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* The ''VideoGame/ShadowOfTheBeast'' Genesis port was faster than the Amiga version due to sloppy porting, meaning some fast enemies would fly at you faster. The hit collision is also poor. Did I mention that there is no continues!

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* The ''VideoGame/ShadowOfTheBeast'' Genesis port was faster than the Amiga version due to sloppy porting, meaning some fast enemies would fly at you faster. The hit collision is also poor. Did I mention that poor, and there is are no continues!continues.



** ''VideoGame/SuperMarioMaker2'' has story mode levels that are [[SequelDifficultySpike a good bit tougher]] than the sample levels in SMM1, and often require outside-the-box thinking that the main series games rarely ask of you at all, let alone as an absolute necessity for completing a level. Several levels focus on a single mechanic, and the hardest of them require total mastery of the skill to not die every single time you blink. Throw in a bit of DamnYouMuscleMemory as each 'style' is based on a past game but certain abilities are not activated in exactly the same manner as in that game. (On top of that, within ''this'' game, the same ability can be activated in a different manner in one style than the other. For example, NSMBU style and 3D World style have very different Spin Jump mechanics and activation.) Outside ''[=SMB1=]'' and ''The Lost Levels,'' this is the Mario whose GameOver screen you'll be the ''most'' familiar with, though DeathIsASlapOnTheWrist because a "Too Bad..." only sends you to the beginning of the level you died on. As ever, the player-made levels can be anywhere from zero-effort to nigh-impossible, but the ''Nintendo-made'' ones will really test your reflexes and knowledge of the mechanics and item interactions, all to help you be more creative as a maker.

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** ''VideoGame/SuperMarioMaker2'' has story mode levels that are [[SequelDifficultySpike a good bit tougher]] than the sample levels in SMM1, [=SMM1=], and often require outside-the-box thinking that the main series games rarely ask of you at all, let alone as an absolute necessity for completing a level. Several levels focus on a single mechanic, and the hardest of them require total mastery of the skill to not die every single time you blink. Throw in a bit of DamnYouMuscleMemory as each 'style' is based on a past game but certain abilities are not activated in exactly the same manner as in that game. (On top of that, within ''this'' game, the same ability can be activated in a different manner in one style than the other. For example, NSMBU style and 3D World style have very different Spin Jump mechanics and activation.) Outside ''[=SMB1=]'' and ''The Lost Levels,'' this is the Mario whose GameOver screen you'll be the ''most'' familiar with, though DeathIsASlapOnTheWrist because a "Too Bad..." only sends you to the beginning of the level you died on. As ever, the player-made levels can be anywhere from zero-effort to nigh-impossible, but the ''Nintendo-made'' ones will really test your reflexes and knowledge of the mechanics and item interactions, all to help you be more creative as a maker.
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* ''VideoGame/BionicCommando'', for the Platform/{{NES}} and the original Platform/GameBoy, is easier than the arcade version, but still manages to become extremely difficult by the end of the game. You start with only one life (although you do have a health bar), and continues have to be earned by killing enemies in optional areas. The bosses tend to be fast and brutal, and there are plenty of BottomlessPits and SpikesOfDoom around as well.

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* ''VideoGame/BionicCommando'', ''VideoGame/BionicCommando1988'' and ''VideoGame/BionicCommando1992'', for the Platform/{{NES}} and the original Platform/GameBoy, is easier than the arcade version, but still manages to become extremely difficult by the end of the game. You start with only one life (although you do have a health bar), and continues have to be earned by killing enemies in optional areas. The bosses tend to be fast and brutal, and there are plenty of BottomlessPits and SpikesOfDoom around as well.
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* ''Videogame/MarioEndgame'' is actually a prime example of this. It's a ''Super Mario World'' hack that has some pretty hard jumps and a lot of overpowered enemies like Elite Koopas or the Bros. From ''SMB1'' and ''SMB3''.

