The 25 Mafy indrindra Video Games Rehetra Time

The 25 Hardest Video Games of All Time

Avy amin'ny maizina indrindra zorony ny lalao tantara, eto dia ny mpitifitra, platformers sady nokapohiko-'em-dehibe izay tsy nandray voafonja


Powered by Guardian.co.ukIty lahatsoratra mitondra ny lohateny hoe “The 25 mafy indrindra lalao video rehetra fotoana” dia nosoratan'i Rich Stanton sy Will Freeman, fa theguardian.com ny Zoma faha-18 Martsa 2016 09.33 UTC

Games nampiasaina mba ho mafy. Izay no ela nihetezana ny fitarainana mpilalao ankehitriny nimonomonona moramora rehefa hitan'ny sasany ankehitriny tsimoka-'em-up na hetsika traikefa nahafinaritra. Izany feo toy ny mitovy karazana mozika nostalgic elitism fa snobs Fahita teo amin'izy, manakiana amin'izao fotoana izao noho ny tsy ampy fatorana ny malaza toetra ny omaly ny mahery fo. Fa amin'ny lalao, izany karazana marina.

Toy ny orinasa dia nitombo, ny anaram-boninahitra lehibe no nifindra nankany toning nidina ny fahasarotana, mba hanome ny malamalama traikefa hoe malalaka ny mpilalao isan-karazany araka izay azo atao. ankehitriny, Raha tianao ny tena zava-tsarotra, tsy maintsy mifidy "mafy" mode, izay matetika midika fotsiny fahavalo sy ny tsy ammo. Fa sarotra dia amin'ny endriny tsara indrindra raha ny iray anaty ampahany amin'ny famolavolana: mpilalao tsy maintsy mieritreritra ny lalao amin'ny fomba hafa - ka mahazo ny fandrosoana.

Izany no marina tokoa fa ny anaram-boninahitra amin'ity lisitra. Tsy ny rehetra ry zareo Classics, fa na dia tsy ara-drariny ny mazava tsara ireo dia manana toetra tsy hay hadinoina izay nanao antsika fikirizana. Izay no zavatra sarotra: izany ihany no tena maharary rehefa te-hijery inona no manaraka.

Demon ny fanahy / Dark fanahy (Fromsoft, 2009/2011)

Demon ny fanahy
Demon ny fanahy. Sary: avy Software

Rehefa ny Hidetaka Fromsoft Miyazaki niainga mba handinika indray ny zavatra RPG genre, iray amin'ireo fanorenana vaovao dia fanamby lehibe. Ny fomba fisainany dia: ahoana ny mpilalao mahatsapa fanatanterahana tsy fandresena tena mifanohitra? Ao ireo lalao, na dia ny tena fototra fahavalo famonoana mpilalao indray ary indray, ka ny hafatra efijery "Maty ianareo" dia soritra eo amin'ny atidoha. Ny hany fampiononana dia ny fahafatesana Foto-tsakafon'ny anisan'ny fomba tontolo ireo miasa. Amin'ny lalao, maty dia tsy fahombiazana, fa eto faty no nianaranao, ny fomba hahazoana tsara kokoa. In fanahy, fotsiny ny fahafatesana dia ampahany amin'ny ny dia.

Matoatoa 'n Goblins (Capcom, 1985)

Matoatoa N Goblins
Matoatoa N Goblins. Sary: Capcom

Capcom ny lafiny-scrolling platformer nampiasa ny mandrakizay-ankehitriny atahorana ny fahafatesana mba mamorona irery mafy traikefa nahafinaritra. Hira iray mampihena ny mpandray anjara fototra Knight Arthur am-po-ny modelin'ny mpanao ady totohondry, ary ny faharoa nahafaty. Ampoizina fahavalo spawn na aiza na aiza, hery-dehibe dia afaka ny ho fandrika, ary tsy hahita ny ankamaroan'ny mpilalao lasa dingana voalohany. Ireo izay tonga ny farany izy ireo mahita fa efa na tsy mba hitondra ny hazo fijaliana masina, izay midika hoe replaying ny farany roa ambaratonga, na fa mitondra izany izy, dia efa lavo noho ny "fandrika voahevitr'i Satana", ary tsy maintsy manao ny zavatra rehetra indray. Ao amin'ny iray na toerana ambony kokoa fahasarotana. Capcom, ianao rascal.

