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[[File:
▲[[File:iwbtgscreen_1962.png|link=I Wanna Be the Guy|right|Be prepared to see this a lot. And this is one of the ''easier'' screens.]]
{{quote|''"WE ARE NINTENDO. WE CHALLENGE ALL PLAYERS. '''YOU CANNOT BEAT US."'''''|''[http://www.youtube.com/watch?v=Ta0DlcxyY5M '80s Australian NES commercial]''}}
The first [[Nintendo Entertainment System]] was known for two things: [[The Great Video Game Crash of 1983|reviving home console gaming]] and having ridiculously difficult games.
Back in the '80s, video games didn't have the advanced storylines of today; [[Excuse Plot
'''The difficulty of these games usually stems from a combination of factors:'''
* [[Goddamned Bats|
* Surprise attacks that can only be avoided by sheerest luck or [[Trial and Error Gameplay|memorizing their locations]].
* [[Malevolent Architecture]] that poses a [[Everything Trying to Kill You|constant danger of death]] even when the player proceeds as cautiously as possible.
* A hero [[Glass Cannon|who can survive very few hits]]
* [[Check Point Starvation|Lack of, or very few Check Points or Save Points]].
* A limited number of [[Video Game Lives|lives]] and/or continues.
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* Stiff, clunky, and perhaps somewhat unresponsive controls (but ''only'' when applied to the original 8-bit, 16-bit, and (to a small extent) 32-bit generations: in more modern games, it ceases to be expected and veers right into [[Fake Difficulty]].)
** Inflexible [[Jump Physics]] render it impossible to accurately dodge attacks in midair, especially if your character's jump height is less than half that of Mario's.
* [[Moon Logic Puzzle|Maddeningly difficult and/or confusing puzzles.]]
* Situations where the game can become literally unwinnable, [[Unwinnable by Design|intentional]] or [[Unwinnable by Mistake|otherwise.]]
For further building blocks of Nintendo Hard, see [[Classic Video Game "Screw
The game mechanics that make a game "Nintendo Hard" were often transported from arcade games that required the player to [[Attract Mode|spend more money]] to keep playing after his character was killed. Except that when they got ported over to the console, there was no coin slot, leaving you stuck with a fixed number of lives and highly limited or non-existent continues.
The concept has recently been satirized on the Internet, most famously by the [[
A lot of these are simply rookie mistakes. For a company, establishing an identity and building the fanbase takes priority over finding the proper challenge level. Often the designers will go for something highly distinctive, take a lot of time designing and making it look right, and not spend enough time on the actual gameplay and level mechanics, then realize too late that they've (completely unintentionally) made a monster. Ghosts 'n Goblins is a good example of this.
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When Nintendo Hard is taken to its most sadistic extremes by deliberately adding cheap deaths and [[Trial and Error Gameplay]], you get [[Masocore]] or [[Platform Hell]].
When only one or few levels or areas of the game are Nintendo Hard, you're probably dealing with [[That One Level]]. If the game reaches an obscene difficulty at a certain point and never looks back, look for [[Disappointing Last Level]]. Examples of
Nintendo products themselves are physically ''very hard'' (to break), but that's [[Tonka Tough]], not Nintendo Hard.
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'''For [[Fighting Game]] examples, see [[SNK Boss]].'''
{{examples|Examples:}}▼
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{{quote|''"Why do they make it so that you can't fucking win, why am I even playing?" [drops the [[
{{reflist}}
[[Category:Tropes of Legend]]
[[Category:Fighting Game]]
[[Category:Older Than the NES]]
[[Category:Video Game Difficulty Tropes]]
[[Category:
▲[[Category:Osu]]
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