Flawed level designs

What were some poor level design choices that made games unwinnible or caused you to get stuck and have to quit/reset. I'm not talking about programming glitches like level 10 of Battletoads, just poorly designed levels, where you did something in the wrong order or made one wrong move and you have to quit. Also, Lolo/ sokoban doesn't count either because getting stuck and resetting is the point of that game.



two that come to mind are the tall bubble columns over lava of Norfair in Metroid and the boulder you had to push in the mouth of doom room in Legacy of the wizard (where it was very easy to trap permanently trap yourself)

Comments

  • Much of Predator NES.  


  • Stage 2 in NES Ghosts n Goblins has a section where a wrong move forces the player to get the torch, and for most players that means having to reset.



    I don't know if this counts as flawed level design or as evil level design.



     
  • When I was doing the 30x30, I actually made it through most of the final dungeon but ran out of keys in one area (I didn't get the magic key in the previous dungeon). I was in a room that blocked the path behind me and forced me to move forward... through a locked door. I had to turn it off to go back to the previous dungeon and get that magic key.



    I wouldn't say it was necessarily flawed design, but if you got there at just the right time like I had... it's game over.



    Edit:  Totally forgot to mention I was talking about Legend of Zelda.
  • The 5th track in excitebike is complete bullshit, it expects you to be perfect in orders to beat the best time.
  • Originally posted by: NESking80



    The 5th track in excitebike is complete bullshit, it expects you to be perfect in orders to beat the best time.

    I wouldn't call that flawed design, but I agree.  It's the reason why I haven't completed Excitebike in the 30x30.



     
  • Just because a level requires precise execution doesn't make it bad design, quite the opposite actually. It forces you to actually learn the game properly and get better at it instead of just allowing sloppy play.
  • Do adventure games where you can create unwinnable states (without notifying the player) count? That's why I hate Sierra, let's throw every King's Quest and LSL game up there. In Space Quest for example you need to refuse an offer the first time someone tries to buy your skimmer then accept their second offer where they throw in a jetpack. Otherwise later on in the game surprise, you don't have the jetpack and can't proceed. In Rise of the Dragon you can lose vital items permanently or pick bad dialogue choices that make key characters refuse to work with you thus making the game unwinnable.



    Screw ALL of these games!



    At least give me a system like Morrowind where a big box pops up and says "Hey you just did something/killed someone so the game can't be beaten! You should reload a save, but we're not your dad you can keep playing if you really want".
  • Originally posted by: DefaultGen



    Do games where you can create unwinnable states (without notifying the player) count? That's why I hate Sierra, let's throw every King's Quest and LSL game up there. In Space Quest for example you need to refuse an offer the first time someone tries to buy your skimmer then accept their second offer where they throw in a jetpack. Otherwise later on in the game surprise, you don't have the jetpack and can't proceed. In Rise of the Dragon you can lose vital items permanently or pick bad dialogue choices that make key characters refuse to work with you thus making the game unwinnable.



    Screw ALL of these games!

    YES. Anytime the player is put into an unwinnable state without their knowledge the game should just kill them instead of allowing them to roam around aimlessly with no real objective.  I suppose a lot of these games did allow save states to remedy this to some extent but it was still terrible game design.



     
  • Just found one.



    Paperboy.



    Got "killed", respawned me in the street. Car and grate blocking my path. Already past a driveway entrance to the sidewalk. Crashing into the car respawns me before the car again.



    Reset.
  • Originally posted by: Tulpa



    Much of Predator NES.  



    Truth! The best part about that game is the sprite art for some of the cinematic sequences  



    I'd have to pick a few spots in Battletoads, as well.
  • The final stage of Back to the Future is absolutely atrocious game design. It's basically a random mess and you either win or lose based on luck. If you fail, the game immediately ends regardless of how many lives you have left.
  • Originally posted by: mbd39



    Stage 2 in NES Ghosts n Goblins has a section where a wrong move forces the player to get the torch, and for most players that means having to reset.