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* ''Videogame/MarioEndgame'' is actually a prime example of this. It's a ''Super Mario World'' hack that has some pretty hard jumps and a lot of overpowered enemies like Elite Koopas or the Bros. From ''SMB1'' ''[=SMB1=]'' and ''SMB3''.''[=SMB3=]''.



** ''VideoGame/SuperMarioMaker2'' has story mode levels that are [[SequelDifficultySpike a good bit tougher]] than the sample levels in SMM1, and often require outside-the-box thinking that the main series games rarely ask of you at all, let alone as an absolute necessity for completing a level. Several levels focus on a single mechanic, and the hardest of them require total mastery of the skill to not die every single time you blink. Throw in a bit of DamnYouMuscleMemory as each 'style' is based on a past game but certain abilities are not activated in exactly the same manner as in that game. (On top of that, within ''this'' game, the same ability can be activated in a different manner in one style than the other. For example, NSMBU style and 3D World style have very different Spin Jump mechanics and activation.) Outside ''SMB1'' and ''The Lost Levels,'' this is the Mario whose GameOver screen you'll be the ''most'' familiar with, though DeathIsASlapOnTheWrist because a "Too Bad..." only sends you to the beginning of the level you died on. As ever, the player-made levels can be anywhere from zero-effort to nigh-impossible, but the ''Nintendo-made'' ones will really test your reflexes and knowledge of the mechanics and item interactions, all to help you be more creative as a maker.

to:

** ''VideoGame/SuperMarioMaker2'' has story mode levels that are [[SequelDifficultySpike a good bit tougher]] than the sample levels in SMM1, and often require outside-the-box thinking that the main series games rarely ask of you at all, let alone as an absolute necessity for completing a level. Several levels focus on a single mechanic, and the hardest of them require total mastery of the skill to not die every single time you blink. Throw in a bit of DamnYouMuscleMemory as each 'style' is based on a past game but certain abilities are not activated in exactly the same manner as in that game. (On top of that, within ''this'' game, the same ability can be activated in a different manner in one style than the other. For example, NSMBU style and 3D World style have very different Spin Jump mechanics and activation.) Outside ''SMB1'' ''[=SMB1=]'' and ''The Lost Levels,'' this is the Mario whose GameOver screen you'll be the ''most'' familiar with, though DeathIsASlapOnTheWrist because a "Too Bad..." only sends you to the beginning of the level you died on. As ever, the player-made levels can be anywhere from zero-effort to nigh-impossible, but the ''Nintendo-made'' ones will really test your reflexes and knowledge of the mechanics and item interactions, all to help you be more creative as a maker.

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* ''VideoGame/MegaManIII'' for Game Boy is notorious for its brutal difficulty. Dust Man's stage, in particular, is often singled out as one of the hardest stages in the entire franchise due to several pixel-perfect jumps the player is required to make and a near-constant threat of instant death.



** On the plus side, because of the RagdollPhysics and randomly-scattering dismembered ninja-limbs, these deaths are usually pretty entertaining to watch.



** On the plus side, because of the RagdollPhysics and randomly-scattering dismembered ninja-limbs, these deaths are usually pretty entertaining to watch.
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* ''WesternAnimation/{{The Addams Family|1992}}: Pugsley's Scavenger Hunt'' for the UsefulNotes/{{SNES}} has 6 levels and no passwords. The final level with the icebox is considered the hardest level due to the slippery floor, spikes to dodge, question blocks to solve making it difficult to move on, and the final magician boss.

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* ''WesternAnimation/{{The Addams Family|1992}}: Pugsley's Scavenger Hunt'' for the UsefulNotes/{{SNES}} Platform/{{SNES}} has 6 levels and no passwords. The final level with the icebox is considered the hardest level due to the slippery floor, spikes to dodge, question blocks to solve making it difficult to move on, and the final magician boss.



