Two thoughts.... First, the idea of the townspeople lying to Simon makes a lot of sense. I'm finally getting around to reading the original Dracula (okay, listening to an audiobook...). In it, a lot of the peasants are loyal to Dracula and they do a lot to stop Jonathan Harker from escaping the castle. Second, as to Kings Quest V, a LOT of the 3D adventure games had points like this. Especially those by Sierra. My favorite one wasn't actually the trope, but an inversion of it. In "Space Quest 6: The Spinal Frontier", Roger (the character) keeps trying to get rid of a rotten fish. This isn't by the player's choice, the character just wants to get rid of the nasty thing. However, people keep returning it to him. Of course, at the end, it turns out it's absolutely necessary to defeat the final villain.
Games like the first Legend of Zelda are from a time when "Time to complete" was measured in months, not hours. You may only get six or less new games a year, so you wanted one you could invest in. You'd take notes, build your own maps, write down dialogue looking for hints. When you were finally able to beat a game it was a huge feeling. It was an actual accomplishment after hours and days and weeks.
Right. I remember trying to solve a hedge maze in an Infocom text adventure. It wasn’t small, the “steps” weren’t even, and you had to figure it out in 3D. It took graphing paper and a keen eye to detail. The game did give you a “map” if you found it, but it was so bad that it was easier just to make your own … no help at all.
Seriously. I've been hooked on Skyrim recently, and I've noticed how, compared to the original Zelda, how much easier it is, and how much the game holds your hand. Not taking away from Skyrim, I love it. But I remember playing Zelda when it came out, I was about 9, and the feeling of beating it was more immense than anything I've played recently. Sometimes, I mis those old games, or actually, the feeling I got playing them and beating them.
In Castlevania 2, I think when the NPC tells you the potion will destroy the evil wall, they're telling you holy water is one of the items you can use to get through the wall to Dracula's Castle, after you get the cross and all the body parts, Dracula's nail being the other way to get through them.
They could have put guide in NPC dialogue but no, they would rather have NPC speak ambiguous and put the real guide on a magazine. And the guide is not an easier egg, it’s how to beat the game.
They didn't proofread the translation at all, it was if you translated something with an engine like Google translate and just went with it for the launch date to fly, any human that knew the language would tell you it's all gibberish.
The first Legend of Zelda did actually include some items to help the player figure it out. There was a lot of information in the manual, and a big folded poster map of the game world. The map was not fully complete, so you had to fill out a few key areas. There was a good amount of extra space for notes too. I remember my Dad got tired of remembering where everyone was and what they said. So he had a little notepad that he wrote down NPC locations, hints, and dialog. (He did the same thing with the first Metal Gear.)
@trumpisthemessiah7017 No, I was talking about the first one on the NES. Are you talking about Link's Awakening on the GameBoy? Because that was actually the 4th Legend of Zelda game. I'm not sure if that one came with anything helpful like that.
It so weird, I finished this game as a kid and do not remember this being a part of it - but I also have adhd and cant remember what I was doing 5 minutes ago so... lol
Worse than the King's Quest example was Zork. At the very beginning of the game there's a lunch on the table. If you don't take the lunch, or if you eat it, you'll be stuck much later in the game when there's a monster you have to give the lunch to in order to get by the monster.
Also return to zork, which has several hard locks throughout that you never learn about, so you have no idea why you can’t get past a certain place… and the fact that they used an early version of antipiracy by asking questions that are only answerable if you have the guide that comes with the game
I beat the 3 Zorks long ago. I got stuck on the well puzzle for years, but eventually got it. I think I needed help with the baseball diamond puzzle, thought. They were well written and fun compared to most text adventure games. Return to Zork? Oh, no thank you. No more rye.
Another thing folks wouldn't know about the original Zelda, without being told of it, was how to save your game without dying. I completed it with a life-counter of zero, but not all in one session. The trick was to press up and B on the SECOND controller, which had no use whatsoever in any other aspect of the game.
6:50 Yes, you CAN complete this on an Emulator. You just use the "Suspend" function, built into every Nintendo DS Emu on the planet. It simulates the closing the DS. Don't be slandering emulation.