Ninja Gaiden II (Tecmo Koei, 2008)

Ninja Gaiden II
Ninja Gaiden II. Sary: Tecmo

Challenge foana ny Ninja anisan'ny andian Gaiden, fa 2008'S Ninja Gaiden II namely ny tampon'isa vaovao mitaky ny adala. Ireo fahavalo marokoroko-trano ny mitendry na dia "ara-dalàna" fahasarotana fa, indray mandeha ny toe-javatra any Master Ninja, dia hamely nitsahatra amin'ny herisetra ara-pahasalamana-mitsako atleta sy ny projectiles. In taty aoriana ambaratonga, fahavalony manana tafondro ho an'ny fitaovam-piadiana izay tanteraka foana ny afo amin'ny fametrahana mazava tsara sy tsy tapaka. Tena azo atao ho tafavoaka velona indraindray, nevermind mamono na inona na inona. mazava ho, ny aterineto dia midika hoe olona iray no nanao ny zavatra rehetra tamin'ny efatra ora tsy ho voa indray mandeha.

Andriamanitra Hand (Capcom, 2006)

Andriamanitra Hand
Andriamanitra Hand. Sary: Capcom

Andriamanitra Hand ny tsy fahombiazana ara-barotra dia midika hoe maro ny hevitra tsara indrindra dia mbola tsy nangalarina, iray maha-on-efijery fahasarotana metatra izay mamaly ny mpilalao ny fahaiza-manao. Misy efatra gradations, avy amin'ny ambaratonga iray ho ambaratonga DIE, Ary raha ianao hatao tapa manodidina azy mijanona ambany. Rehefa mahazo tsara amin'izao (efa henjana) lalao na izany aza, izany amps ny fomba fahavalo nanafika, izay izy ireo nanafika Ho avy, tena fahavoazana ataony, ary mampitombo ny valisoa ho nandresy azy ireo. Vitsy ny lalao manao ny fangatahana fa Andriamanitra no Hand, ary tsy misy mamatotra sarotra sy fampisehoana miaraka toy izany haja.

OVNI: fahavalo Unknown (Mythos Games, 1994)

XCOM
OVNI: fahavalo Unknown, na XCOM any Etazonia. Sary: Mythos Games

Izany no toerana nanomboka ny XCOM andian, lalina paikady lalao miaraka amin'ny toe-tsaina manoloana tsirambina mpanontolo fo milalao. ny endrika, Julian Gollop, efa nanao lehibe maro kosa mifototra amin'ny anaram-boninahitra ao amin'ny 2D, fa ny isometric XCOM fomba fijery sy ny fampiharana ny zavona-ny-ady koa ny lafiny stratejika mampatahotra - maro miaramila very ny maizina zorony mbola avy amin'ny teny anglisy. Ny vahiny manararaotra fahadisoana, hokapaiko ny miaramila indrafo, ary miverina amin'ny fototra hery anao ho mafy safidy ao amin'ny mamoy fo scramble mba olombelona soa aman-tsara. Raha izany no zavatra ho any amin'ny, Nihinana ny fatintsika isika.

Halazo ny Black (Delphine Software, 1995)

Halazo To Black
Halazo To Black Sary: Delphine

Flashback ny tohiny dia ny tany am-boalohany nitady hitondra mahomby 2D famolavolana ho 3D - ary hohamaivanina fotsiny fametrahana mazava tsara ny fomba fanaraha-maso ireo zava-dehibe. Na dia ny handroso-misaina Zavatra tsy famolavolana amin'ny lafiny sasany, Malazo ny Black novahany maro fahavalo izay mety hamono amin'ny hira iray - ny iray ohatra nampahatahotra mafy maha-kely-to-kinendry blob izay flips mankany amin'ny mpilalao toetra amam-panahy alohan'ny niravan'ilay ny nofo rehetra eo amin'ny fifandraisana. Ny fanomezana be dia be cutscenes namorona ny developer ho an'ny tsirairay ny fahafatesana mety hahatonga anao hieritreritra na ny rambony dia nihifikifi ny alika.