* ''VideoGame/AeroTheAcroBat'', a platform game for the UsefulNotes/SegaGenesis and UsefulNotes/SuperNintendo, deserves a mention here. The controls are problematic, and the levels are packed full of [[PlatformHell well placed instantly lethal spikes]] and Mine Cart Hell (or, in this case, Roller Coaster Hell) where one false move and you're dead. It gets especially bad toward the end. This game doesn't forgive mistakes, either. Not only there are no passwords or backup, but the continues are limited and if you lose all of your lives and continue, you start at the beginning of the ''world'' you are on, which is tedious considering how large the levels are.

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* ''VideoGame/AeroTheAcroBat'', a platform game for the UsefulNotes/SegaGenesis Platform/SegaGenesis and UsefulNotes/SuperNintendo, Platform/SuperNintendo, deserves a mention here. The controls are problematic, and the levels are packed full of [[PlatformHell well placed instantly lethal spikes]] and Mine Cart Hell (or, in this case, Roller Coaster Hell) where one false move and you're dead. It gets especially bad toward the end. This game doesn't forgive mistakes, either. Not only there are no passwords or backup, but the continues are limited and if you lose all of your lives and continue, you start at the beginning of the ''world'' you are on, which is tedious considering how large the levels are.



* ''VideoGame/{{Athena}}'' has to be one of the hardest platform games ever. (It's not just insanely difficult in the UsefulNotes/{{NES}} PortingDisaster; [[https://www.youtube.com/watch?v=ATFmBbz5uY4 one reviewer]] of the [=PlayStation=] Mini rerelease of the arcade version strongly advised using a save state even when playing on easy difficulty.) Just how hard is it? There are two different kinds of jumps that happen in sequence, a short jump and a high jump (you cannot control which jump comes up the next time you want to jump). Each level has a time limit. Your character has health, but there are enemies that can poison you and there is no MercyInvincibility when you are hit, which lets the enemies juggle you to death if you get cornered. You can move right to move the screen forward, but [[RatchetScrolling anything passing the screen on the left is gone forever]]. In a later level the entire level is one big maze, and since you cant go backwards if you start down a dead end, you are truly dead. Also, in this same level you must find 2 special PlotCoupons or you cannot continue the game. Also, there are 2 fake PlotCoupons in the same level that look exactly like the real ones and they will take all your upgrades if you pick them up and make you do the level all over again. There are power upgrades but they can be lost with damage and use. If you ever happen to make it to the last level, then you must play through all the previous levels all over again also fighting all the bosses all over again before getting to the final fight. Oh, and one of the levels is aptly named, the World of Hell. Good luck, you'll need it!

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* ''VideoGame/{{Athena}}'' has to be one of the hardest platform games ever. (It's not just insanely difficult in the UsefulNotes/{{NES}} Platform/{{NES}} PortingDisaster; [[https://www.youtube.com/watch?v=ATFmBbz5uY4 one reviewer]] of the [=PlayStation=] Mini rerelease of the arcade version strongly advised using a save state even when playing on easy difficulty.) Just how hard is it? There are two different kinds of jumps that happen in sequence, a short jump and a high jump (you cannot control which jump comes up the next time you want to jump). Each level has a time limit. Your character has health, but there are enemies that can poison you and there is no MercyInvincibility when you are hit, which lets the enemies juggle you to death if you get cornered. You can move right to move the screen forward, but [[RatchetScrolling anything passing the screen on the left is gone forever]]. In a later level the entire level is one big maze, and since you cant go backwards if you start down a dead end, you are truly dead. Also, in this same level you must find 2 special PlotCoupons or you cannot continue the game. Also, there are 2 fake PlotCoupons in the same level that look exactly like the real ones and they will take all your upgrades if you pick them up and make you do the level all over again. There are power upgrades but they can be lost with damage and use. If you ever happen to make it to the last level, then you must play through all the previous levels all over again also fighting all the bosses all over again before getting to the final fight. Oh, and one of the levels is aptly named, the World of Hell. Good luck, you'll need it!



