Classic Video Game "Screw You"s: Difference between revisions

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{{trope}}
{{quote|''It just occurred to me''<br />
''That I've been through this place again and again''<br />
''And in the same spot, every time, I repeatedly die.''<br />
''I never will give up, as I attempt to cross the disappearing tiles on the wall''<br />
''But again, I'm falling off of them.''|''[http://www.youtube.com/watch?v{{=}}pjLouGft9kY I Can't Defeat Air Man]'' (unofficial English version)}}
 
When a developer wants to up the difficulty level of his game, he has quite a few options.
 
This is a list of a few classic methods of making a game [[Nintendo Hard]]. We'll call them Classic Video Game "Screw YousYou"s, or, to avoid unnecessary swearing, "Fun Units", hereafter [[Getting Crap Past the Radar|FUs]].
 
Differs from [[Fake Difficulty]] in that these can be fair. By definition, [[Fake Difficulty]] is completely unfair in some way; [[Luck-Based Mission|it requires good luck]], [[Guide Dang It|it expects you to know things it didn't tell you]], etc.
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See also: [[Scrappy Mechanic]]. If it belongs there no need to put it here too unless it's shared by many games. ''[[I Wanna Be the Guy]]'' and other examples of [[Platform Hell]] are loaded with FUs. The antithesis to [[Anti Frustration Feature]]. See [[Unwinnable by Design]] for when there's a way to make the game literally unbeatable.
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Classic Video Game Screw Yous/"Fun Units":
 