    I don't know if this counts as flawed level design or as evil level design.



     



    can't you farm enemies for a replacement weapon?
  • Originally posted by: BertBerryCrunch

     
    Originally posted by: mbd39





    Stage 2 in NES Ghosts n Goblins has a section where a wrong move forces the player to get the torch, and for most players that means having to reset.



    I don't know if this counts as flawed level design or as evil level design.



     







    can't you farm enemies for a replacement weapon?





    Maybe. It's been a while since I've played. That is still a very annoying item drop if you're not careful.

     
  • Any game that's a maze where I have to find items miles away to open something else you'll never think to look-- or a game so varied in it's level design, that any order you play in first, get stuck, it's difficult to find a walkthough since they go in a different order than what you started with, thus causing more confusion.



    When I have to stop and ask "I've been everywhere, where do I go now?" is bad level design IMO.
  • Originally posted by: mbd39

    Originally posted by: BertBerryCrunch

     
    Originally posted by: mbd39





    Stage 2 in NES Ghosts n Goblins has a section where a wrong move forces the player to get the torch, and for most players that means having to reset.



    I don't know if this counts as flawed level design or as evil level design.



     







    can't you farm enemies for a replacement weapon?





    Maybe. It's been a while since I've played. That is still a very annoying item drop if you're not careful.

     



    I agree, you shouldn't be forced to take it if you don't want it. And having to farm isn't exactly a good solution. Maybe they thought it was a good item and the player would want to use it  
  • Originally posted by: BertBerryCrunch

    I agree, you shouldn't be forced to take it if you don't want it. And having to farm isn't exactly a good solution. Maybe they thought it was a good item and the player would want to use it  

    In the arcade game, it's one of the better weapons. Its akin to Castlevania's holy water, taking out most minor foes and lasting a few seconds so it can kill multiple charging enemies. And you can throw more than two at a time. It's a lot more awkward to use in the NES version.



    Bea Iank swears by the torch, though.

     
  • Originally posted by: Tulpa


    Bea Iank swears by the torch, though.

     



    well maybe that's why everyone finds the game so hard, not using the right weapon!
  • Deadly Towers has terrible mazes. Big, repetitive, and mostly empty, and you can't exit the way you went in (I think... it's been a while since I played).
  • Originally posted by: Tulpa

    Just found one.



    Paperboy.



    Got "killed", respawned me in the street. Car and grate blocking my path. Already past a driveway entrance to the sidewalk. Crashing into the car respawns me before the car again.



    Reset.



    No matter how hard you turn left in that situation you can't get onto the sidewalk. This one spot has to account for at least a third of my deaths, and it's a huge pain even if you're prepared for it.

  • Originally posted by: dougeff



    Deadly Towers has terrible mazes. Big, repetitive, and mostly empty, and you can't exit the way you went in (I think... it's been a while since I played).



    I don't mind big, confusing mazes. I just don't like the way every entrance is invisible.

     
  • Originally posted by: Tulpa

    Much of Predator NES.  





    Shit, ALL of Predator. I've mentioned my hatred for this game every chance it's mentioned. I'm a l m o s t... to the point of firing it up, beating it and finally putting that damn thing to rest once and for all. Just need to check my medication limits and buy more rum first. ...Oh so hate that game... ugh...
  • Star wars nes. Can leave tatooine without the light saber, but won't be able to get past the compactor monster. Have to reset.
  • There's one level in super Turrican on Nes that fits this.
  • This may not apply, but the ruby item in Uninvited. It never tells you once what that item is doing what it does to you as it continually kills you if you never figure it out. Seems like bad design to me.

  • Originally posted by: DarkTone



    There's one level in super Turrican on Nes that fits this.



    I didnt think anything in that game was bad.  I beat it a few times. 





    Bad level design?  How about Goonies II?  Correct me if im wrong, but I got to the last door without a key and since it was  a single screen window, no matter WHAT button or combination of buttons i pressed I could not go back to get one, locking me in the game.  So I had to reset (luckily I had a password not too far back).
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