* ''[[WesternAnimation/BatmanTheAnimatedSeries The Adventures of Batman & Robin]]'' for the UsefulNotes/SuperNintendo was a somewhat challenging, very fun game. (At least until you got to the Batmobile stage, whose [[TimedMission timer]] was agonizingly unforgiving.)
** Its UsefulNotes/SegaGenesis version, however was a barely playable, Nintendo Hard game from Hell. Enemies swarmed everywhere and poor controls made fighting very difficult. A tricky game with two players, and virtually impossible in single-player. (See NintendoHard/BeatEmUps)
** Speaking of ''Franchise/{{Batman}}'' games, the original ''VideoGame/BatmanSunsoft'' for the UsefulNotes/{{NES}} would fall into this category. Lightning quick reflexes, level memorization, and maybe a turbo controller were necessary to get through the game, and let's not even get started on the bosses. There are even times when one MUST abuse the limitations of the hardware and game to get through. The sequel, ''Batman: Return of the Joker'' (which was even ''less'' related to the movies or comics) tried to compensate by giving you [[{{BFG}} ridiculously powerful wrist-mounted guns]], and it's still extremely hard.

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* ''[[WesternAnimation/BatmanTheAnimatedSeries The Adventures of Batman & Robin]]'' for the UsefulNotes/SuperNintendo Platform/SuperNintendo was a somewhat challenging, very fun game. (At least until you got to the Batmobile stage, whose [[TimedMission timer]] was agonizingly unforgiving.)
** Its UsefulNotes/SegaGenesis Platform/SegaGenesis version, however was a barely playable, Nintendo Hard game from Hell. Enemies swarmed everywhere and poor controls made fighting very difficult. A tricky game with two players, and virtually impossible in single-player. (See NintendoHard/BeatEmUps)
** Speaking of ''Franchise/{{Batman}}'' games, the original ''VideoGame/BatmanSunsoft'' for the UsefulNotes/{{NES}} Platform/{{NES}} would fall into this category. Lightning quick reflexes, level memorization, and maybe a turbo controller were necessary to get through the game, and let's not even get started on the bosses. There are even times when one MUST abuse the limitations of the hardware and game to get through. The sequel, ''Batman: Return of the Joker'' (which was even ''less'' related to the movies or comics) tried to compensate by giving you [[{{BFG}} ridiculously powerful wrist-mounted guns]], and it's still extremely hard.



* Believe it or not, ''VideoGame/{{Battletoads}}'' manages to up the ante considerably. From the Turbo Tunnel in level 3 on, the game's difficulty ranges from insanely hard to downright unplayable. Most gamers of that generation have never seen the ending. Just to give you an idea of what most of the game is like: Level 6, the Snake Pit, is a level made almost entirely of [[SpikesOfDoom Instant Death Spikes]] (it begins with a completely safe "practice" room, then ends with two rooms that are ''all'' spikes[[note]]unless you count the walls[[/note]]). Even with the use of a UsefulNotes/GameGenie, beating the game is still considered to be quite an achievement among hardcore gamers. Many with an UsefulNotes/{{NES}} agree.

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* Believe it or not, ''VideoGame/{{Battletoads}}'' manages to up the ante considerably. From the Turbo Tunnel in level 3 on, the game's difficulty ranges from insanely hard to downright unplayable. Most gamers of that generation have never seen the ending. Just to give you an idea of what most of the game is like: Level 6, the Snake Pit, is a level made almost entirely of [[SpikesOfDoom Instant Death Spikes]] (it begins with a completely safe "practice" room, then ends with two rooms that are ''all'' spikes[[note]]unless you count the walls[[/note]]). Even with the use of a UsefulNotes/GameGenie, beating the game is still considered to be quite an achievement among hardcore gamers. Many with an UsefulNotes/{{NES}} Platform/{{NES}} agree.



* ''VideoGame/BionicCommando'', for the UsefulNotes/{{NES}} and the original UsefulNotes/GameBoy, is easier than the arcade version, but still manages to become extremely difficult by the end of the game. You start with only one life (although you do have a health bar), and continues have to be earned by killing enemies in optional areas. The bosses tend to be fast and brutal, and there are plenty of BottomlessPits and SpikesOfDoom around as well.

