Holy shit.
Holy fucking shit.
How insane 1980s developers were, Part the 301st: As mentioned earlier, there's a game out there with one of the most bone-headed, pants-on-head stupid game mechanics for progression I've seen to date.
Remember how I said Trial and Error was a vital ingredient in padding out 1980s games? I think I've found the game that takes it to the extreme (without resorting to random stuff).
I present to you Auf Wiedersehen Monty's prequel:
Monty on the Run.
Released in 1985, it was yet another 2D platformer and followed the Monty Mole rule of "easy to get into, bloody hard to master". I find it to be harder than Auf Wiedersehen Monty, as getting through each individual screen is harder than in AWM. But that's not the problem. I'm just gonna quote the relevant part of the manual so that you can see the problem for yourselves:
Monty, having escaped from prison and now superfit so that he can somersault, must make his way to freedom through many hideous and secret locations. To successfully complete his journey he has been offered a freedom kit with 21 items in it, only the correct five will get him through. In addition, there are gold coins to collect on the way, plus some other objects that will help or hinder (you'll only find out if you try them!)
THE FREEDOM KIT
1. Compass 2. Jet Pack 3. Disguise
4. Rope 5. Generator 6. Laser Gun
7. Watch 8. Ladder 9. Hand Grenade
10. Gun 11. Floppy Disk 12. Passport
13. Gas Mask 14. Telescopic 15. Tank
16. Bottle of Rum 17. Axe 18. Kit Bag
19. Map 20. Hammer 21. Torch
GENERAL TIPS FOR OBJECT SELECTION
Don't worry too much about selecting the freedom kit. There will come a point in the game where you will go no further but it looks as if you should. At that point take careful note of where you are, restart the game and select the item from the freedom kit that will help you on your way!
Read the last paragraph again if you don't get it.
Picking the items for the freedom kit happens on the title screen, at the start of the game. If you go into this game blind then you're fucked, as you'll be forced to first identify where you should go no further, then restart the game and
guess which of the 21 items can get you past that point. Now repeat that four more times. Combine that with the 'normal' elements of the game (screens after screens of difficult platforming) and you get the idea of how utterly stupid this is, especially since this never changes, it's always the same five items.
Note that this isn't like selecting five useful items to take along with you in an open-world environment. This is 1985. You can only use these items in that one specific place, for that one specific purpose, and the game does everything automatically once you reach that place. You can't just pick the Laser Gun and shoot all the baddies. For all sakes and purposes this is a combination lock.
For a video game.
You want to apply logic to try to guess them? Only one of the 21 items screams at you to be taken along, considering the game's name, theme and objective... and even then there are Red Herrings in there to make even that selection difficult. If you happen to have access to a map of the game, careful scrutiny of it may reveal another needed item... plus a couple of related Red Herrings. Otherwise it's all down to good ol' fashioned Trial and Error, or as it's better known in Game Design today, Throwing Bodies At The Problem Until It Goes Away. Absolutely despicable.
It should come as no surprise that a list of the correct five items for MotR's freedom kit is among the most reader-submitted tips to gaming mags of the mid-1980s. This is Essential Information for playing the game, and shaves off several hours of game time. Even then you're still left with the challenge of getting through each of the game's 48 screens in one piece, and figuring out what each in-game item does and how it can help you.
This was a stupid thing back in the 1980s, and it's still stupid today. Anyone trying to pull off something similar now will get laughed at or ridiculed, but game designers aren't known for being smart so there's still a chance we may see something like this again.
As closure, I'm gonna post the thing Monty on the Run is most famous for: It's kick-ass title theme. This is one of the biggest reasons why Rob Hubbard is considered a musical genius. Listen through the whole of it, it goes off into riffs and to places you wouldn't expect: