I, for one, remember being forced to beat the turbo tunnel in Battletoads as a 7 year-old to advance because it was the one new game I had. You could say it built character, or it was an excruciating waste of a week that could have likely been spent outside.
They're there so you can progress even if a section is really hard for you, or you just plain suck but still want to continue. If you seem unable to complete a section no matter what you do, it's better to just progress and try again later after you've done new stuff for a while.
Besides, things like the Super Guide only show up if you've failed repeatedly. So unless you're having a hard time, you won't even notice it.
And it's completely optional. In a way you could think of it as an equivalent to turning down the difficulty in most other games.
To put it another way, in the upcoming Smash Bros, you could just play through the Classic mode on low difficulty or spam 1-stock VS. matches to get a good number of the characters. However, you can also go for the harder method of finding their unlock conditions, such as
Bowser Jr. being unlocked when you play through Classic on 7.0 difficulty or higher with Bowser. You have to actually beat the mode on 7.0 or higher. If you die and the difficuty drops below 7.0, you won't get Bowser Jr.
Why is this any worse than that? It just offers players multiple ways of playing a game, because you can't expect everyone to play the game the exact same way you do.
Regarding Smash Bros, if all data transfers from the demo to the full game then chances are that when you get it you'll unlock all the characters just by playing a number of VS matches equivalent to the number of unlockable characters assuming you win the matches against the unlockables first time.
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Topic: Why does ever single Nintendo game.
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