A game that I could enjoy continuously is Sonic the Hedgehog 3 & Knuckles. Using my left thumb, I control the character (I usually pick Tails), holding left or right to move across the level, down to crouch, and up to look upward and get a greater view of the level above me. By pressing the buttons on the right side with my right hand, I can jump while standing, or charge a dash attack while simultaneously holding down. When I press the jump button, Tails instantly jumps and makes a “boing” sound, and when I press it while holding down, Tails immediately bursts off as soon as I let go of down. In terms of rewards, having at least one ring grants you protection from death by enemies, aside from crushing and bottomless pits. Simply completing a level, even without rings, guarantees you at least 100 points added to your score. You also get rewarded with speed by knowing the route and taking the higher path, which usually houses less obstacles and more downhill sections with acceleration. You also get more points for complex actions such as completing the stage within a certain time limit or having a high enough number of rings.
A game that frustrates me is Flappy Bird for iOS. Its means of interactivity is tapping the screen in order to make the bird jump between two pipes continuously. With your fingers/thumb, you can jump, which creates a “whooshing” sound as the bird pushes air down to jump. The whooshing sound occurs when the bird is elevating, and lasts a brief moment. The sound effect also gets cut off by the following whoosh the more frequently you tap the screen and jump. The frustrating aspect of this game is the contrast in sound effects when you crash into a pipe. When you crash into a pipe, a very loud “WHACK” sound is heard instantly, in comparison to the soft whooshing and high pitched “dings” when you get a point. As a result, the player is thrown off of their flow. Due to the fact that the game requires a substantial amount of focus, the player feels as if they are actually in the game, and it gives the impression that they themself were hit. When people get hit, they get angry, and due to this, myself, along with many other players became frustrated at what happened, and at the same time intent on playing again to ensure that they don’t get hit a second time.