Rolling Thunder…bah. A prime, perfect, solid-gold example of a hero who’s sickeningly underqualified for the task in front of him. Someone as well-equipped as Solid Snake or agile and durable as Richard Miller might be able to pull it off, but Albatross was dead man walking from the first step. And thanks to the checkpoint system (you could dedicate an entire subgenre of ultra-hard games to this), a lot of the game was repeating the same impossible sections over and over and over. And don’t tell me about the NES version. I played the insanity-inducing nightmarish NES version, dammit.
(And believe it or not, Rolling Thunder 2 was even worse.)
A few more nominees, all from memory:
Magician Lord - Mazes. Frickin’ mazes in a shoot-em-up. What were they thinking? MAZES, by god. Oh yeah, the hero doesn’t exactly have a thick hide (he’s a magician, after all), his abilities aren’t exactly inspiring, and the timer is extremely stingy, especially for how long it’ll take to get through all the mazes. Plus there are about a thousand ways to die. And those annoying tasks where you have to jump perfectly or take a 200-foot plunge. Did I mention mazes?
Pretty much everything else ADK ever made - Shield-guessing, magic-rationing, nerve-grinding insanity in Crossed Swords. The second most ridiculous invincible untouchable boss ever in World Heroes 2. The Blink-and-you’re-dead system in Aggressors of Dark Kombat. Sheesh, no wonder they went bankrupt.
Bubble Bobble - C’mon, you remember! That clean, wholesome, and, oh yeah, “nonviolent” charmer where you played a tiny dragon who trapped monsters in bubbles and popped them. Cute! Original! Nonviolent! All the appeal of which diminished once you realized you’d have to deal with the impossibility of getting where you want too many times, the clumsiness of how you killed the monsters, the maddening randomness of the powerups, the unbelievable number of places there was no getting out of, and, oh yeah, the same 30-second music loop repeating about a billion times, for 100 levels, and more than that if you wanted the “good ending”. And of course, that dying every 10 seconds part. Ever wonder why Taito didn’t bring even one sequel stateside? Me neither.
Paddle Mania - Somewhat obscure paddle game from SNK. What made triumph so difficult: 1. Opponent #7, Hard Court Henry, who was a friggin’ wall (seriously, if you can get one goal on him in four matches, that’s fantastic) 2. The two final opponents, the synchronized swim team and Sammy Set, who weren’t exactly pushoevers, and 3. the fact that if you lost to either, the game ended…no continue, no do-over, your tournament is done (and you win the bronze or silver depending on who you lost to). Not to mention that this was a fast-paced game that didn’t have a single opponent whom I’d call anywhere close to “easy”.
Ikari Warriors series - The rotating stick was bad idea from day one; far too easy to die just because you can’t get pointed the right way fast enough. Other than that, these were simply very long, very challenging, very busy games with tons of enemies well-equipped to dish out the damage required to kill the heroes. The third game is actually the worse; you’re up against a timer which is too short for one of the stages, meaning that you CANNOT get through the stage without getting killed (which this resets the clock a tiny bit).
Fightingmania - Oh yeah, how could I have missed this one? If you haven’t seen this game, it has six pads which rise at various intervals, with a light on each that turns on when its fully extended. The object is to hit (or just push) the pad the moment the light goes on, and if you do that enough times, you win the match. Sound simple? Wait until you deal with four, five, or six pads at once, ridiculously fast patterns with staggered pads, and enemies (that’s what the “Fighting” part refers to) that wipe you out in as few as 8 misses, while you literally have to be perfect for hundreds of pads to put them away.
BTW, I wouldn’t call the “death matters” feature difficult so much as incredibly frustrating and pretty much screaming to be defied. Like checkpoints.