"Retro gamers" should be able to beat these games

because of popularity, retro difficulty in the current mindset is associated mainly with NES games, but if you put the NES on a difficulty tier list, it would be actually somewhere in the middle.

Top difficulty systems in the 80s-90s would be actually the arcade coin eaters with the arcade controls meant for adult hands and afterwards the various computer systems were many games shipped without any serious quality control, plus you had to figure out the technical aspects of the game.
Back then I considered players who finished those arcade and computer games much more skilled than myself who beat a bunch of NES games. Because I had tried those games too and found them ultra difficult.

Whereas nowadays everything is streamlined across both consoles and computers as it is impossible to master everything.

But back then, even if you mastered few NES games, you were a small fry in the gaming world
IMO NES games can have their own "hard" gameplay for many reasons but the hardest games I ever played are on Sega Genesis. I can name a few to give you idea:

Back to the Future Part 3

The Immortal

The Pagemaster

Doom Troopers

Chakan: The Forever Man

NES games are actually child friendly therefore once you learn the ropes you can even beat Silver Surfer just fine. Silver Surfer is just "harder MegaMan" in design philosophy but adds stupid "touch walls and die" shit. But when it comes to Sega Genesis games shit goes beyond learning patterns, it goes beyond skill and luck is involved at that point. The games gets into the realm of "dying simulators". As a result even when Arcade games could be unfair but once you learn the patterns you would waste less coins and you would end up finishing the whole game (if it even has an end) with single coin. But Sega Genesis tried to differentiate itself from Nintendo so their target audiance was older teens and adults and that's why they increased the difficulty into a nonsense level lol.
 
IMO NES games can have their own "hard" gameplay for many reasons but the hardest games I ever played are on Sega Genesis. I can name a few to give you idea:

Back to the Future Part 3

The Immortal

The Pagemaster

Doom Troopers

Chakan: The Forever Man

NES games are actually child friendly therefore once you learn the ropes you can even beat Silver Surfer just fine. Silver Surfer is just "harder MegaMan" in design philosophy but adds stupid "touch walls and die" shit. But when it comes to Sega Genesis games shit goes beyond learning patterns, it goes beyond skill and luck is involved at that point. The games gets into the realm of "dying simulators". As a result even when Arcade games could be unfair but once you learn the patterns you would waste less coins and you would end up finishing the whole game (if it even has an end) with single coin. But Sega Genesis tried to differentiate itself from Nintendo so their target audiance was older teens and adults and that's why they increased the difficulty into a nonsense level lol.

At least Genesis games had some basic quality control. On computers some games were plainly impossible without cheats

Eg many players never managed to beat these games. They could be finished in 15 minutes and have a crappy ending, but in order to prolong the games, they made them very difficult, especially to newcomers. While on consoles you'd play 2 hours guaranteed

 
The hardest NES game I've beat is Super Mario Bros. 3 lol, and that's well on the tamer side of platformers of the era. I've gotten pretty far in Gimmick! though. I'm too proud to use save states so if a game is too hard I just shrug and say oh well, skill issue.
 
"you guys remember when gaming was fresh AF and they had no idea how games were suppoesd to work so they made them unecessarily hard as a throw over from the days of the arcades and also because if they didn't everyone would realize there was only about 30 minutes of game without the constant repeated attempts? I think that you should be able to beat those if you want to call yourself a gamer."

Nah, I'm good. If I have to give up my gamer card because I don't give a shit about Castlevania, Ninja Gaiden, or whatever the fuck else bullshit NES games this guy thinks is the gold standard you need to have reached then so be it.

Fuck it. We're out here making declairations, then you're retro gaming opinions don't matter unless you've beaten Gaelco's Thunder Hooper in it's original Spain. No imports bitches. Why the fuck not.
"The days of the arcades" were very much ongoing so there was no throwover involved, and yes, difficulty was necessary since you could only fit so much game in a cartridge. But a lot of the time the challenge can be nice. It depends on the game. I beat Ninja Gaiden but honestly I don't like it either, nor do I like Castlevania or most NES action-platformers (Vice: Project Doom is great, though). I'm more of a Genesis guy.
His video is mostly a half-joking rant about how retro gaming spaces are filled with people who don't even play the games.
 
I don't think he takes preferences or genre into account, which is a big factor. Maybe someone can beat those hard as nails platformers, but is terrible at puzzle or RPG games. Just because you are good at one genre doesn't necessarily mean your skills transfer over.
 
Good video, this guy got a new subscriber. Unfortunately a lot of retrogamers and colletors online that are just there to sell you shit.
Or that just buy them, barely play them, put them on the shelf and go on repeating the same 20 opinions over and over; because they didn't really struggle against them enough to form their own opinions and neither did the comments
Because of those guys I can kiss goodbye to old consoles and accessories being affordable, damn 70€ for the asciiware ps1 stick..

