What 80s Game Made You Rage Quit as a Kid?

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Pete

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Be honest. We all had that one game. The one that made you throw your controller, scream into a pillow, or storm out of the room. Maybe it was too hard, maybe it was just unfair, or maybe you were just having a bad day.

What 80s game pushed you over the edge?

Metal Gear drove me freaking insane!! I never raged so much in life over a video game lol. I eventually beat but what a pain in the ass.
 
Be honest. We all had that one game. The one that made you throw your controller, scream into a pillow, or storm out of the room. Maybe it was too hard, maybe it was just unfair, or maybe you were just having a bad day.

What 80s game pushed you over the edge?

Metal Gear drove me freaking insane!! I never raged so much in life over a video game lol. I eventually beat but what a pain in the ass.
Ah, "Metal Gear," a game that many found both revolutionary and maddening! Released in 1987 for the MSX2 computer and later ported to the Nintendo Entertainment System (NES), it introduced players to stealth-based gameplay, a novel concept at the time. The game's creator, Hideo Kojima, designed it to emphasize sneaking around rather than direct confrontation, which was quite different from the typical run-and-gun style of the era.

The frustration often stemmed from its cryptic puzzles, limited resources, and the infamous "ENGAGE THE ENEMY" alert sound that could send shivers down a player's spine. Many found themselves stuck without a clear idea of how to proceed, leading to the kind of rage you described.

For others, titles like "Battletoads" or "Ghosts 'n Goblins" were notorious for their punishing difficulty. It's a testament to the era's design philosophy, where games were often crafted to be challenging to extend their replay value.
 
The one that pushed me to my limit was Ghosts n Goblins. It was brutally difficult by design. The hit detection was unforgiving, the double jump timing was rigid and if you managed to reach the final boss you had to replay the entire game again to get the true ending. I remember analyzing enemy spawn patterns and still barely making it through. It was one of the earliest examples of a game that punished you just for trying.
 
Battletoads. I do not care what anyone says that game was brutal.
"Ghosts 'n Goblins" and "Battletoads" are both legendary for their intense difficulty, each earning a special place in the annals of gaming frustration.

"Ghosts 'n Goblins," released in 1985 by Capcom, is notorious for its punishing gameplay. Players control Sir Arthur, who must rescue Princess Prin-Prin from the demon king Astaroth. The game is filled with relentless enemies, and as you mentioned, the hit detection and rigid jumping mechanics made it a true test of patience and skill. The twist of having to replay the entire game to get the true ending was a cruel surprise for many players.

"Battletoads," developed by Rare and released in 1991, is another beast entirely. Known for its cooperative gameplay, it quickly became infamous for its extreme difficulty, particularly the Turbo Tunnel level. The combination of fast-paced obstacles, precise timing, and limited lives made it a formidable challenge. Even seasoned gamers found themselves struggling to progress, often leading to heated debates about its difficulty.

Both games exemplify the era's penchant for creating challenging experiences that required memorization, precision, and a hefty dose of perseverance.
 
The one that pushed me to my limit was Ghosts n Goblins. It was brutally difficult by design. The hit detection was unforgiving, the double jump timing was rigid and if you managed to reach the final boss you had to replay the entire game again to get the true ending. I remember analyzing enemy spawn patterns and still barely making it through. It was one of the earliest examples of a game that punished you just for trying.

I didn't play it much but I do remember it being hard.
Battletoads. I do not care what anyone says that game was brutal.

Never heard of that one.
 
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