Kid Kool and the Quest for the Seven Wonder Herbs

"I went through all that torture just to be given the middle finger salute?! This is a perfect example of a game that's been ruined by control. Control! And that's the hardest part to explain because unless you've played the game, you don't really understand. I mean, maybe you've played other games with horrible control like Karate Champ, or Dr. Claw's Dump n' Pump, but those don't compare. Playing this is like tryin' to thread a needle while it's spinning on a record player. It's like tryin' to drive a car blindfolded. You would NOT want to try that, nor would you wanna try this game! Kid Kool is NOT KOOL!"

- The Angry Video Games Nerd

Kid Kool and the Quest for the Seven Wonder Herbs is a video game released in 1988 that was developed and published by Vic Tokai for the NES.

Plot
Kid Kool must find seven herbs to make a cure for a dying king.

Why It Is Not Kool
Note: The first seven pointers use descriptors opined by the Angry Video Game Nerd.
 * 1) "One-way bullshit" There's no way to backtrack in the game to acquire missed items.
 * 2) "Two-gear diarrhea" There only seem to be two speeds, too fast and too slow. Moving too fast will make it extremely difficult to avoid enemies, but at other times, the player needs to build up momentum to jump great distances.
 * 3) "Jump fuckness" The player has almost no control over Kid Kool's jumps.
 * 4) "Topside aquatic ass" Kid Kool has the ability to skim across the surface of water on his butt, though only the first two skips are automatic. After that, the player has to hit the jump button on the third skip and time it perfectly or Kid Kool will fall to his death.
 * 5) "Air suspension shit lift" The game stops in mid-jump to reorient the screen if Kid Kool jumps above the screen height limit, making it jarring and/or harder to see where enemies are in relation to Kid Kool.
 * 6) "Inviso-bitch" The game's equivalent to the Hidden Blocks in Super Mario games are almost always deliberately placed in spots where they screw up Kid Kool's jumps, sometimes resulting in cheap deaths.
 * 7) "Free fallin' fuckballs" Sometimes, when Kid Kool drops into a gap, there's no way to know if it's a bottomless pit until it's far too late.
 * 8) The game has multiple endings, which, while sounding good on paper, is terribly executed. To get the good ending, the game must be beaten in three hours or less, which as a result makes the game more time-consuming.
 * 9) Every single time Kid Kool dies, a pointless scene of the King resurrecting him plays, which further pads out the game's length.

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