NARC (Williams Electronics, 1988)

narc
NARC. Sary: Williams

Angamba Eugene Jarvis dia tsara kokoa mifanitsy amin'ny Robotron 2084, ny azo zava-tsarotra sy ny tsara kokoa lalao, fa ambany-ny fi Sci-Fi shooter tsy ampy ny hiteny ratsy NARC fiantraikan'ny. A roa-mpilalao Arcade lalao starring Max Force sy Hit Man, avy mba handrava Mr Big, NARC dia iray amin'ireo lalao voalohany ho tena voninahitra amin'ny gibs sy ultraviolence - ny isan-karazany junkies, punks sy ny jiolahim-boto nipoaka ho Góry gobbets toy ny basy ny rariny nirehitra. Jarvis ny lalao dia sarotra foana, fa, amin'ny NARC,dia tonga ny vaovao manontolo anivon'ny lozabe teatra.

hamotipotika T.V. (Williams Electronics, 1990)

smashtv
hamotipotika T.V. Sary: Williams

hamotipotika T.V. dia Arcade mahazatra sy izay maneho ny sekoly ny famolavolana izany izao tena maty: mba hahatonga ny olona mafy ny mahita ny manaraka efijery. Ny fanamboarana tanteraka, ny hoavy gameshow izay mifindra amin'ny alalan'ny efi-trano mpifaninana feno fahafatesana-mampahahendry nasties sy hahazo loka bebe kokoa ny ho velona intsony izy ireo. Na dia ny efitrano voalohany dia tsy hisalasala ny hamono an'ireo tsy mitandrina mpilalao sy ny, avy dia tamin'ny, ny fonon-tanana eny tonga tahaka ny Jarvis (indray) sy ny mpiara-mpamorona Marka Turmell manenjika betsaka loko, fanapoahana, ary mipoaka ordnance on-efijery araka izay azo atao. "Total fandripahana,"Mihiaka ny filazana. "IIIIIII tia azy!"

The Simpsons (Konami, 1991)

Simpsons
The Simpsons. Sary: Konami

Tsy mety ho misy maro Arcade gadona-en-dehibe ao amin'io toerana - TMNT, X-Men, Final Ady mihitsy aza - saingy eo amin'ny lafiny mahomby guzzling vola madinika tsara tarehy amin'ny alalan'ny fampisehoana sy ny solon fahasahiranana, sarotra ny tampon'ireo The Simpsons Arcade lalao. ny sary, fihetsik'ireo sary mihetsika, fahavalo sy ny tranga dia miavaka sy mazava tsara ny fikelezanareo aina amin'ny fitiavana (tsy toy ny teny) fa ny lalao ambany ireo dia mahery setra slugfest izay tena mankafy stunlocking mpilalao - izay hira iray mitondra ho amin'ny olona maro kokoa.

Takeshi ny Challenge (Taito Corporation, 1986)

Takeshi ny Challenge
Takeshi ny Challenge. Sary: fahaiza-manao

Nikasa am-boalohany ho toy ny 8bit dikan-ny TV fandaharana Takeshi ny Castle, Zavatra mpilalao sy ny talen'ny Takeshi Kitano fa nahazo tanana-miaraka Takeshi tsy Chōsenjō ary namorona ny lalao Tsy toy ny hafa - izay fonosana iray nampitandrina fa "mahazatra fahaiza-manao lalao tsy mampihatra". Ny famaritana ny manaraka ny salaryman izay manonofy ny fitadiavana harena, Takeshi ny Challenge Manompo ny ny lalao Over ho fiantraikany "fahadisoana" toy ny tsy hiala ny toetra ny asa, tsy nahomby ny misaotra ny vadiny, na tsy mikapoka ny tsara ny olona. Afaka mahazo ny Game Over ny tenimiafina efijery. Anisan'ny zava-tsarotra dia mitaky anao mbola tsy miala ny maso mandritra ny ora iray. Lalao rehetra dia jadona: Sarotra ihany ny manome voninahitra Takeshi ao ny zava-misy.

Rogue (Michael Toy / Glenn Wichman, 1980)

Rogue
Rogue. Sary: Michael Toy sy Glenn Wichman

Noho izany tany am-boalohany dia spawned ny karazana, Rogue is a procedurally generated dungeon crawler where the difficulty – in the sense of what it chooses to throw at you – is a huge part of the appeal. Not only will each fresh adventure bring new environmental challenges and fights, but potions and weapons are random too – meaning just taking a glug is dicing with death. Players have to be adaptive rather than memorising specific challenges, and eking out a long adventure when the odds are stacked against you becomes part of the fun.

