
The image is appropriate.
When I somehow cleared one of Mario’s special courses, I was like, “Take a look at this, you bastard!!!”
That’s roughly how we do STG.
I wonder if things like Ai-Wanna were popular, mainly seen in videos.
I wonder if death games are still popular now.
It’s like an instant death game.
I think there is a certain level of support for the idea of dying and retrying on the spot to face strong bosses multiple times.
A game where you can die quickly and retry swiftly is great, isn’t it?
When the checkpoints are spaced closely together, it turns out that even if it’s difficult, it doesn’t accumulate much stress.
I wished the bracelet in the thread image had some magic on it.
Ghosts ‘n Goblins raises the difficulty quite drastically by making the controls poor, based on the standards of the Famicom era.
The bike thing is nice, isn’t it?
I was able to clear the game after about four years when I was a child…
Dying is fine, but please make the retry really easy.
There was a time when every time you retry against the boss, you would have to watch a movie and do QTEs…
I couldn’t defeat this guy who keeps shooting a nosebleed beam with his bracelet no matter what.
Chasing bullets are so easy and enjoyable.
Bullet hell STGs have a certain joy to them, but there are too many games I’ve given up on because my skill wasn’t enough to complete them.
When I cleared Noita for the first time, it really felt like that.
If you get knocked down by the boss character and fall downstairs, you’ll have to climb back up and redo the boss battle!
There are also rare games like that.
Time! There’s not enough time!
I don’t dislike difficult things, but I dislike the process of returning.
You can say that you like Celeste and dislike the jar.
That’s why I like you X6.
I’m currently playing Bubble Bobble on Switch, and I’m stuck on level 51. How do I clear this? I’ve seriously wasted precious hours of my Sunday just groaning over it.
There are rarely games that are truly impossible to clear…
The Famicom version of Ghosts ‘n Goblins sold well despite having a low level of porting quality.
Sekiro felt exactly like that.
It really took a long time to finally defeat Genichiro in the middle section…
The second round of Super Ghouls ‘n Ghosts is incredibly fun because the Psycho Cannon is too powerful, rather than being difficult.
In the past, there was no environment for high-difficulty games to thrive.
You can continue to retry right there after dying, but…
The journey is long, and it’s genuinely not enjoyable.
It was a way of enjoying things that could only be done when you have leisure in real life.
I used to be able to do it, but now that I’m older, I don’t feel like I can clear Crash Bandicoot.
In the old high-difficulty games, the distance you get sent back when you die is insane.
I love high-freedom death games.
Using hit-and-run tactics to chip away at the enemy or, conversely, finding a way to get in close and execute a well-timed rush.
I think the difficulty of the Demon World Village series is primarily due to the challenges in adjusting the jumping mechanics.
Revival pattern
I think one of the good things about the X6 is its versatility that allows for both easy and hardcore difficulty.
Anything Goes Zero and Normal X are not the same difficulty level in the game.
From the countless derivative Aiwana that emerged when Aiwana was popular.
I learned about the pros and cons of death games.
The restriction in jump height is somewhat similar for both large jumps, as there are no double jumps and vertical shooting is allowed.
It depends on the fine adjustments and the balance of the stage.
I dislike the unexpected first kill after following a thin line.
However, the initial version and the large one move quite smoothly, so if you remember that part well, it becomes quite stable.
It’s great that the controls are as comfortable as SEKIRO and retrying is easy, yet still challenging.
But I won’t forgive the Ninjutsu: Shitty Camera Technique!
A game that allows you to practice so that you can clear it if you work hard will eventually lead to dissatisfaction.
Since it was my first time playing Ghosts ‘n Goblins, I remember spending a few hours dying a lot, and when I finally cleared it, a character that looked like a princess came out and said something like “Please do it one more time 🙏,” and I almost got really angry.
I feel that way now about those traditional things…
In recent years, SIFU has personally been my favorite “die and retry” game.
It also had a bit of a GODHAND flavor…
I defeated the mid-boss, Gen-chan, in SEKIRO even though I was exhausted.
Ultimately, if Gen-chan can’t go without any damage, then it seems like we might have to give up on it because things aren’t going well.
I enjoyed SEKIRO, but Goku was not so great.
I thought it would be impossible for a Contra-type game to do something like this, but as I put more effort into it, I found that I could clear levels, and that really was the fun of it.
The boundary between absurdity and high difficulty is delicate.
I can’t draw a strict line, but one thing I can say is that high-difficulty types with simply high offensive and defensive speed values and no weaknesses tend to become unreasonable.
It usually ends up like Hades-like every time.
I longed to clear the second round of the STG, but it was impossible.
It’s long!
You can make the boss as strong as you want.
What’s more important is how easy it is to retry.
Returning to the Demon World Village, I felt like the enemy spawns were unusually difficult, and I thought, “Isn’t that not what this is about?!”
The repetition of trial and error is strangely addictive.
Super Ghouls ‘n Ghosts was tough to clear with the bracelet.
Stop the distance attenuation.
The recent one, the Nine Sole, was the best.
It’s easy to retry and the difficulty is just right.
The high retry quality is directly related to the comfort of the game, right?
Playing a platformer without jump adjustments feels completely unreasonable now, and it makes me lose the motivation to keep trying.
I hate long games that require backtracking.
Isn’t the difficulty level of Demon Castle Macabre a bit unreasonable?
Even so, explaining the difference between high difficulty and unreasonable challenges is tough.
Because Gokuma Kaidan has a health gauge, you can clear it by just pushing through with invincibility during magic activation, which makes it feel like you haven’t really “conquered” the game…
D&D SOM was extremely difficult until I memorized it.
When you run out of lives, you have to start over from the beginning; it’s just that they were using the same system from the days when arcade games were mainstream, so I guess it’s not really needed in modern times…
When I played the arcade version of Makaimura for the first time on PSP, it was a hardcore and serious game.