OK, counterpoint. You're playing it for the first time on an emulator, so you're not holding the DS in your hands. Now you have even fewer context clues to work with, and even less intuitively, you'd have to figure out a patch hack for an emulator's suspend function without someone telling you? Lol. Your comment completely sidesteps the entire point. Possible or not on an emulator, its incredibly vague yet specific in execution and even harder to do on emulation software "without being told how to" which is the entire point of its inclusion in the video. 😅
Growing up with sierra games, it was kind of expected to have to restart them. But the best gotcha moment from those was space quest 1 and forgetting the disk halfway through the game.
While not needed for completion, there's two I can think of in Rogue Galaxy. First, there's a bug you can catch for the Insectron minigame called the Dark Emperor. In order to catch it, you have to set your trap with Royal Fruit as bait, which is obtained by completing the Ghost Ship Extreme. To access Ghost Ship Extreme, you first need to complete the Ghost Ship story, then leave and return to the Ghost Ship and speak to an NPC. If you answer their seven questions correctly, they'll give you the Key to the Underworld, which allows you to access Ghost Ship Extreme. Now you have to beat all 100 floors of the Ghost Ship Extreme, and every 10th floor has a boss fight. Upon beating the 10th boss on floor 100, you'll receive a special weapon and outfit for one of your characters, and the Royal Druit. Once you have the Royal Fruit, there is one very specific spot you have to place your trap with the bait to catch the Dark Emperor. Considering there are 6 planets & the Ghost Ship that you can set your traps on, it's not likely that you'll stumble on this on your own unless you read the official guide. Second, if you go through the Ghost Ship Extreme a second time, you receive another special outfit for one of your characters. There's very little reason anyone goes through the Ghost ship Extreme a second time, unless you missed a few kills for the hunting record the first time around, or you just HAVE to have another Dark Emperor. However, most players that care about the hunting record make sure they get all the kills the first time around, and the Dark Emperor isn't exactly a game breaker in the Insectron minigame, so unless you knew about that additional special outfit, few would have a reason to go through Ghost Ship Extreme again.
Back in the day, we actually found the secret bonus level in DKC1 by ourselves. I think it was that we accidentally hit the single-banana and then decided we may as well match it, then wondered just _why_ the reward was a basic barrel of all things.
Leisure Suit Larry 3 had a similar puzzle. At the opening of the second half of the game, you have to pick up the "magic marker." Otherwise, you couldn't solve the last puzzle at the very end of the game. There's also the directions to get through the bamboo forest written into a song printed in the instruction guide.
Heck, pretty much _any_ classic Sierra adventure game has any number of things you can softlock a save file by missing. Didn't pick up that "athletic supporter" in Space Quest 2? That's a "you" problem!
@@Stratelier I'm already terrible at Space Quest puzzles. Adding in the question of is this even solvable or did I miss something made it beyond me without a walkthrough. My dad had them in boxes on a shelf but the computer we had was too new to run them anymore. Always was intrigued by them. Then I played the space quest collection years later and I got rocked by them. Old adventure games truly escape me like nothing else does. If they weren't so obtuse, the sadistic parts wouldn't hurt as much. But they hit you with so many cheap things.
@@thecunninlynguist Yup, King's Quest V. (You throw it at a yeti.) Notably, in King's Quest VI you need a series of specific items to survive The Labyrinth. The game actually _kinda_ throws you a bone in that when you get captured, if you have all the items you need then you are thrown into the labyrinth immediately, otherwise you are let go with a warning, to either prepare or just not come back. The game doesn't tell you _what_ items you need (that'd spoil a few puzzles!) but if you get thrown into The Labyrinth without them, you need to reload a previous save.
Larry 2 was absolutely brutal with "dead run/softlock" situations, particularly with stuff you need to pick up (or NOT pick up) early on in town or on the cruise ship, to avert an untimely death in the life raft. Didn't buy a comically oversized soft drink before boarding the cruise ship? You die of thirst on the life raft. Picked up spinach dip (for completion points), and didn't immediately get rid of it after you board the life raft? Larry decides to eat it several days later after it's spoiled, and dies of salmonella poisoning.
You forgot Metal Gear Solid, where only by thinking outside the box would you find Meryl’s Codex on the box. Otherwise there is nothing in the game which would clue you in.
