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kusumahendra: Now that is a game that's basically impossible for me to beat. Even after trying hard to memorize every traps and enemies I only manage to get to pyramid, level 2 perhaps?
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ZFR: Which one?

The ones I completed are the original (Pirate Hideout) and DD in the Haunted Mansion. Can't recall a pyramid.
sorry, Just realize I remembered wrong game

The game meant was rick dangerous. I believe i played dangerous dave but can't seem to remember anything about it
Guess I need to look up to it once again
No autofire in shmups. I'm really not a fan of button mashing.
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ZFR: Here is another common one:

"Insert word X from line Y from page Z" copy protection. At best, it was tiresome even if you were the rightful owner and had the manual. At worst, it could make game completely unplayable if you misplaced the manual or your dog ate it. Without the internet you had to look for a manual among your friends, or write to the publisher for a replacement. Makes some of contemporary DRM very mild in comparison.
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fr33kSh0w2012: See there has ALWAYS been DRM!
Copy Protection & history by LGR - Seriously, watch the whole thing :P
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chadjenofsky: Unforgiving adventure games. You miss one little thing in the beginning and end up wandering aimlessly through a great bit of it not knowing it was all a dead end.

Also:

]INSERT DISK 2... PRESS KEY TO CONTINUE

Brrrr Chunka Chunka Chunka Brrrr... Chunka

]INSERT DISK 1... PRESS KEY TO CONTINUE

Gahhhhh!!!!
Some of the older 8-bit adventure games had this problem a bit. I remember trying to play one on an atari emulator, 4 disks...
Walk around

YOU ENTER A FIGHT! - Insert disk 3 -

... Yeah... those could quickly get annoying. Questron had 2 disks and some areas needed the second disk, other than that most of it played on one disk, making it a minor annoyance most of the time.
Post edited March 01, 2016 by rtcvb32
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Gnostic: (...)
Interesting. Thanks!

(I just remembered Tzar was an example of very bad AI, at times it would just endlessly send streams of single units, and bad pathfinding too).
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chadjenofsky: Unforgiving adventure games. You miss one little thing in the beginning and end up wandering aimlessly through a great bit of it not knowing it was all a dead end.

Also:

]INSERT DISK 2... PRESS KEY TO CONTINUE

Brrrr Chunka Chunka Chunka Brrrr... Chunka

]INSERT DISK 1... PRESS KEY TO CONTINUE

Gahhhhh!!!!
Also CD swapping later (for me it was Baldur's Gate when my HD was not large enough for a full install). What was also bad was the later "keep CD in while you play" copy protection. Even if you had all the data on HD. Or look for cracks. I swear I prefer some of the contemporary DRM to this.
Post edited March 01, 2016 by ZFR
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Gnostic: (...)
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ZFR: Interesting. Thanks!

(I just remembered Tzar was an example of very bad AI, at times it would just endlessly send streams of single units, and bad pathfinding too).
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chadjenofsky: Unforgiving adventure games. You miss one little thing in the beginning and end up wandering aimlessly through a great bit of it not knowing it was all a dead end.

Also:

]INSERT DISK 2... PRESS KEY TO CONTINUE

Brrrr Chunka Chunka Chunka Brrrr... Chunka

]INSERT DISK 1... PRESS KEY TO CONTINUE

Gahhhhh!!!!
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ZFR: Also CD swapping later (for me it was Baldur's Gate when my HD was not large enough for a full install). What was also bad was the later "keep CD in while you play" copy protection. Even if you had all the data on HD. Or look for cracks. I swear I prefer some of the contemporary DRM to this.
That reminds me of Shivers 2. The last part of the adventure was mostly made up of FMV. Being the last bit, it was crucial to save your game before continuing. The problem was, every time you wanted to reload the start of the final bit, it needed CD 1 to "load" the save and then immediately needed CD 2 to start.
Labyrinths in old P'n'Cs, like in many Sierra games. Hated those, since it was mere try and error to lengthen the game.
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DeMignon: Labyrinths in old P'n'Cs, like in many Sierra games. Hated those, since it was mere try and error to lengthen the game.
Oh yeah especially the 2D labyrinth where all you saw was a corridor with a few doors, leading to the same kind of corridor, where everything looked alike.
I still have flashbacks from my Atari 520ST days, because of the labyrinths in Zak Mc Kraken, and of the jungle level in Platoon.
Textadventures.
Finding out what to do and how to tell the game what you want to do was a hard thing, especially in the earlier times, when the parser only understood a few words and also was only capable of understanding two words commands. Often they used some weird, not very common words, so you very often ended up with trying to tell the gmae your wishes in every way you can imagine and the game says every time "Unknown Command" or "Can you rephrase that".

Another thing was, back then games weren`t translated into local language, they all were in english and you were lucky if the game had at least german a manual!! But it also had a positive effect, I was forced to learn english!! :-)
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Maxvorstadt: Textadventures.
Finding out what to do and how to tell the game what you want to do was a hard thing, especially in the earlier times, when the parser only understood a few words and also was only capable of understanding two words commands. Often they used some weird, not very common words, so you very often ended up with trying to tell the gmae your wishes in every way you can imagine and the game says every time "Unknown Command" or "Can you rephrase that".
Yeah, those games were sometime quite opaque. Never finished one of them

I remember a French game magazine gave a nice review for a game, saying that it was pretty impressive since all the investigation happened in ONE room.
Then, 2 month later, they published an errata : "In fact, there is a whole house to explore. We just found out how to get out of the first room. you must type pass door"
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Maxvorstadt: Textadventures.
Finding out what to do and how to tell the game what you want to do was a hard thing, especially in the earlier times, when the parser only understood a few words and also was only capable of understanding two words commands. Often they used some weird, not very common words, so you very often ended up with trying to tell the gmae your wishes in every way you can imagine and the game says every time "Unknown Command" or "Can you rephrase that".
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Kardwill: Yeah, those games were sometime quite opaque. Never finished one of them

I remember a French game magazine gave a nice review for a game, saying that it was pretty impressive since all the investigation happened in ONE room.
Then, 2 month later, they published an errata : "In fact, there is a whole house to explore. We just found out how to get out of the first room. you must type pass door"
Megalol!!