Unwinnable by Design: Difference between revisions

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** For those trying to get 100% completion, there's a truly evil bit with the "Unstable Ordnance". When you pick it up, the game warns you that it's dangerous, but you receive points for it. When you fall into the sewers, it goes boom. So you decide not to pick it up next time, and beat the game. You failed 100% completion. Okay, you then pick it up after you get back out of the sewers instead. You get unavoidably lasered when trying to leave the area by Schroedinger's Enemy (he doesn't show if you didn't pick it up). Okay, try again. You pick it up, then put it back. This yields a profit in points, and accounts for your missing points -- but you still get zapped by the same enemy! To get 100% completion, you must pick it up and then put it back before entering the sewers. Every other choice either blocks 100% completion or makes the game unwinnable if you save after it. The only reason this doesn't quite qualify as evil is how soon after your screwup the game ends.
* ''[[Leisure Suit Larry]] 3'' is ridiculous. There is a point where you play Passionate Patti; forgetting even an insignificant piece of attire makes the game unwinnable. (Women have more clothing than you think.)
* ''[[Leisure Suit Larry]] Goes Looking for Love (in Several Wrong Places)'', aka ''[[Leisure Suit Larry]] 2'', is even worse: The entire game is strictly linear from start to finish, with several chokepoints where it's impossible to go back to a previous area. As an example: Larry starts the game in L.A., and later moves on to a cruise boat, where he has to escape to a lifeboat before nightfall. To survive the journey on the lifeboat, he needs to have, among other things, a [[Gigantic Gulp|giant soft drink]] that can only be purchased in L.A. The game needs to be started over if he didn't get one way back when<ref> To make it worse, you get a one million dollar bill during a certain part of the game. If you go to the convenience store to get the big gulp with the million dollar bill, you will fill it up and stuff it in Hammerspace, but the clerk will tell you that she can't break a one-million dollar bill. You ''do not'' have the option of putting the drink back, and any attempt to leave the store will count as shoplifting, resulting in a game over.</ref>. The worst, however, is that there are two items that Larry can pick up on the cruise ship (one of them being a bowl of spinach dip) that count towards [[Hundred-Percent100% Completion]] but must be discarded in the few seconds of interactivity you have before your lifeboat goes adrift, which many players might not even realize exist. (Larry will eat the spinach dip automatically and die of salmonella). And this whole process needs to be repeated several times during the game's ''other'' chokepoints.
* In the original Leisure Suit Larry, after cutting yourself free from the rope in the honeymoon suite, if you leave the room without taking the rope then the game becomes unwinnable since you can't go back into the room. Unusually for Leisure Suit Larry, the game gives you no warning about this, and it's easy to miss.
* ''[[Rise of the Dragon]]'' can be [[Guide Dang It]]. There are many ways of getting permanently stuck: locking yourself out of your home (although in ''this one case'', there is a way to recover), leaving vital items lying around somewhere (thus losing them forever), picking the wrong dialog option and thus permanently pissing off a vital character (especially your girlfriend -- women can be so sensitive...), or letting important events go by unnoticed because you weren't in the right place at the right time. In ''some'' cases, the game will inform you when you've screwed up or are about to so you don't hang around wondering what went wrong.