Iirc, you got a codec call from the commander or someone, telling you to look on the back of the case. If you dont have thr case/manual your out of luck
I remember doing the Xmen one as a kid, and I figured out that I needed to do a reset. I did a hard reset and didn't get to proceed. Later on the playground is where I learned about hard and soft resets haha
I think anyone who 100%'d the original Banjo Kazooie will know what I'm about to say: Stop n Swop. You remember that big ice key in the Walrus' cave? That's part of SnS. As where all those big colourful eggs you saw in the 100% ending. So, where are they? Well, if you played the Xbox Live version, they're exactly where they are, so why am I complaining? *Because they were removed, last minute, from the N64 release* Yep, despite showing you them, despite the ice key existing in sight, the game DOESN'T contain them. At least, not by a normal means. You can only access them by using cheats in the sandcastle which are about 20-30 letters long. The reason you can't get them normally, and why the code is still there, is actually Nintendo's fault. The original plan was to have players get the eggs in Kazooie, then start up Tooie, swap out cartridges to Kazooie, then swap BACK to Tooie to "transfer" the data. Only Rare overestimated the time players would have to do this, as the 20 second time limit they thought they had was actually ONE SECOND before the game cut out from the cartridge being removed. So they had to, at the last moment, cut the content. Unfortunately, they didn't take the obvious fan backlash very well and would later on slag off fans who complained about it in Nuts & Bolts. Cos that's what you want to do when you tease something that isn't implemented for another 15 years: Insult the people you're selling the game to.
Not as much Nintendo's fault as Rare using a bug in the console, which was never intended and which was fixed by N later on (so some consoles would never utilize it because they didn't have this issue).
Reminds me of Brainlord on the SNES. Totally ruined a weekend of gaming for me. I rented Brainlord Friday afternoon until Sunday. Got a few hours into the game and found a puzzle I couldn't solve. Up to that point there had been various that involved buttons on the floor that you had to walk on in a specific order to unlock the next door. Each one had a hint if you investigated the locked door. The hint in this particular room was something like: "Hit the button on the pad." There were three buttons on the floor. No matter what combination I put in the door never unlocked. No internet so no way to solve it. Found out later from a gaming magazine that you had to stand in front of the locked door and hit the A button on the controller.
The carnival level in Sonic 3. I spent hours jumping on those floating barrels to try getting enough height, only eventually clipping below them. I think I used the primitive internet to find out you just push up/down on the dpad.
I can do you one better from the King's Quest series, in the sequel to the entry you chose King's Quest 6 there's a mint in a bowl on the general store counter. If you don't take it on your first time there, the Djinn serving the main villain does on the next time as mints are delicious to them. How this screws you is you need it to distract the Djinn at the end of the game or he kills you in the final battle with the main antagonist and you have to start the ENTIRE game from the beginning. This is after multiple other potential soft locks that force you to go back hours as well.
How about the plant puzzle on Dragon Mountain in Lufia 2: Rise of the Sinistrals for the SNES? The one you needed to beat in order to get the "world's most difficult trick". Also, "The World's Most Difficult trick" from Lufia 2: Rise of the Sinistrals.
"Who Framed Roger Rabbit" on NES had a puzzle where you were given a phone number to call. You had to call this number on a real-life phone to hear a pre-recorded message with the info you needed to progress. At the time this was a pretty obscure puzzle, but today the number is long defunct and the game is unbeatable without a guide.
Speaking of Last Window, The Legend Of Zelda: Phantom Hourglass has a Main Story puzzle not many think of immediately without help. You have an upside-down map tablet and Link's Sea Chart, and you're told to press the mark of where you're supposed to go onto the Sea Chart. You accomplish this by closing and re-opening your DS (or otherwise telling the ROM that Sleep Mode was activated and then de-activated) at which point the location is marked on your Map.
Also those 5 switches that need to be pressed in order, but the order you press them is based on the order you switch them. As in switch 12345 is really 52413 and should be pressed 35142.
How about in MegaMan Battle Network 3, when you're doing that Legendary Tomes side quest off the Jobs BBS, there's a super secret bonus surprise if you check a little Tome statue inside the school with all three Tomes in hand (so you must do this before turning them in to that Grim Reaper guy). That in fact is NOT mentioned in the strategy/Brady guide!
a lot of strategy guides are based on earlier versions of games so they tend to miss stuff, I remember the Sonic Adventure strategy guide once had a section in a later level where they repeated something they said about the first level, it was weird as hell.