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* ''VideoGame/BionicCommando'', for the UsefulNotes/{{NES}} Platform/{{NES}} and the original UsefulNotes/GameBoy, Platform/GameBoy, is easier than the arcade version, but still manages to become extremely difficult by the end of the game. You start with only one life (although you do have a health bar), and continues have to be earned by killing enemies in optional areas. The bosses tend to be fast and brutal, and there are plenty of BottomlessPits and SpikesOfDoom around as well.



* ''[[ComicBook/BuckyOHareAndTheToadWars Bucky O'Hare]]'' for UsefulNotes/{{NES}} has excellent programming, wide variety of levels, refined gameplay, and devious difficulty level by default. Of course, the player could also input HARD! as a password and push her/his sanity to the brink playing a hidden, [[OneHitPointWonder prominently harder difficulty level]], only to lose what is left of it after finding out that using given passwords continues the game from the default difficulty.

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* ''[[ComicBook/BuckyOHareAndTheToadWars Bucky O'Hare]]'' for UsefulNotes/{{NES}} Platform/{{NES}} has excellent programming, wide variety of levels, refined gameplay, and devious difficulty level by default. Of course, the player could also input HARD! as a password and push her/his sanity to the brink playing a hidden, [[OneHitPointWonder prominently harder difficulty level]], only to lose what is left of it after finding out that using given passwords continues the game from the default difficulty.



* ''VideoGame/{{Bug|1995}}'' for the UsefulNotes/SegaSaturn. You play as an insect actor who must travel through 3D mazes to save his family from a spider, but the levels are filled with EverythingTryingToKillYou, very little checkpoints and health refills, every maze being a [[BottomlessPits Bottomless Pit]]...and that's only the beginning.

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* ''VideoGame/{{Bug|1995}}'' for the UsefulNotes/SegaSaturn.Platform/SegaSaturn. You play as an insect actor who must travel through 3D mazes to save his family from a spider, but the levels are filled with EverythingTryingToKillYou, very little checkpoints and health refills, every maze being a [[BottomlessPits Bottomless Pit]]...and that's only the beginning.



* ''Videogame/ChakanTheForeverMan'' for the UsefulNotes/SegaGenesis is named for both the title character's immortality and the amount of time it takes to beat it on hard mode. The thing is basically the ''Videogame/DarkSouls'' of the 90s, featuring an immortal with various weapon and magic options, fighting all sorts of supernatural beasts in a TrialAndErrorGameplay that makes good use of infinite lives - though sadly it must be beaten in one go, as there is no saving, checkpoints or passwords! The levels are full of traps, respawning enemies, and complicated platforming, while also [[TimedMission having a time limit]]. And there's the bosses, including Death itself.

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* ''Videogame/ChakanTheForeverMan'' for the UsefulNotes/SegaGenesis Platform/SegaGenesis is named for both the title character's immortality and the amount of time it takes to beat it on hard mode. The thing is basically the ''Videogame/DarkSouls'' of the 90s, featuring an immortal with various weapon and magic options, fighting all sorts of supernatural beasts in a TrialAndErrorGameplay that makes good use of infinite lives - though sadly it must be beaten in one go, as there is no saving, checkpoints or passwords! The levels are full of traps, respawning enemies, and complicated platforming, while also [[TimedMission having a time limit]]. And there's the bosses, including Death itself.



* The original ''VideoGame/CrashBandicoot'' for the UsefulNotes/PlayStation is a hard game in and of itself in comparison to the rest of the series thanks to Crash being a OneHitpointWonder and [[EarlyInstallmentWeirdness the game's clunky controls and physics]], especially the second half of the game with lots of tricky platforming levels, endless pitfalls and more dangerous enemy and hazard placements. However, trying to get [[HundredPercentCompletion all of the Gems for the 100% ending]] falls square into this territory: To get a Gem in a level, you need to break every single crate in the stage ''without dying once'' before reaching the first checkpoint. Levels such as Sunset Vista, The High Road and Slippery Climb are hard enough to complete on their own, now try doing that '''without dying'''.