Dwarf Fortress (Bay 12 Games, 2006)

Dwarf Fortress
Dwarf Fortress. Sary: Bay 12

The motto of this game’s community says it all: “losing is fun!” Dwarf Fortress is a game that has inspired whole prose epics on the travails of players’ ill-fated settlements, most of which start off meagre and then quickly fall prey to the thousands of things that can go wrong. Amboadia, cave-ins, famine, cabin-fever, flooding, burrowing down to a demon god … Failure is inevitable, and not only do your dwarves go mad in adversity – they often create works of art to reflect what’s happened. There are plenty of tough games, but generating psychological scars for fictional characters suggests Dwarf Fortress is something special.

The Adventure of Little Ralph (New Corporation, 1999)

The Adventure of Little Ralph
The Adventure of Little Ralph. Sary: New Corporation

Doomed to curio status by a modest Japan-only release, The Adventure of Little Ralph plays like it was forged in the fires of arcade game design, but it is in fact exclusive to the original PlayStation and PSN. Scoring focused, hard as hell and shrouded in cult mystique, the traditional platformer today courts three-figure sums on the collector market, further denying it the broad audience it deserves. It’s “saving the damsel in distress” narrative may be hackneyed, but fiercely demanding boss fights that reinvent TAoLR as a beat-‘em-up serve to make it mechanically distinct, and cement its reputation as one of the most testing platformers yet developed.

The Bizarre Adventures of Woodruff and the Schnibble (Coktel Vision)

The Bizarre Adventures of Woodruff and the Schnibble
The Bizarre Adventures of Woodruff and the Schnibble. Sary: Sierra Entertainment

Difficulty in games is often a matter of testing the player’s ability to control with precision and react at speed. Coktel Vision’s narratively dark adventure game, na izany aza, is instead a test of semiotic nous. Its post-apocalyptic tale is told with an abundance of made up words, many of which pass without definition, while its knack for conversation without context make it thoroughly confusing. Even Clockwork Orange had a glossary. And if you’re tempted to use trial and error to crack its puzzles, be warned that the sheer number of inventory items and illogical quirks make it a protracted, painstaking process.

Mushihimesama (Cave, 2004)

Mushihimesama

If any game genre is most synonymous with difficulty, it is the arcade 2D shoot-‘em-up, known today as the shmup. And it is developer Cave that pushes devotees of the form like no other. Which Cave game is the hardest is highly subjective, but in terms of undiluted difficulty, the insect-themed Mushihimesama’s infamous Ultra mode might take it. There’s less of the mechanical intricacy that makes other releases by the studio perhaps as demanding, but through the sheer number of bullets that fill the screen, Mushi Ultra delivers an onslaught that is as bewildering to watch as it is demeaning to play.

In The Groove (Roxor, 2004)

Into the Groove
Into the Groove. Sary: Roxor

Any arcade music game has the capacity for towering difficulty. Take on some high-BPM electronica on a demanding difficulty setting, and whether you’re pounding your feet on a Dance Dance Revolution machine or standing over the decks of an oddity like EZ2DJ, the challenge will be immense. Few compare, na izany aza, to the standard set by the Single modes of In The Groove, the debut of a short-lived series from Austin-based studio Roxor. Some of the tracks, when played on the game’s X setting, seem to want movement from the player’s body that is in no way catered for by human evolution.

Super hena Boy (Team Meat, 2010)

Super hena Boy
Super hena Boy. Sary: Team Meat

If there’s a single moment that defines the experience of playing Super Meat Boy, it is quickly prodding the quick restart button. The platformer’s undersized stages brim with hazards, yet encourage you to play at furious speed. Vokatr'izany, it’s a game of failing over and over again. Na izany aza, by allowing for split-second restarts, there’s almost no drop in momentum as you ride the loop of trying and dying. Toy izany, Super Meat Boy works its players into a frenzied trance state from which it can take hours to recover.

Trials Fusion (RedLynx, 2014)

Trilas Fusion
Trials Fusion. Sary: RedLynx

For a good while, this side-scrolling motorcycling game feels like a meditative experience – and then the difficulty curve suddenly shoots straight for the heavens. It is then that the game reveals its true form; a nightmarish physics puzzler dressed as a driving game. Just how do you get over that vertical wall? How many degrees of rotation are needed to land on that upside-down ramp? The answer is intimacy with every nuance of a bike’s suspension and weight; an intimacy a handful of players globally are reported to have mastered enough to have aced the game’s closing stages.