I love Grimm fandango. But yeah... The first time through a lot of the puzzles were pretty moon logic. But once you know the solution a lot of them kinda click. Like I get the setup they did for the balloons down the mail shoot thing. But I have no idea how you're supposed to get the date for the betting slip. I'm not sure how you get from two weeks into the season to the final date. Maybe outside knowledge about horse or dog racing schedules?
On the topic of "The Secret of Cape West," another game on the DS had the exact same "puzzle." That game being "The Legend of Zelda: Phantom Hourglass." When exploring the Temple of the Ocean King, you'll eventually reach a point where a cutscene will play, then it will let you interact with a monument. When you do, it will tell you to "press the sea chart to the slate" and then give you no further instruction. Just a generic looking screen of your overworld map is all you have, along with those vague instructions. In order to solve this puzzle, you have to cloee your DS entirely and let it go to sleep. Upon reopening, you'll have done it. It took me WEEKS to solve this puzzle the first time just because of how counterintuitive it is. Making the solution to a puzzle in a game out as "stop playing the game" was the early 2000's equivalent of developers telling you to go out and touch grass.
It took me an entire day. I laid in bed, losing my sanity, staring at the screen into the night. I solved it by getting so frustrated that I closed the damn DS and went to sleep. When I woke up the next day and opened my DS, ta-da!! 🎉 Puzzle solved? I was pissed lmao
I actually did read about that bonus level hidden inside another bonus level in "Donkey Kong Country" back in the '90's in Nintendo's Official Strategy Guide for the game. I was completely surprised! I just thought: "Wow, I never would have thought of that!" LOL
Okay, since you remember it well, a question. I remember finishing the game, then getting the option to replay but when I went to where the first dungeon was, it wasn't there. It took me a while but I found it somewhere else and the room layout was different. I never found the second dungeon. So was there an actual second game playthrough where everything is located in different spots?
I figured out the overworld in Zelda. Sure it took me six months, but I didn't have anyone to talk to about it, no Nintendo Power, Internet didn't exist yet, just had to figure out what all the clues the found NPC's told me meant (or misinterpret them as I didn't learn until decades later it was poorly translated). One of the few things I did learn third hand was how the secret staircase passage worked, but they weren't critical to beating the game, so stumbling in and out of them over and over again was fine enough at 10 years old.
Finished both X-Men and Zelda as a kid. The one that similar to the Goldeneye one for me was the Worm room in The Immortal on megadrive - you had to do a similar thing of trial and error, tile by tile, because it was instant death by worm if you stood on the wrong tile.
Gaining access to the wolf pen in Gabriel Knight: The Beast Within. The game does give you clues on how to achieve this, but the actual solution is so incredibly specific that I can't imagine anyone actually figuring it out for themselves, even if they did manage to work out the general mechanics involved.
I saw an article long ago that declared adventure games were dead and sited a puzzle in Gabriel Knight 3 as an example of how convoluted things had gotten and I guessed which puzzle they were talking about before I read the rest of the article. Renting that scooter did require a ridiculous amounts of steps that made no sense as a whole and I got simply got because I had the habit of trying everything in adventure games.
I have to add Batman Forever, it was the 1st game I owned when I got my SNES on Christmas over 2 decades ago and the level where you have to stop Two Face's bombs with a time limit was the WORST. No map, no hud, no indication of where ANY of the bombs are or what switches you need to hit to open the rooms. It was a confusing mess to a ten year old, I thank the game devs for level skip cheats while cursing them for poor level design.
