slickrcbd: I recall the Marathon Trilogy had a feature that actually made the hardest difficulty easier than the second-hardest. It greatly encouraged you to play on it. What it did was simple: Remove the limits on stored ammo.
There's other instances of this sort of thing, some of which are cases of difficulty inversion:
* In Wizardry 6 or 7, the hardest difficulty makes it so that you fight two of unique enemies (like bosses), giving you more XP, so you level up faster.
* Paper Sorcerer gives you more XP on the harder difficulties.
* In Hodj 'n Podj, one of the minigames is a pac-man clone. At higher difficulties, the game runs faster and you get more points. Thing is, earning points gives you extra lives, so you get more extra lives on harder difficulties.
* There's instances in the Touhou series where certain spell cards might be easier on harder difficulties. For example, Icicle Fall is harder on normal difficulty than the spell card that replaces it on hard. (Worth noting that this spell card is notorious for being trivial on easy, as there's a safe spot right in front of the boss where you can attack and not be at risk of being hit by the boss's attacks, no dodging required; this safe spot is gone on normal.)
* While it doesn't make up for the other effects of increased difficulty, in Civilization 2 there's a chance that you'll start with 2 settlers instead of only 1. This is more likely on harder difficulties, or if the game decides your starting position is less than favorable; on the hardest difficulty, this is *guaranteed* to happen.
* From what I've read, Shining Force 2's hardest difficulty actually gives enemies the same stats as its lowest difficulty, putting them below what they'd be on the middle two difficulties. The difference, here, is the AI, which is apparently much more challenging to deal with on the hardest difficulty.
slickrcbd: Also games with rare drops where you depend on the RNG I just cheat in what I want instead of wasting hours doing things like hoping for that pink tail from FFIIUS/FFIVJ.
I hate RNG mechanics like that where you waste hours because of luck.
FF4's pink tail isn't that important; all it gets you is an overpowered suit of armor. You can ignore it and not really miss out on anything.
On the other hand, FF4 3D's rainbow pudding is considerably more annoying; it's a rare drop that's needed to progress a sidequest past a certain point around midway through it, and I believe it's the sidequest that leads to the No Encounter ability (or whatever it's called).
I'm thinking that, for classic Wizardry games (and other games in that style with similar item drop handling), I may just start hacking the shop to carry every item, so I don't need to rely on RNG giving me what I want (and also making money relevant past the early games).