VideoGameCritic wrote:If memory serves there was one particular minecart stage in Donkey Kong Country where you needed to make several perfectly timed jumps with zero room for error.
I don't recall any perfect jumps in the SNES version, though the GBC and GBA versions had some odd collision issues that made it seem like you had to be pixel perfect...
Retrology wrote:The damn barrel from Carnival Night Zone Act 2 in Sonic 3. You know damn well what I’m talking about.
Never had an issue with those, and I always found it amusing in hindsight that virtually all magazine publications spelled out what you needed to do, from EGM, to GamePro, to MEGA, to Mean Machines Sega, to Game Players...
strat wrote:Metroid Prime Trilogy - All three games have an easter egg hunt at the end that imposes a lot of bracktracking (it's less aggravating in MP1, though).
Earthworm Jim - The submarine riding with the tank controls in Down the Tubes/Tube Race sucks
Megaman X5 - This is almost a trainwreck as it is, but the attempt at Quickman Redux in the first part of the final stage breaks my tolerance level. I've only played through this whole game once.
I don't have anything against the Water Temple (except the bad interface for switching out the Iron Boots) or sneaking into Forsaken Fortress, but I don't like how OOT drags you through mandatory fetch quests just for that first trip onto Death Mountain. It would've been nice if there was a way to skip having to obtain Zelda's Letter (sneaking into the castle itself is fine, though).
Metroid Prime Trilogy - Prime 1 and 3 I had the nicknacks either mostly found or located while playing the first time through, though Prime 2 required the final suit to even attempt to gain the items to get to the final boss. What made Prime 2 really painful in that regard is all the items were in the Dark Aether, and once the area bosses are done, all the areas have a very unpleasant coloring to them...
Earthworm Jim - That was bad, though the blasted #5 Cats always seemed to grab me even when they shouldn't see me...
Mega Man X5 - The Quickman callback at the Virus Stage 1 was annoying, though the not-Time Stopper that you get helps there; the issue I have with X5 is the better than 50% chance that you won't have Zero once you fire the Shuttle and Cannon due to Random. Oh, and Tidal Kraken/Duff McWallen's stage is just plain Tedious... and the Bike section is tedious to gain all the orbs...
And on the subject of Mega Man, X6 and the bloody Gate's Lab sections; specifically Lab 2 and it's horrid level design, but also the boss fight with Gate (you have to reflect his shots back at him to damage him, none of your weapons hurt him, all the while you are fighting over destroyable platforms over a bottomless pit). The kicker to this? The reason none of your weapons can damage him is due to a bug that caused some of the weapons to one-shot Gate, and the fix was to make only his attacks hurt him....
And Mega Man and Bass's King 2 level... GAH!
OoT's overworld was dull and boring to begin with due to the lifeless hub in Hyrule Field; I had no issues with the dungeons per se (aside from early 3D puzzles and controls), but traversing Hyrule Field with the Day/Night cycle was enough to bore me to stop playing.