Pokemon. The Braille in Ruby and Sapphire, and Evolutions in general. As a kid I had never heard of, seen, or had a reason to look into braille before and Pokemon was literally my first instance into knowing it. Whats crazy is it comes out of nowhere. At no point in the game is there any indication that you will come into contact with something like this, and when you do discover the caves that have braille written on them the game doesnt tell you its braille either. You are just expected to know. I only randomly stumbled upon the solution one day when I was looking inside a dictionary to help me with my homework and write where the definition of Braille was, they had the alphabet written in braille right there, and I immediately recognized it from inside the game. I then was able to use the dictionary to help me finish my homework and then complete the regi puzzles, but the game itself gave no indication to what the dots were, what they meant, and how to solve them. Evolutions are a big and key part of the Pokemon franchise. However there is NEVER anyone or anything in the game that tells you how to evolve Pokemon in-game. You either have to figure it out, or look it up. Some pokemon evolve, some dont. Some have multiple evolutions, some have branching evolutions. Some evolve by leveling, some require items. Some need to learn special moves, and some need special conditions. The games themselves for some reason never make it a point to even drop a hint of how you can achieve each individual pokemon evolution in the game, and some pokemon have the most convoluted evolutions ever. Take Yamasks evolution to Runerigus for example. In order for Yamask to evolve, it has to take 49 points of damage (which even at level 50, thats half of Yamasks health right there so you have to nearly kill your Yamask), then after having Yamask take 49 points of damage in a single battle WITHOUT fainting, take it under the specific large rock arch in the Dusty Bowl specifically. Or how about in order to get a Sirfetched you have to get your Farfetched to land THREE critical hits in one battle.
The entirety of the ps2 game called Chulip. I watched a youtuber called Stephen Stephenplays go through all of it. Insane how specific you have to be in order to progress. The game is just as bizarre as the actual walkthrough.
Much like Zelda, I pretty much solved Castlevania 2 by misinterpreting what the NPC's told me. I thought "a magic potion will destroy the wall of evil" was just a cryptic way of saying "holy water can destroy some blocks." To be fair, did have access to a cousin's collection of Nintendo Power issues from time to time, so don't know if I figured out some things (like how to summon the tornado) by myself, or if I just recalled it from an issue on a recent visit. Much like Zelda, anything I did figure out on my own would have taken months, aided by the fact I enjoyed the game for what it was and wasn't generally trying to beat it, just enjoy the gameplay.
The puzzle where you close the Nintendo DS also exists in Zelda Phantom Hourglass where the bottom screen has your map on it and the top screen a wall with a mark. You close the device to simulate pressing your map on the wall to copy the mark.
The Zelda one is more likely to be solved by accident by players closing their DSes to save battery life without turning off the DS and losing a bit of progress.
As far as #8 goes I still have my hand drawn map of the second Overworld of LoZ, which unlocks once you complete the game- or if you use the Easter Egg where entering your player name as 'Zelda' will unlock the second Overworld play map.
Most games back then were hard to lengthen the game, because "it was the style of the time", or so players couldn't simply rent it and beat it in a weekend. Tekashi's Challenge was essentially an early troll game intentionally made unreasonably hard purely to mess with players. The difficulty was basically an intentional middle finger to whoever bought it and was designed by a comedian who wasn't really a fan of the medium.
Metal Gear Solid, when you have to figure out Meryl's codex number to call her and Colonel tells you to look on the back of the disc case or something. You have some discs and stuff in your inventory but what he means is the back of the actual PS1 game case where there's a screenshot of snake talking to Meryl on the codex with her number visible.
"The guide wasn't complete.. Because the author died whilst writing it.." Is a phrase that brings to mind the last house me and the ex bought a few years before our divorce. The electrician tasked with updating and improving the electrics before we moved in sadly killed himself halfway through the job. Leaving very few clues as to what was done, or indeed what did what. 5 years after moving in we were still stumbling upon the use of various switches dotted about the premises. (this was/is a big 9 bedroom/7 bathroom house btw. not a 1 bed retirement flat.)
I remember an indie game where in the second-to-last room in the game you had to give a guard a pair of socks that you had to randomly notice and pick up in the second room of the game. (No, you couldn't go back and get them)
6:43 ironically I think this is the only puzzle I would have been able to solve in a couple minutes. This is similar to a game I thing was called Blue Sea and it had a few puzzles requireing you to do similar odd things to the DS
I am surprised Valkyrie Profile Lenneth isn't on the list. It was actually ridiculous how to get the true ending of the game. The entire game has to be done in a very specific sequence that is not intuitive at all. I love the game and the ending is great but it is insane
I’m not sure if I agree with the original Legend of Zelda being on the list. I beat that when it came out when I was like 9 or 10 and it was not hard, no guide required. The hardest parts where some tough enemies in areas when you were under equipped, and the first time I figured out you could walk through walls in the second quest.
