games when you just get knocked back into an instant-death pit and then it kicks you back several screens with no items or whip upgrades.
>>
Solstice on NES has the makings of a fantastic action-puzzle adventure game.
You need to explore an isometric 3D world and locate 7 wand pieces to enter the final area and win the game. You can use 4 different magic potions to do different things, and you can pick up and place certain blocks. The downside is it's 1-hit kills, you have 3 lives, and then it's game over. To explore a game of over 100 rooms full of enemies and traps that can 1-shot you. If it wasn't for Game Genie, neither me or my father would have ever seen the ending.
Solar Jetman on NES is an amazing 2D space physics sim.
You control your jetpod by turning left or right and firing your thrusters and working against gravity. As in moving up is harder than moving down. Really neat for the NES, and has a lot of levels to explore and upgrades to purchase. The downside is very few lives and the password system only saves current level and some of your upgrades. Nothing like spending the big dollars on a bunch of powerups for future levels, beating a level and getting a password, then coming back the next day to find you have no money and barely anything. Hard as balls too, so the first level is an effective filter. And most players didn't get beyond the 2nd level where you have to go fetch the turbo thrusters you'll be using for the rest of the game, since the weight of them is too much to haul back to your ship directly. Levels take forever without a map since you have to go find the fuel and then haul it all the way back to your ship without getting blown up. Even with maps, a level can take an hour or longer to clear.
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>>12692950
>Solstice on NES
The sequel too. Its hitboxes are too wide and too unforgiving, but the game overall is unfinished and a jp version changes some room enemy lists to use easier ones. For some reason it has a hp meter but each damage sends the player back to the room entrance... except it has boss battles too, which are tedious.
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>>12690687
As a kid I somehow beat it legit on normal difficulty without cheats or save states. As an adult, fuck that shit. I savescum the fuck out of it
>>
>>12692950
The Lone Ranger on NES is a very polished multi-genre game based on the Castlevania engine.
Has 8-directional top-down action, side-scrolling platforming action, and light-gun segments, and all three are well done and enjoyable. Even has a poker mini-game where you can gamble. The downside is it's much harder than Castlevania 3 since you only have 1 life, and continuing starts you all the way back at the beginning of a level, same as a password. Health is rare, and many attacks can do 4 bars out of your 12.
Captain Skyhawk on NES is a surprisingly advanced shootemup game.
Scrolling shootemup action combined with the Top Gun-style action segments between levels. Unlike most shootemup games, you can control your altitude, and flying higher or lower than bullets will let you dodge them. You can also fly into the terrain if flying too low, so sudden appearances of a mountain ridge can be a real pucker moment. Damn fine job by early Rare. The downside is it's so brutally hard most players will never finish one level, much less get a chance to try the Top Gun-style segments or upgrade their ship. Probably would have been a lot more popular if it had a health meter or something.
>>
Premise doesn't exist, git gud
>>
>>12690647 Holy fuck that's evil
>>
>>12690887
There's a rebalance hack for this but it makes the game way too easy, unfortunately.
>>
>>12691262
Discord-era shmuptards will actually convince themselves that games where you have to play badly on purpose to win are "well balanced". You people deserve every schizo that haunts your awful crypto eceleb threads.
>>
>>12690452
Alien Resurrection. Looks awesome, but I read that the difficulty is overtuned to hellish levels so I decided not to bother.
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>>12691271
>The Asterite was harder than the Vortex Queen.

I agree completely. Actually I beat Vortex Queen before the Asterite because I was so stuck I tried hacking a code to s later level but failed and got so frustrated I put NNNNNNNN which timed perfectly with my brother who was playing that exact Floyd song
>>
>>12690556
Most bosses are easily cheesed, so stat changes really don't matter much in the actual execution.
>>
>>12691271
>>12695070
The Asterite is relatively easy if you just hit the invincibility crystal before reaching it. By my estimation you have at least a 1 in 3 chance of beating it just by swimming up through it while it's still active. I never even bother doing it the slow way anymore.
The Vortex queen needs to be practiced to beat consistently, which means you're either going to be a cheating faggot and use the password that skips Welcome to the Machine, or else repeat that level 100 times just for the chance to practice for 3 seconds before being killed because you don't know what you're supposed to do.
Asterite level doesn't take anywhere near as long and usually only takes a few tries with the above method.
>>
>>12690664
The director agreed that the game was too hard. They wanted a battery save as well, but the budget couldn't cover it.