The example he brought up with castlevania is perfect: lots of people still dont get that stuff like the Delay from when you press the button to Simon whipping and his stiff jump is how the game is designed. The challenge to play around your limitations IS where the fun of the game comes from, it's mostly a game about Spacing and planning your every move before doing it; because every jump and swing near enemies or near a pit is meaningful.
If you wanna see what castlevania with "good" controls looks like, play as the joke character Maria in rondo of blood, and see how she trivializes almost the whole game.

To this day, even indies and low budget, don't understand this; if you played football and you could just grab the ball with your hand, the whole skill aspect of the game is dead. Limitations is the mother of invention. And limitations also breeds player expression, because if you have every option you just end up reducing the game to 1 or 2 strategies that are better than everything else

They also dont get that action games of the past where to made to be Dense and Short, and that playing it once was only the beginning and replays is where the Real game starts, where you learn all the little intricacies of the movement or combat or platforming and all the enemy interactions.

As a result a lot of these new retro style games are often way too long and easy (shovel knight) or never want to limit the player (ragebound), and give you mechanics that simplify and trivialize enemy encounters and movement; like easy to execute parries and dodge rolls.
 
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To this day, even indies and low budget, don't understand this; if you played football and you could just grab the ball with your hand, the whole skill aspect of the game is dead. Limitations is the mother of invention. And limitations also breeds player expression, because if you have every option you just end up reducing the game to 1 or 2 strategies that are better than everything else
I think Shovel Knight managed to modernize the controls without making it too trivial.

As a result a lot of these new retro style games are often way too long and easy (shovel knight) or never want to limit the player (ragebound), and give you mechanics that simplify and trivialize enemy encounters and movement; like easy to execute parries and dodge rolls.
Sorry but how the hell is Shovel Knight "too long"? Also easy is subjective depending of the player's intrinsic skill. Some would find Super Mario Bros 2 The Lost Levels easy while finding Star Soldier hard and vice versa.
 
I think Shovel Knight managed to modernize the controls without making it too trivial.


Sorry but how the hell is Shovel Knight "too long"? Also easy is subjective depending of the player's intrinsic skill. Some would find Super Mario Bros 2 The Lost Levels easy while finding Star Soldier hard and vice versa.

I dont have a problem with the controls in shovel knight, I liked that you had to time the shovel swing if you wanted to do consecutive hits; and that you cant bounce over everything because theres arial enemies and obstacles. I do have it with Ragebound; when you can half ass a Ninja Gaiden level by going through things with i-frames and parries you're doing it wrong!

SN is too long because the levels are like three times longer than something from castlevania or rockman or ninja gaiden, while being way less challenging; they have 4 checkpoints after all.
Because of that I never got into it because I get bored, even if I try to make it harder by breaking the checkpoins.
Rewarding the player for not using the checkpoints is a nice idea, I am a fan of making checkpoints a resource;
But used within its levels, it just means I have to go through a long unexciting level before I get to that part where I died.
So I expected more for a game that I thought was for people who have already beaten most of its inspirations.

Meanwhile when I game over on level 5 of castlevania, sure it stings but it's not dull to replay because every screen is intense so I cant really go on autopilot.
And even when I do manage to blast through a level I'm Happy because I'm like "This bastard took me all evening now! Now I'm so good I can style on it!"

I had a similar problem with the lenght of Rockman 11's levels, the levels used to be way shorter in the fc games;

In general I like stuff that's shorter and denser.

For example I love how in God Hand and Viewtiful Joe the levels Are long: but they’re split into chunks, in which you can save or buy stuff: I can just pop in, have a blast for 40 min or an hour and leave it for later without having to wait for the game to slowly ramp up in intensity every time; just like an arcade game

Sure, difficulty is subjective, but you can still quantify it: Mario 2 JPN us labeled "for super players" because the target audience is meant to have mastered the original so much there's nothing for them to do. Almost nobody will finish it on their first try without a game over, you're expected to bump your head against it until it cracks.
I'm sure you yourself can still tell when a game is made for legacy players who want to push themselves or beginners/people not playing for a challenger; I could recommend Star Soldier or Gunhed to someone wanting to get into shmups, while I would have to be very cheeky to recommend doing a 1cc of Gunbird

Shmups and arcade games are very fascinating in this regard because they are often balanced around the top 5% of players: if you just have a decent guy hogging the cabinet for an hour the game is actively losing money, so games like Gradius or Gunbird have a hidden rank system to prevent just that! But it cant be so prohibitive or flat that players dont wanna bother, so it's gotta be thrilling!

Sorry for the walltext, I really like going into difficulty design hahaha
 
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