For me, it was the ice puzzle in crystal after the 7th gym. I think you had to fall through one of the holes you push the boulders through. I couldn't do it, we had go go to gamestop to buy my first guide book.
Oh how I can gloat now, cause I figured out the extractor puzzle quickly and live on stream. Sadly the game also liked to crash in that spot and my proof is gone because it was on twitch more than 2 weeks ago, I’m affiliate and didn’t save the vod when twitch still had it up… had I known it was such a notorious puzzle, I’d have saved the recording…
The Awesome Adventures of Captain Spirit (teaser for Life is Strange 2) has a puzzle that I definitely wouldn't solve on my own. In order to unlock your father's phone, you needed to enter a PIN code. With so many significant dates and numbers scattered throughout the game, the code was actually '42983294' ('which is 'Hawt Dawg' written out, because the main character of the game you wanted to play was Hawt Dawg Man). There was no indication that your father liked the character nor letters in the numbered keys to help you make the association.
I always hate seeing the original Zelda on lists like this. When it came out there was no internet, no guide, no Nintendo Power. Just pen and paper and a willingness to truly explore. My favorite gaming memory is playing through this with my mother when I was 7 years old. One of us played while the other drew maps and recorded findings on them. We burned every bush and bombed every wall and enjoyed every minute of it. No guides required.
Nothing about the castlevania 2 dead end wall? The only way to complete that was to either get the solution from your classmates at the time, a magazine or call Nintendo's hotline, it was impossible to figure it out by yourself
@@IsilZhaSB no way! How did you do that? I remember my kid self and the only way I solved it was with school friends, all of them were around me during the time because back then a lot of nonsense about cheat codes and game solutions were abundant during school and everyone wanted to see if it was true....
@@HUYI1 hah, that's exactly it, I have no idea how we figured it out. I do recall I had one friend who I would take turns with going through sections of the game. We definitely got stuck there for a really long time not knowing what to do next.
@@IsilZhaSB clearly, I was the same back then but I sympathize with you 😂😂 I'm still impressed that you managed that without help in this manner 😨😨 maybe you are just good at NES games
@@IsilZhaSB I'm sorry but I'm intrigued how you managed to do that before internet in that manner? That is impossible? I remember I was frustrated and finding out how to complete it, was in children's home so I was with a lot of friends back home PAL version btw 🤪🤪
Another "X-Men" game, besides the Genesis version, which you most likely won't complete without a guide is the NES version. Where you will need to collect clues for a code which will...UNLOCK THE FINAL LEVEL!!! Who thought it would be a good idea to make the final area in a video game a secret?!
In MGS you don't get told Meryll's codec number; its on the back of the game case. Thats the only way to learn it, and you can't progress in the game without it.
I don't know what you people are talking about, EVERY popular emulator for the original DS has a way to simulate closing the console. DesMume and MelonDS have an assignable "Open/Close Lid" button, and on No$GBA, you can literally minimize the window. Granted, this doesn't help very much with any puzzles that want you to _partially_ close the console to see _reflections_ off each screen (such as one found in Trace Memory), but even a real DS can't detect or do anything with a partially-closed state, so you're on your own for _that_, as there is no way to give you a button that shows screen reflections, to my knowledge.
You must have never played Milon’s Secret Castle on the original NES. I can’t imagine anyone figured out how to progress in that game unless you were one of the developers.
I had to in Watch_Dogs 2 to escape the timed bunker puzzle room that only gives you 5 minutes to complete quite possibly the series’ trickiest network bypasses of all time. It is extremely frustrating and can easily become downright infuriating after just a few failed attempts.
Nes Rygar NPC: When you get to Garlos first go west. Me: Where is Garlos? I don't see any names displayed for places anywhere. I'm going to have to search to whole map, and randomly find whatever you're hinting at aren't I? Npc: ....... Me: That's a yes I guess. Me (a while later): Well joke's on you I got all the hidden necessary progression items and finished this game in spite of you.
How about having to find a two-pixel-wide hair pin in the library in Dark Seed or you completely kill your game, and have to start over? :P (not to mention all the other ways you can destroy your progress in that game)...
