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“nintendo hard” refers to the extreme difficulty of several video games that were developed and released for the nintendo entertainment system in the 1980s and 1990s, such as contra (1988), ninja gaiden (1988), and battletoads (1991)
the term is still used to describe a certain kind of difficulty in modern video games
the nintendo hard difficulty of the many games released for the nintendo entertainment system were influenced by the popularity of arcade games in the mid-1980s, a period where players kept putting coins in machines trying to beat a game that was brutally hard yet very enjoyableen utilisant ce site web vous acceptez notre utilisation des cookies de pistage

vous pouvez modifier vos paramètres sur les cookies ici[1] the difficulty of “nintendo hard” games released in the 1980s and 1990s has also been attributed by journalists to the limitations of the console that affected how a game was played

[2][3] former nintendo president satoru iwata said in an interview regarding how nes titles were made, “everyone involved in the production would spend all night playing it, and because they made games, they became good at them
so these expert gamers make the games, saying ‘this is too easy
the number of games that were nintendo hard decreased significantly once the fourth-generation 16-bit period of video gaming came around
[1] however, there are still games that have been released later on, such as super star wars (1992) and indie games like i wanna be the guy (2007), super meat boy (2010) and cuphead (2017), that have the same amount of difficulty as the “nintendo hard” products that were released for the console;[1][5] these iterations of nintendo hard have been labeled by many reviewers and gamers as “masocore”
arcade ports and games of the 2d platformer genre are commonly associated with the nintendo hard label
[1] the houston press described the nintendo hard era as a period where games “universally felt like they hated us for playing them
“[6] gamesradar journalist maxwell mcgee noted the variety of types of “nintendo hard” games in the nes library:”a game can be difficult because it’s genuinely hard, or because it demands you finish the entire adventure in one sitting
it can litter the playing field with spikes and bottomless pits [
] or be so hopelessly obtuse you have no idea how to advance
“[7] he also wrote that several titles for the nes, such as yo! noid (1990), silver surfer (1990) and teenage mutant ninja turtles (1989) garnered their nintendo hard difficulty “for all the wrong reasons
“[7] journalist michael enger did not qualify titles with challenges that came from poorly-done gameplay as “nintendo hard”; he wrote that only games that were well made and replayable but were still extremely hard were classifiable under the label
the games in the following list have been recognized as being some of the hardest video games for the nes (and for some, all platforms) by publications
[7][8][9][10][11][12][13][14]
history and reasoning [ edit]
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video games in this category are nintendo entertainment system games that are described as “nintendo hard”
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if you’re old enough to have played games in the 80s or early 90s, you’ll remember that they were hard: really damn hard
why they were they so infuriatingly difficult? the answer presents a fascinating look at the history of video games
when people talk about how hard old video games were, they use the phrase “nintendo hard
” nintendo wasn’t the only company making early video game consoles (and certainly not the first in the market)
but the enormous popularity of the nintendo entertainment system and the near ubiquity of it in the 1980s meant that nearly everyone had experience with the nes and with the inherent difficulty of early video games
so what exactly are people talking about when they throw out the phrase “nintendo hard?” what is it about early arcade games, early console games, and even early computer games that was so insanely, intensely, and infuriatingly difficult that children and adult would find themselves kicking arcade cabinets, throwing down controllers, and swearing off games in fits of rage? let’s take a look at the classic elements of early video games that conspired to make the play experience so maddening
there are all kinds of elements that made these games difficult, but a few stand out
you know you timed that jump right and you know that bat wasn’t really in the way, but according to the game you just slammed into the bat and missed the ledge you were aiming for
sure, more than a few of those missed jumps over the years were simply bad timing and coordination on part of the player, but early video games suffered quite a bit from the limitations of their hardware
early controller design was on the clunky side
compounding that were hardware limitations and the hitbox system in games
the hitbox is the area that constitutes the body of an object or enemy on the screen, and what you saw as the outline of the bad guy didn’t always mesh perfectly with the hitbox as understood by the game’s software
as a result, you could swear up and down that you actually shot the guy (or that he missed and didn’t touch you)
the game would beg to differ
speaking of hitboxes, let’s not forget the agony of single hit death
in early arcade games and console games alike, life meters were few and far between
one hit was often all it took to instantly kill you and pull up the stark “game over” screen
even in games where you had rudimentary health (perhaps a meager three hearts), there was always the specter of the one-hit-wonder bad guy that would smash your entire life meter to bits if he detected you nearby
the only thing worse than video game death is the pain of replaying everything all over again
in early games with no save progress, no checkpoints to be seen, and no way to return to the point of last play, the only solution was to either marathon your way through the entire game in one sitting or hope if you turned off the tv that your parents or roommates wouldn’t notice the light of the nintendo and (not so) thoughtfully turn it off
life before game saves was a brutal wasteland of eyestrain, sweaty palms, and devoting entire saturdays to getting to the end of a game
in games where you didn’t get sent all the way back to the title screen upon death, you were often punted back to the beginning of the level
a particularly sinister version of this mechanism found in some games would kick you back to the start of the level you died on, but without your gear
frankly, that’s worse than no save progress, because at least if you get sent all the way back to the beginning of the game you have a chance to earn power ups and build up your character’s arsenal
dying on dungeon level 9000 and being reborn with level 1 gear is just cruel
many modern video games have difficulty settings that let you tailor the gameplay to both your skill level and tastes
you want it super insane with enemies that are three times harder than usual? no problem, flip it to hell mode and blast away
you want it super chill so you can spend all the time in the world smelling the virtual skyrim flowers you added in with yet another pretty graphics mod? no problem there either, set it to the easiest level of difficulty and focus on the stuff that really matters—like hyper-realistic butterflies
back in the day, difficulty settings were unheard of
the game was the game (be it hard or easy) and that was that
video games served as a sort of nerd endurance test, and if it was too hard, too frustrating, or even outright insane, then you just weren’t cut out for the game and maybe it was time for you to shuffle over to the skee-ball machine and leave the brutality of the game to those that could handle the abuse the arcade cabinet dished out
spikes, bottomless pits, swinging axes, fire spitting statues—name something that slices, dices, or smashes and it has likely made an appearance in an early video game
what early video games lacked in deep story lines and flashy graphics, they certainly made up for in creative ways to wreck your face
although evil architecture remains a long running trope in video game design, even today, what made it particularly dastardly in early video games was the way it overlapped with previous entries in this list like clunky controls, one hit deaths, and no save points
it’s bad enough when the screen is packed with guys chucking axes at you, bats swooping at your head, and snakes crawling down the walls, but throw in controls that aren’t quite as responsive as they should be, a game engine that plays fast and loose with hitboxes, and a level that is bristling with pits, spikes, falling boulders, and torches that shoot fire at you? it’s more than the patience of even the most dedicated gamer can handle sometimes
why would anyone design a game this way? was it on purpose?
 no one sets out to design a game with bad controls, for example
that happened in part because controllers of the age weren’t great, but mostly because designers had basically no idea what they were doing
game design was a brand new craft, after all, and small teams were charged with making games in relatively short periods of times
often this meant details weren’t obsessed over
guns fired with a delay, jumps were impossible to control, or characters fell through platforms that

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