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* The original ''VideoGame/CrashBandicoot'' for the UsefulNotes/PlayStation Platform/PlayStation is a hard game in and of itself in comparison to the rest of the series thanks to Crash being a OneHitpointWonder and [[EarlyInstallmentWeirdness the game's clunky controls and physics]], especially the second half of the game with lots of tricky platforming levels, endless pitfalls and more dangerous enemy and hazard placements. However, trying to get [[HundredPercentCompletion all of the Gems for the 100% ending]] falls square into this territory: To get a Gem in a level, you need to break every single crate in the stage ''without dying once'' before reaching the first checkpoint. Levels such as Sunset Vista, The High Road and Slippery Climb are hard enough to complete on their own, now try doing that '''without dying'''.



** ''VideoGame/DonkeyKongCountryReturns'' has no qualms about embracing its challenging roots (to the point that Gamespy's review title-drops the very NintendoHard page with the quote "[[http://wii.gamespy.com/wii/donkey-kong-country-returns/1135968p1.html You'd better believe that Donkey Kong Country Returns fits this bill, through and through.]]"). Try to beat World 8 without losing more than 50 lives, and several screw with your [[DamnYouMuscleMemory muscle memory]]. Players may also find the UsefulNotes/{{Wii}} controls far less intuitive for sensitive platforming than the SNES layout. However, the worst bits are the rocket barrel levels, which make you into a OneHitPointWonder that dies if they touch anything - the enemies, the ceiling, the floor... anything. The entire level. While the mine cart levels also make you into a OneHitPointWonder, they are not nearly as finicky. The 3DS remake, on the other hand, has more intuitive (though not perfect) controls, gives you three hearts instead of two (which means six hearts when you're with Diddy Kong), and Cranky Kong's shop has been modified. Overall, it makes the game considerably easier, though it's still a (sometimes highly) challenging platformer.

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** ''VideoGame/DonkeyKongCountryReturns'' has no qualms about embracing its challenging roots (to the point that Gamespy's review title-drops the very NintendoHard page with the quote "[[http://wii.gamespy.com/wii/donkey-kong-country-returns/1135968p1.html You'd better believe that Donkey Kong Country Returns fits this bill, through and through.]]"). Try to beat World 8 without losing more than 50 lives, and several screw with your [[DamnYouMuscleMemory muscle memory]]. Players may also find the UsefulNotes/{{Wii}} Platform/{{Wii}} controls far less intuitive for sensitive platforming than the SNES layout. However, the worst bits are the rocket barrel levels, which make you into a OneHitPointWonder that dies if they touch anything - the enemies, the ceiling, the floor... anything. The entire level. While the mine cart levels also make you into a OneHitPointWonder, they are not nearly as finicky. The 3DS remake, on the other hand, has more intuitive (though not perfect) controls, gives you three hearts instead of two (which means six hearts when you're with Diddy Kong), and Cranky Kong's shop has been modified. Overall, it makes the game considerably easier, though it's still a (sometimes highly) challenging platformer.



* Semi-obscure UsefulNotes/{{NES}} platformer ''Dragon Fighter''. One life. Three continues, no way of getting more. No checkpoints. Die at any point in a level, even at the end boss, and you're back at the start of the level. Enemies ''everywhere''. Health pickups very rare. And you don't even heal completely in between levels. Good. Luck.
* Creator/{{Capcom}} and Creator/{{Disney}} collaborated on several great games during the UsefulNotes/{{NES}} era: ''VideoGame/DuckTales'', ''VideoGame/ChipNDaleRescueRangers'', and ''VideoGame/TheLittleMermaid''. Production was split during the 16-bit era, with [[Creator/VirginRecords Virgin Games]] handling the [[UsefulNotes/SegaGenesis Genesis]] titles while Capcom produced the UsefulNotes/{{SNES}} ones. Though the games didn't suffer in quality, they certainly tested players' patience: Virgin's ''VideoGame/{{Aladdin|VirginGames}}'' games for the Genesis included a couple of truly heinous levels, like the trial-and-error carpet ride inside the volcanic Cave of Wonders.