{{examples|Typical Video Game FUs include:}}
* Instant Death areas (usually [[Spikes of Doom]], [[Deadly Walls]] or [[Bottomless Pits]]). A building block, normally, rather than a FU in and of itself.
** Inescapable Death areas, which you can fall into and get hurt, but can't get back out of and have to wait until either your health or the timer runs out.
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* Any variation of [[Turns Red|Pissy Boss Mode]] where the boss becomes invincible, or enemies who do the same, is a favorite FU.
* The ability of an enemy to [[One-Hit Kill]] you when the game itself doesn't make you a [[One-Hit-Point Wonder]] is a well known FU.
* The [[Auto -Scrolling Level]] can easily be made into part of an FU, especially when mixed with Instant Death Areas, vanishing or moving platforms, [[Inconveniently-Placed Conveyor Belt|Inconveniently Placed Conveyor Belts]], and/or [[Goddamned Bats]]. (Forcing you to choose between two paths, one of which is a dead end, is more [[Fake Difficulty]] than a true FU.)
** Deliberate use of [[Ratchet Scrolling]] that limits you from going back, causing you to miss pickups and giving less room to avoid attacks. Worse yet is Ratchet, [[Rise to the Challenge|Auto,]] or [[Flip Screen Scrolling|Flip Screen]] scrolling on a climbing vertical level, which each have their own way of illogically killing you with bottomless pits. <ref>Fixed vertical scrolling can be explained by [[Nothing Is Scarier]], but the other two make no sense at all and are just there for the challenge</ref>
* The [[Slippy-Slidey Ice World|Ice Level]] is another classic FU, where your character, and ''only'' your character, [[Frictionless Ice|skids like crazy]], causing the [[Spikes of Doom]] and [[Goddamned Bats]] to be much more difficult to avoid.
** Similarly, underwater areas that hamper your characters mobility but leave enemies and traps (including fire-based traps) unhindered. Better yet, an underwater ice world that ignores how cold such water would be in the interest of combining these FUs.
* [[Goddamned Bats]] and [[Demonic Spiders]] are among the most common FUs; the former is frequently used in conjunction with knockback and Instant Death areas to form an FU.
* [[Wall Master|Wall Masters]]s don't typically fall into this, since there will usually be some recognizable form of portal that shows where these things tend to leap out at you... except for that one place where there ''isn't''.
* [[Invisible Monsters]].
* [[Timed Mission|Timed Missions]]s can easily be used to make an FU.
* [[Escort Mission|Escort Missions]]s, especially when the person you're escorting has [[Artificial Stupidity]].
* In games with power-ups (e.g. most space shooters), losing them all when you die is a nearly universal FU, and also an example of [[Unstable Equilibrium]]. AKA [[Continuing Is Painful|Gradius Syndrome]].
* [[Poison Mushroom|Power]]s, Upspower-ups that can kill you/harm you/cancel out good Power Ups if accidentally collected, in conjunction with looking like normal power ups or being in the same container as the normal power ups.]]
** [[Power-Up|Power ups]] that, while normally useful, [[Power-Up Letdown|can be counterproductive]], at least in specific situations (for example, a powerup that removes your ability to fly in exchange for faster running speed, in an area [[Bottomless Pits|without a floor]]). Obviously, the FUs are the situations where [[Power-Up Letdown]] is in effect.
*** Power ups that are useful, even in the given situation, but are placed so that getting them only serves to get the player hurt or killed (such as over [[Spikes of Doom]]).
* Enemies that can [[Depth Perplexion|move and shoot through walls]] when you can't do either.
* Complete absence of [[Mercy Invincibility]], forcing you to instantly take action or allow one hit to become several (Can lead to being juggled to death when combined with knockback).
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** A popular ceiling bumper moment is a tunnel where the end of the ground and ceiling line up with each other, and the only way to progress is to jump out of the tunnel, turn around in mid-air, and land on top of the ceiling.
* [[Character Select Forcing]], including the [[Guide Dang It]] that comes from realizing that [[That One Level|one or two tough levels]] are oddly [[This Looks Like a Job For Aquaman|much easier]] with the resident [[Lethal Joke Character]].
* In some old [[Platform Game|Platform Games]]s, the player lacks a useful [[Goomba Stomp]] or other kind of downward attack, but enemies can fall or be pushed into small nooks in the floor, and then trying to climb into the nook would obviously be suicide by [[Collision Damage]] or unblockable melee attack.
* One of the most apparent in platform games - [[Knockback|flying backwards after getting hit]]. Sometimes this gets you away from danger, but other times, throws you into a [[Bottomless Pit]].
* Bottomless pits in places they don't belong. Like your backyard. No wonder that house was so cheap...
* [[Interchangeable Antimatter Keys]] which are outnumbered by locks, so you can get stuck if you waste keys on the wrong locks.
* Warps that throw you many levels backwards; in linear games, these can wipe out a lot progress.
* Invisible bombs that kill you so much that you have to restart the entire game.
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{{examples|Some games include more unusual Video Game FUs, such as:}}
Examples of unusual "Fun Units": (See also: [[Scrappy Mechanic]])
* ''[[Mega Man and Bass]]'' is notable for having nearly every one of the listed above. [[Unstable Equilibrium|Ammo does not regenerate on death]], enemies have massive amounts of [[Mercy Invincibility|Recovery Time]], two consecutive [[Marathon Level|Marathon Levels]]s with bosses who are willing to use nigh-unavoidable attacks at the drop of a hat... oh yeah. This is not a game for pansies.
* ''[[I Wanna Be the Guy]]'' has one almost every screen, and this is what actually makes it fun. For example, one screen has a falling ceiling of spikes, and one spot in the floor that is lower than the rest. Upon finally managing to reach that spot, you discover that the spike just grows longer to kill you. Other examples include the Delicious Fruit which can ''fall up'' and the evil save point which chases and kills you. And spring-loaded background couches underneath spiked ceilings. And clouds that spontaneously drop lightning bolts. And spike pits of doom that chase you. And that clusterchucking moon.