Battle Garegga (8ing/Raizing, 1996)

Battle Garegga
Battle Garegga Sary: 8ing

At a glance, Battle Garegga appears to sport a difficulty comparable to your usual 2D shooter: intensely tough, but nothing absurdly so. Na izany aza, it is the way the game makes you play that pushes it into the “hardest ever” field. Battle Garegga has remarkably complex rank, that is, difficulty, that adapts to the way you play. Managing rank to keep the game playable means avoiding some power ups and bonuses, and even “suiciding”, where lives are lost on purpose. Playing properly means playing on the edge, life stocks low and weapon power reserved, and it’s acutely exciting. The current world-record holder Kamui has held and bettered her leaderboard position through an estimated 18 years of devoted play, demonstrating the commitment Garegga demands.

Rick Dangerous (Core Design, 1989)

Rick Dangerous
Rick Dangerous. Sary: Core Design

Core’s homage to Indiana Jones is a platformer played a few pixels at a time, edging forward to see what will kill you next. There are spikes, pits and boulders at every turn, and learning by failing is almost the only way to proceed. Your inventory is severely limited too, and there’s some tremendously demanding precision needed in a handful of particularly cruel and frustrating sections. Years later, Core would go on to craft another tomb raiding game, by which time the studio had apparently learned how to treat its fans a little more fairly.

Shadow of the Beast II (Psygnosis, 1990)

Shadow of the Beast II
Shadow of the Beast II. Sary: Psygnosis

Mention the first Shadow of the Beast to the right crowd, and you’ll likely hear nostalgic musings on how its pioneering use of the parallax scrolling technique pushed game visuals into a new era. Ask about it’s sequel, and the response may be a little less rosy. The melee-focussed, multi-directional platform game would have been straight up demanding if it gave you any guidance. But it doesn’t, leaving you to work out everything for yourself. In a time before Youtube and walkthroughs, that alone was enough to make Shadow of the Beast II one of the toughest of its day.

Time Crisis (Namco, 1995)

Listing a familiar lightgun game might seem out of place on a list like this. Sady koa anie, anybody who’s visited a dilapidated seaside arcade has likely thrown a handful of coins into the slot of Namco’s cop blaster, and felt nothing but delight. But try and complete the first Time Crisis properly – clearing it in a single credit – and it’s difficulty begins to become manifest. The lack of a hit indicator leaves a gaping hole in your ability to respond appropriately, and some punishingly curt timed sections serve to make it particularly easy to fast track to the game over screen.

I Wanna Be the Guy: The Movie: The Game (Michael O’Reilly, 2007)

I Wanna Be the Guy
I Wanna Be the Guy. Sary: MichaelKayinO’Reilly

Those who played this freeware platforming treasure that never officially left beta will likely find it hard to forget. Boiling its genre down to its founding elements, I Wanna Be The Guy was developed as a response to a then unfinished, brutally demanding Japanese flash game named Jinsei Owata. O’Reilly was convinced he could push Jinsei Owata’s difficulty a little further, and it appears he succeed. Vokatr'izany, his game has become a reference point for the most testing indie titles. Super Meat Boy featured IWBTG’s protagonist, The Kid, who also starred as the final boss of the conclusive build of Jinsei Owata.

Weaponlord (Visual Concepts, 1995)

Weaponlord
Weaponlord. Sary: Visual Concepts

The greatest sin of this straight-to-console beat-‘em-up was that it tried to do things differently. It approached the control conventions of arcade fighters from the left field, using a range of weird button combos and d-pad swipes, but the result was a complex system too demanding for most ordinary players and utterly counterintuitive to committed beat-‘em-up competitors. The computer-controlled characters were also rather too good at their own game, and Weaponlord was ultimately consigned to its fate as a curio most renowned for being the first fighter designed with online play in mind. If you are tempted, the MegaDrive port is a little more forgiving than its SNES cousin.

Flywrench (Messhoff, 2015)

While Nidhogg is Messhoff’s most famous game, Flywrench must be its hardest. The set-up is deceptively simple; guide an abstract spaceship through minimal mazes that look altogether innocent, changing colour as you pass. Ny tena zava-misy dia hafa mihitsy, where constantly dying and restarting is the standard. Flywrench is perhaps the most difficult game of the past year, or the past nine years, if you were one of the few who played the 2007 tany am-boalohany, which saw an understated online release and inspired Braid creator Jonathan Blow to craft a playfully easy version named Nicewrench.

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