Home » Game » Retro Game » [Retro Game] There’s a joy in overcoming a super difficult game while getting knocked down.

[Retro Game] There’s a joy in overcoming a super difficult game while getting knocked down.

Japan Otaku ReviewsYeahx2

The image is appropriate.

1: Japan Otaku Reviews

When I somehow cleared one of Mario’s special courses, I was like, “Take a look at this, you bastard!!!”

2: Japan Otaku Reviews

That’s roughly how we do STG.

3: Japan Otaku Reviews

I wonder if things like Ai-Wanna were popular, mainly seen in videos.

4: Japan Otaku Reviews

I wonder if death games are still popular now.

6: Japan Otaku ReviewsYeahx10

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.

7: Japan Otaku Reviews

A game where you can die quickly and retry swiftly is great, isn’t it?

8: Japan Otaku ReviewsYeahx12

When the checkpoints are spaced closely together, it turns out that even if it’s difficult, it doesn’t accumulate much stress.

9: Japan Otaku Reviews

I wished the bracelet in the thread image had some magic on it.

10: Japan Otaku Reviews

Ghosts ‘n Goblins raises the difficulty quite drastically by making the controls poor, based on the standards of the Famicom era.

11: Japan Otaku Reviews

The bike thing is nice, isn’t it?

12: Japan Otaku Reviews

I was able to clear the game after about four years when I was a child…

13: Japan Otaku ReviewsYeahx9

Dying is fine, but please make the retry really easy.

14: Japan Otaku Reviews

There was a time when every time you retry against the boss, you would have to watch a movie and do QTEs…

15: Japan Otaku Reviews

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.

17: Japan Otaku Reviews

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.

19: Japan Otaku ReviewsYeahx2

When I cleared Noita for the first time, it really felt like that.

20: Japan Otaku Reviews

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.

21: Japan Otaku Reviews

Time! There’s not enough time!

22: Japan Otaku Reviews

I don’t dislike difficult things, but I dislike the process of returning.

You can say that you like Celeste and dislike the jar.

23: Japan Otaku Reviews

That’s why I like you X6.

26: Japan Otaku Reviews

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.

27: Japan Otaku Reviews

There are rarely games that are truly impossible to clear…

28: Japan Otaku Reviews

The Famicom version of Ghosts ‘n Goblins sold well despite having a low level of porting quality.

29: Japan Otaku Reviews

Sekiro felt exactly like that.

It really took a long time to finally defeat Genichiro in the middle section…

30: Japan Otaku ReviewsYeahx1

The second round of Super Ghouls ‘n Ghosts is incredibly fun because the Psycho Cannon is too powerful, rather than being difficult.

31: Japan Otaku Reviews

In the past, there was no environment for high-difficulty games to thrive.

32: Japan Otaku Reviews

You can continue to retry right there after dying, but…

The journey is long, and it’s genuinely not enjoyable.

33: Japan Otaku Reviews

It was a way of enjoying things that could only be done when you have leisure in real life.

34: Japan Otaku Reviews

I used to be able to do it, but now that I’m older, I don’t feel like I can clear Crash Bandicoot.

36: Japan Otaku ReviewsYeahx1

In the old high-difficulty games, the distance you get sent back when you die is insane.

37: Japan Otaku Reviews

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.

38: Japan Otaku Reviews

I think the difficulty of the Demon World Village series is primarily due to the challenges in adjusting the jumping mechanics.

40: Japan Otaku Reviews

Revival pattern

41: Japan Otaku Reviews

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.

42: Japan Otaku Reviews

From the countless derivative Aiwana that emerged when Aiwana was popular.

I learned about the pros and cons of death games.

45: Japan Otaku Reviews

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.

46: Japan Otaku ReviewsYeahx2

I dislike the unexpected first kill after following a thin line.

47: Japan Otaku Reviews

However, the initial version and the large one move quite smoothly, so if you remember that part well, it becomes quite stable.

48: Japan Otaku Reviews

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!

49: Japan Otaku Reviews

A game that allows you to practice so that you can clear it if you work hard will eventually lead to dissatisfaction.

50: Japan Otaku Reviews

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…

51: Japan Otaku ReviewsYeahx1

In recent years, SIFU has personally been my favorite “die and retry” game.

It also had a bit of a GODHAND flavor…

52: Japan Otaku Reviews

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.

53: Japan Otaku Reviews

I enjoyed SEKIRO, but Goku was not so great.

55: Japan Otaku Reviews

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.

56: Japan Otaku ReviewsYeahx1

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.

57: Japan Otaku Reviews

It usually ends up like Hades-like every time.

60: Japan Otaku Reviews

I longed to clear the second round of the STG, but it was impossible.

It’s long!

62: Japan Otaku Reviews

You can make the boss as strong as you want.

What’s more important is how easy it is to retry.

64: Japan Otaku Reviews

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?!”

65: Japan Otaku Reviews

The repetition of trial and error is strangely addictive.

67: Japan Otaku Reviews

Super Ghouls ‘n Ghosts was tough to clear with the bracelet.

Stop the distance attenuation.

68: Japan Otaku Reviews

The recent one, the Nine Sole, was the best.

It’s easy to retry and the difficulty is just right.

69: Japan Otaku Reviews

The high retry quality is directly related to the comfort of the game, right?

70: Japan Otaku Reviews

Playing a platformer without jump adjustments feels completely unreasonable now, and it makes me lose the motivation to keep trying.

72: Japan Otaku Reviews

I hate long games that require backtracking.

73: Japan Otaku Reviews

Isn’t the difficulty level of Demon Castle Macabre a bit unreasonable?

74: Japan Otaku Reviews

Even so, explaining the difference between high difficulty and unreasonable challenges is tough.

76: Japan Otaku Reviews

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…

77: Japan Otaku Reviews

D&D SOM was extremely difficult until I memorized it.

78: Japan Otaku Reviews

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…

79: Japan Otaku Reviews

When I played the arcade version of Makaimura for the first time on PSP, it was a hardcore and serious game.

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