I was actually reminded of your posts on hostile videogame design these days when watching a video about a game called "Demon's Ring", for the PC-88. There is a first-person maze sequence in it that's apparently like 50 minutes long (all with text commands) and has to be done twice (to the end and back to the beginning); apparently if the player takes the optimal route when coming back, the game will say "it was admirable of you to draw a map!" and not show the exit. To actually get out, the player has to wander around the maze randomly until the exit appears...
(With reference to this post here.)
Yeah, that's definitely the stuff. One of the frustrating things about discussing player-hostile design on this site is that most of its users are so completely unversed in actual player-hostile design that they think "player hostile" just means "difficult". This? This is player-hostile design. Games that openly punish the player's attempts to play them "correctly" are pretty entry level as far as hostile design goes, so you tend not to see it outside of obvious joke games these days, but it's good to remember your roots!