>I wish we had more focus testing on the product too.” The interesting point is Ebert’s wanting more focus testing, which I asked him about: “I think we only did about two focus tests of the game. My goal in the design was to try to make the first 20 levels all feel unique. This worked really well and the kids loved playing the game the very first time, but none of them got past more than level 15 before losing all the neighbors. I feel in the end the game was maybe too hard. Nothing in the game past level 20 was ever tested with a focus group.”
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>>12690521
I had no idea it was actually an awesome game by Rare because the difficulty is its entire meme. I spent like 20 years on the internet thinking it was just some shitty TMNT ripoff and the gameplay was Silver Surfer style bad.
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>>12690452
Comix Zone is good because it is difficult. It's only like 3 levels long, it needs to be hard.

>>12690852
mandatory fights don't really eat up your health, it's shit like trying to bust open a steel door by punching that drains your health excessively.

And the game has shit ton of hidden parts with either extra items that allow you to 1-button-kill enemies, or have extra health, or allow you to bypass whole entire sections (and sometimes all of the above; I barely even remember the lava cave because the shortcut before it is so obvious).
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>>12695248
Rare did a lot of brutal hard NES games before they hit gold with DKC on the SNES. Captain Skyhawk, Cobra Triangle, R.C. Pro-Am 1 and 2, Who Framed Roger Rabbit, Snake Rattle N' Roll, and the first Wizards and Warriors game were all from Rare, and all brutally hard to beat.
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>>12695259
>Comix Zone is good because it is difficult. It's only like 3 levels long, it needs to be hard.

That's always been my thinking. It's got multiple routs, it plays like a comic book on purpose where you're supposed to play through it a whole bunch of times. If it was easy it would suck, but the game still rocks to this day.
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>>12695218

The game changes a lot as you advance in it.

The first 12 stages are easy.

From stage 13 to stage 24 it feels of average difficulty.

From stage 25 to stage 33 it feels of hard difficulty.

From stage 35 to stage 39 feels very hard mode.

And from stage 40 to stage 48 feels like is in expert mode.

The fact you must save at least one human in each stage was the bane for many that played that game.
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>>12695218
>The director agreed that the game was too hard.
Many such cases. I just watched a Tomb Raider 3 dev panel and the guy that designed Thames Wharf admitted he couldn't finish it when he tried recently:
https://youtu.be/f8HKhYJtFaI?t=1302
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>>12693154

The Contra for nintendo had a 30 lives cheat, so it helped many players that could not beat it after many tries to finally beat it(cheating yes, but ONLY as a last resource after many tries).

While Contra 3 for super nintendo did not had a cheat like that. A shame because a 30 lives cheat would help a lot in the last stages.
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>>12695297
>While Contra 3 for super nintendo did not had a cheat like that.
It did in the Japan release.
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>>12695297
Playing this as an 8 year old clueless retard, beating it felt like an accomplishment even with the 30 lives.
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>>12690863
Most people don't enjoy hard games now, so im not sure what you are babbling on about.
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>>12690565
The japanese labyinthian for tes1arena
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Battlezone on the n64 is hard because they made some changes from the pc release to n64 due to the controls.
And the pc og release is already hard enough.
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Waxworks' combat is hair-pulling.
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>>12695261
Unfun difficulty was so common back then that I probably gave a lot of games too little credit and just assumed they were shit instead of actually trying hard. I definitely remember Wizards and Warriors being one of those "try for 30 minutes, decide it was a dud rental" games even though it's objectively pretty easily manageable by anyone that gives a shit, because I was just too used to investment in a game not paying off.
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>>12690452
To this day I still haven't managed to defeat the final boss rush.
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>>12690687
this was especially infuriating because the game gives you a 'fuck you' non ending for completing normal. I stuck with contra 3 for years off and on as a kid trying to get a complete run without the 30 lives code, and you don't even get a credits fanfare when you complete it. I guess the devs figured you'd be an arcade pro that would beat it in a week.
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This guy made a pretty good vid on the 7th Saga

https://youtu.be/E1YL2aM7KZg?is=J7Z2raXwSDXxW26T

No, I’m not him. Just thought it was interesting for anons in this thread.



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