“Although the game came with a free guide it wasn’t complete because the writer died while writing it.” (Insert scene from Monty Python and the Holy Grail of the Animator dying from a heart attack)
X-MEN: I did figure it out. After an hour and just hit the reset to go back to playing, thinking I hit a bug in the game. You can imagine my surprise when the 1s and 0s showed up.
How can you not include the Cloister of Trials puzzles from Final Fantasy X? Sure, the first 2 or 3 weren't too bad but those later ones? Nobody figured that out without a guide or hours upon hours of wasted time. And if you did, you surely missed the secret items required to unlock Anima later on in the game!
I was looking for this comment. I hate puzzles that have no clues and simply rely on trial and error. In fact I wouldn't even call them puzzles, I'd classify them as random guesswork.
Having to undo dozens of hours of work because I forgot an item in the Bevelle cloister really jiggled my puffs, I tell you what. Almost killed the gsme for me to have to redo that much of FFX as a kid just to get Anima, and I only learned about it at all because I saw it in a video.
@@NigelWatersFWA call bs all you want i didn't found them hard and i don't remember using guides for it especially since i didn't really had my own PC back then,so using guides while playing games was a bit of a problem
Totally missing "Riven, a sequel to Myst". There are five balls around the five islands of the game, you have to turn them to get a sound and a symbol to get to the secret world to progress. But: One of those balls is not fixed anymore, you can only see it through a camera IIRC, so you can not get all the information and have to guess.
evil walls in castlevania 2 are real. they are the walls which hide clues or block the path. you can destroy them using holy water. castlevania 2 is not cryptic, game gives you all the info (even about the infamous tornado). the thing is clues are hidden well and worded weirdly
What I don't get, is why the whole of Majoras Mask isn't in this list. It was impossible to finish that game without a guide, in fact I challenge anyone without knowledge of the game to finish it without help. Every part is utterly obtuse and it was the first game I ever had to buy a guide for. Still love it though :D
??? Not only did I (and most people) beat it without a guide, but I even got all the masks too. The game is plenty informative, highlighting key words and even giving you a schedule notebook telling you exactly what times certain NPC quests are active. And if you miss something, you can always rewind back to the First Day and start over again. I don't think there's any puzzle in Majora's that comes anywhere close to the stuff in this video. The only thing that's mildly arcane is in the very beginning, which tasks you with figuring out how to get up to the Clock Tower platform on the Final Day. But since you can't leave town, its not difficult to use the process of elimination on the few things you can do and few NPCs you can talk to. Eventually you'll play hide and seek with the Bombers, find the observatory, pick up the Moon's Tear, and trade it with the Deku Scrub salesman in town, giving you access to the jump pad flower you needed to access the Clock Tower. Sounds like alot, but its really not. And I can't think of anything else that couldn't be solved with deduction or experimenting. That's kind of Zelda's thing.
How could you make this list and not include the castlevenia game where you crouch down with an item at a random wall for minutes? (It’s been too long o forget the details, but I know it’s notorious and impossible to figure out on your own)
That rat puzzle in King's Quest is a perfect example of why point-and-click adventure games died as a genre. People simply got too sick and tired of these nonsensical puzzles.
The original Legend of Zelda wasn't _that_ hard to get around in. I'm not sure what other people did, but I played pretty much every game with a notebook. Writing stuff down and drawing maps was really helpful. I had most of the overworld mapped out when I found out a full map was available. It's a little sad that "write stuff down" and "draw a map" is considered "impossible" by this channel. Maybe have a _slightly_ higher standard, whatculture.
Ghouls and Ghosts as you can't even face the true final boss unless you get the Psycho Cannon a very powerful weapon hidden in the 1st level that's very hard to access and find.
@@GabePuratekuta No the Shield was a weapon you needed to access the final boss fight in the first game Ghosts and Goblins I'm referring to the sequel Ghosts and Ghouls
My brother figured out that X-men one without a guide. Most people couldn’t even get that far. You should’ve put the Indiana Jones and the Fate of Atlantis final puzzle on here.
I literally made my own map for the original Zelda... drew what was on screen and just went from there screen by screen until i had a literal paper map