The best and worst ways to die in games

Playing with death: Spelunky
Spelunky makes death fun. In the most screamingly frustrating way. But you'll keep playing

Death. If you're reading these words, the chances are you've killed enough people to depopulate several galaxies over the years, whether up close and personal with a machete, or with a casual flick of the wrist from some orbital weapons platform.

You've died hundreds, thousands, possibly millions of times, learning from your mistakes, finally facing retribution for driving a tank through a city centre for no better reason than that you could, or simply finding out what would happen if the evil overlord said "Can you think of any reason I shouldn't kill you?" and you answered "Er… no."

Space quest

Sierra Online was infamous for this with its Quest games, to the point that Sierra Sudden Death Syndrome has even been immortalised in song form. Take just one game, Space Quest 1 – which isn't even close to the most sadistic. Visit here and you'll find a video compilation of nothing but ways you can die in this one short, very simple adventure. It is half an hour long.

Why did we put up with this? These games were still a relatively fresh genre, and over time the worst excesses got ironed out. Lucasarts, for instance, prided itself (usually) on not allowing the player to kill themselves or get into an unwinnable situation on the grounds that it's silly to punish anyone for exploring the game.

It occasionally changed its mind, when it came to, say, Indiana Jones having to face life-or-death situations in Fate of Atlantis, but for the most part it was so firm on this that Monkey Island actually mocked Sierra's constant deaths with a scene where Guybrush Threepwood falls off a cliff, a death message pops up, only to be interrupted by him bouncing back on the screen and deadpanning "Rubber tree."

This became a running gag in later episodes, with characters directly referencing the lack of death in Lucasarts games in conversations. In Sierra's case, there's no defending the unwinnable situations. That was and remains appalling game design. The deaths however… they were surprisingly fun. Having a cartoon sequence or a gag simply beats being told 'That Doesn't Work', and some of the deaths were astonishingly inventive.

In just one game, Leisure Suit Larry could get beaten up by a mugger, get arrested by a policeman for walking around with his fly open, get blown away by an angry shopkeeper, commit suicide for running out of time to lose his virginity, or – most memorably – collapse on the ground and be magically taken down into a Sierra factory, where we got to see a new Larry being assembled on a production line and sent back up to start his game again. Amongst many others!

Lesuire suit larry

Why do people record half-house long videos of Sierra heroes dying? Because for all its faults, Sierra did failure with style, and often quite disturbing attention to detail.

In Police Quest 1, it was possible to die of embarrassment. How? Tell the main character to strip naked, and he would. They bothered implementing that, just for a gag. There are many other sequences to discover, even after winning the game.