** And that's nothing compared to ''[[I Wanna Be the Fangame]]''. ''More'' spikes, ''more'' [[Invisible Block|Invisible Blocks]]s, [[Tele Frag]] portals, a [[Auto -Scrolling Level]], [[Pac-Man]] and the ghosts making ''common cause against you'', and a room where you have to navigate ''several cascades of [[Goddamned Bats]]''.
* The ''[[Wizardry]]'' games at least up to V were more than happy to allow you to teleport into solid rock. This resulted in the '''[[Total Party Kill|total loss]]''' of your party, [[Final Death|no resurrection attempts allowed]]. Oh, and if you play the games the way they're intended, there's no "reload game" upon this happening. You can also emerge high above the city and crash to the ground, or drown in the castle moat, but these "merely" kill your party as opposed to your losing them forever; you have a shot at resurrecting them in the latter two instances. Basically, be '''''very''''' careful when teleporting in Wizardry.
** ''[[Might and Magic]]: World of Xeen'' similarly allowed you to accidentally teleport off the edge of the world -- potentiallyworld—potentially before you realized the world ''had'' an edge.
* In ''[[Dwarf Fortress]]'', {{spoiler|if you [[Dug Too Deep]], you can release a Balrog}}. Thanks to the line "Losing is fun" in the in the instructions for the game, they are referred to as Hidden Fun Stuff, or just HFS.
** The "losing is fun" line means the Fun Units for DF suddenly stop being sarcastic.
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* When you die in ''[[Descent]]'', all of your equipment is scattered around the place. This wouldn't be so bad if it wasn't for losing them all forever if you die between blowing the reactor and getting the hell out of Dodge. (Some levels, which involve things like ''invisible death mechs'' with insanely powerful cannons, are even more charming).
** Level 6 has a fairly memorable FU where [[Teleporting Keycard Squad|you pick up the red key and the walls open]] to reveal an ambush of ''six'' Class 1 Driller [[Demonic Spiders]] with instant-hit cannons. Most players, on their first try, will die before they even figure out what happened. In later levels [[It Gets Worse]].
*** Level 9 has a [[Monster Closet]] right at the start of the level that opens after you proceed forward a ways. Also bad are [[Teleporting Keycard Squad]] ambushes from multiple directions, spawning [[Demonic Spiders]] such as the aformentioned Drillers and Super Hulks. One level in ''Descent Maximum'' for the [[Play StationPlayStation]] has the yellow key placed between two Diamond Claw-generating [[Mook Maker|Mook Makers]]s.
** The whole first game becomes a big Fun Unit on Insane difficulty after level 7. Between the random "roaming" of the enemies, the brutal AI, and your weakness vs their strength, it's for all practical purposes impossible.
* ''[[Tetris|Bastet]]'' has the piece generator designed so that the worst possible block for your situation is the one you get every time. However, this is the entire point of the game.
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** There's a very fine line between a fall that will kill any Lemming and a fall that will do no harm. "We All Fall Down" is a lesson in this.
*** Specifically, Lemmings will die if they hit solid ground after falling 80+ pixels. A 79 pixel fall is perfectly harmless.
{{quote| "Remember, the difference between a Lemming going splat and a Lemming walking away from a fall can be a single pixel!"<br />
'''Lemmings Instruction Manual''' }}
* ''[[Glider]] PRO'' has a variation of the Ceiling Bumper scenario: though the game doesn't have jumping, the lift of an upward vent (normally the player's best friend) can extend right into a shelf or table above. At least ''Glider 4.0'' had an visible air option which would show this subterfuge.
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* The end of Mission 4 in ''[[Medal of Honor]]: Allied Assault'', where mooks that [[The All-Seeing AI|can see you through the foliage]] (while you can't see them) are shooting at you from the front, and endless waves of mooks and [[Demonic Spiders|Demonic Guard Dogs]] are [[Teleporting Keycard Squad|spawning behind you]].
* ''[[TIE Fighter]]'' has the eponymous spacecraft. No shields, only two laser cannons for weapons, and no hyperdrive. At least you get better craft later in the game.
** Yes and no. TIE Fighter was a pretty challenging game in places and indeed flying regular [[TI Es]]TIEs was pretty crappy at times, but I don't think it ever went into the realms of unfair. It was also a LOT more forgiving than its predecessor ''X-Wing''. Sure you had shields and stuff, but it made your mission completions pointlessly hard, repetitive and very long training courses before you could earn any medals (you could play the missions, but not earn medals *facepalm*) and a lot of the time if you got shot down, you either were captured or killed and your character was locked FOREVER. The missions were exceptionally hard in places too either putting you against vast numbers or against capital ships you couldn't hope to kill (X-Wing had no interest in locational damage or heavy missiles/bombs). Basically it was crazy tough. TIE Fighter was tough, but fair but comparison.
* The NES ''[[Dirty Harry]]'' video game randomly has a "trap room" that shows up when you enter a room; in place of a door, it has "HA HA!" written on a blank wall. The only way out is to reset the game. [[Jerkass|The developers]] admitted that [[For the Evulz|it was a joke they were playing on the players]].
* After {{spoiler|the end of the world}}, ''[[Final Fantasy VI]]'' players were treated to being back to one party member until you get to Tzen or (on a CES challenge) Nikeah. Many enemies have an attack with 100% accuracy that causes the Zombie status, best thought of as "instant death meets confusion". There is an item to prevent it, however; it just happens that [[Guide Dang It|you have to know it's coming]].
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{{reflist}}
[[Category:Video Game Difficulty Tropes]]
[[Category:Classic Video Game &#34;Screw YousYou&#34;s]]