Game development

10 old games where you better use cheats

There is nothing like the feeling of satisfaction from beating a tough game. It’s easy to create an artificially difficult game with unresponsive controls, cryptic puzzles, insta-kill dangers, or limited continuous use. However, it is much more difficult to create a game that is both challenging and fun at the same time.

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There is a fine line between difficult and frustrating, but some games fall into the latter category. Whether it’s due to looming deadlines, management interference, or deliberate design choices, these titles demand too much from players and are difficult for all the wrong reasons. While this is often frowned upon, there is no shame in using a cheat code with these titles.

ten Super C is more brutal than Contra


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Contra is the game that has a reputation for being one of the toughest games, but its lesser-known sequel Super C is more worthy of this title. Bill and Lance might have been tough, but they couldn’t take more than one ball.

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Many never beat the first game without the use of the Konami Code, which gave players 30 lives. Any Contra aficionados can enter it by heart – Up, Up, Down, Down, Left, Right, Left, Right, B, A, Home. However, if they enter it in Super C, all they’ll be rewarded with is a big goose egg.

9 Discworld puzzles defy all reasons


Cropped PC Disc World

that of Terry Pratchett Disc world the series seems to be the perfect setting for a graphic adventure akin to titles such as Monkey island. A loose video game adaptation of the 1989 novel Guards! Guards!, Disc world for the PC sported the humor and charm of the series.

However, the puzzles are simply far too enigmatic and absurd to be solved without the help of a guide. Even something as innocuous as making a fake mustache requires a series of actions that defy all reason. Anyone who complained about the “adjustable wrench” puzzle in Monkey Island 2 has no idea what to expect if they participate in Rincewind’s quest.


8 Super Ghouls’ n Ghosts Has Limited continues


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Such an enjoyable game that players had to beat it twice. Capcom’s side-scrolling supernatural adventure is the epitome of “Nintendo Hard.” All it takes is one shot to leave Arthur with just his underpants and another to reduce him to a heap of bones. The series required players to watch before jumping as Arthur couldn’t change the direction of his leap in the air.

While the Super Nintendo sequel gave players the ability to do double jumps, it only allowed a limited number of chases, turning what was already a difficult game into a relentless nightmare.


seven Link’s Adventure is Zelda’s Hardest


Zelda II: Link’s Adventure took a different approach from the original one. The genre has shifted more to a 2D platformer with RPG elements such as an air map, random battles, and an upgrade. It was also much more difficult than the first game.

Each dungeon is a test of endurance, with one of the biggest offenders being Death Mountain. Unlike later Zelda starters, Link adventure has a life system that, when depleted, sends players back to the start screen, forcing them back to the dungeon where they bite the dust.


6 Rayman is as frustrating as he is pretty


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The original Rayman for PS1 is as frustrating as it is beautiful. The levels are ridiculously long with very few checkpoints in between, but Rayman’s movement is just too awkward and sluggish for what the game demands. If all that wasn’t enough, the game excluded players from the final battle until they found all of the electoons hidden in the levels.

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It doesn’t sound too bad until players realize that some hidden elecoons won’t appear until the player walks a certain part of the level. Although there are cheat codes, PAL players who want to move on to the end are out of luck as the region did not have this specific password.


5 Super Mario Bros. : Lost Levels Were Too Difficult For Western Audiences


Cropped Super Mario Bros Lost Levels

Super Mario Bros. : The lost levels is actually the Japanese version of Super mario bros 2. The story goes that Shigeru Miyamoto delegated the development of the game to the deputy director of the first game, Takashi Tezuka. Tezuka designed the sequel with those who mastered the original game in mind.

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When evaluating the title for an American release, Howard Lincoln found it too difficult and frustrating due to the constant design leap of faith levels and asked the team to repackage instead. Doki Doki Panic like the western sequel to super mario bros. The Japanese version was eventually released in America under the name The lost levels.


4 The Lion King has been made artificially difficult


Lion King is another example of a game that supplements its runtime with a limited number of chases, no passwords, and trial and error game design. According to game designer Louis Castle, Disney commissioned Westwood Studios to make the game more difficult due to the progress of the testers being larger than expected.

One of the changes was to make the second level monkey puzzle even longer. This was done to increase rentals at Blockbuster Video. Players will likely throw in the towel before Simba becomes a full-grown lion, and the gameplay changes to be more intense in combat.




3 Ninja Gaiden Episode III was made harder in America


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The first two Ninja gaiden the games are brutal, but the difficulty and lack of a password feature has been eased somewhat with unlimited chases. The same cannot be said of Ninja Gaiden, episode III. While the original Japanese version had unlimited continuations and a password system, these were completely scrapped in the US version.

Additionally, enemies have been changed to deal twice as much damage as the Japanese version. Even Ryu’s newfound ability to hang on doesn’t make up for limited tries and players’ inability to pick up where they left off.


2 A simple wall can rock the silver surfer


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A shoot ’em up parading in the vein of Gradius Where Type R, Silver Surfer because the NES impresses with its visuals and music, but falls short of its contemporaries due to its frustrating design. The game required players to constantly press the B button to shoot continuously, no doubt resulting in many sore thumbs. Playing with a turbo controller is definitely recommended.

Even though the eponymous superhero is meant to be the right hand of a god, he can’t touch any of the walls without tipping over. It gets especially frustrating in vertically scrolling sections where his board takes up so much screen space.


1 Battletoads is a test of mental health


Battletoads NES hovercraft screenshot

Battle toads for the NES is a game that could have been fun if it hadn’t been designed so sadistically. The first level makes players believe that the game is a cartoonish beat’em up. The second level is a slow descent into a pit filled to the brim with enemies and dangers that can kill toads instantly.

Players who advance to Section Two with their sanity intact are rewarded with the dreaded turbo tunnel sequence that tests players’ reflexes and memorization skills. With bottomless pits, trial and error level design, two player mode broken to the limit and limited continue, Battle toads is simply asking too much of the players.

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