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* Semi-obscure UsefulNotes/{{NES}} Platform/{{NES}} platformer ''Dragon Fighter''. One life. Three continues, no way of getting more. No checkpoints. Die at any point in a level, even at the end boss, and you're back at the start of the level. Enemies ''everywhere''. Health pickups very rare. And you don't even heal completely in between levels. Good. Luck.
* Creator/{{Capcom}} and Creator/{{Disney}} collaborated on several great games during the UsefulNotes/{{NES}} Platform/{{NES}} era: ''VideoGame/DuckTales'', ''VideoGame/ChipNDaleRescueRangers'', and ''VideoGame/TheLittleMermaid''. Production was split during the 16-bit era, with [[Creator/VirginRecords Virgin Games]] handling the [[UsefulNotes/SegaGenesis [[Platform/SegaGenesis Genesis]] titles while Capcom produced the UsefulNotes/{{SNES}} Platform/{{SNES}} ones. Though the games didn't suffer in quality, they certainly tested players' patience: Virgin's ''VideoGame/{{Aladdin|VirginGames}}'' games for the Genesis included a couple of truly heinous levels, like the trial-and-error carpet ride inside the volcanic Cave of Wonders.



* If you thought [[VideoGame/IWannaBeTheGuy being The Guy]] was hard, try being a frog. ''VideoGame/{{Frogger}}: He's Back'', for the original UsefulNotes/PlayStation and the PC, is notoriously difficult. Clearing some of the later levels can easily end up taking ''weeks'' of practice. To put things into context, Frogger is a OneHitPointWonder with SuperDrowningSkills in a world with EverythingTryingToKillYou, [[TimedMission strict time limits]], and surprisingly realistic JumpPhysics that takes quite a bit of getting used to. The goal of the player is to actively search for frogs in large, complex levels, and when you find a frog or die [[CheckpointStarvation you're sent back to the starting point of the level]]. Add in some slight camera issues (in fact, there's one level in which you probably can't beat if you [[spoiler: didn't know about the controls that allow you to rotate the top-down camera to a different perspective]], [[GuideDangIt but this isn't mentioned anywhere within the game]]), and a small amount of starting lives (three for the [=PS1=] version; the PC version is slightly more forgiving with five), and you're in for one hell of a ride. By comparison, the sequel ''Frogger 2: Swampy's Revenge'' is ''much'' easier to go through.

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* If you thought [[VideoGame/IWannaBeTheGuy being The Guy]] was hard, try being a frog. ''VideoGame/{{Frogger}}: He's Back'', for the original UsefulNotes/PlayStation Platform/PlayStation and the PC, is notoriously difficult. Clearing some of the later levels can easily end up taking ''weeks'' of practice. To put things into context, Frogger is a OneHitPointWonder with SuperDrowningSkills in a world with EverythingTryingToKillYou, [[TimedMission strict time limits]], and surprisingly realistic JumpPhysics that takes quite a bit of getting used to. The goal of the player is to actively search for frogs in large, complex levels, and when you find a frog or die [[CheckpointStarvation you're sent back to the starting point of the level]]. Add in some slight camera issues (in fact, there's one level in which you probably can't beat if you [[spoiler: didn't know about the controls that allow you to rotate the top-down camera to a different perspective]], [[GuideDangIt but this isn't mentioned anywhere within the game]]), and a small amount of starting lives (three for the [=PS1=] version; the PC version is slightly more forgiving with five), and you're in for one hell of a ride. By comparison, the sequel ''Frogger 2: Swampy's Revenge'' is ''much'' easier to go through.



* ''[[VideoGame/MontyMole Impossamole]]'' (for Amiga, C64, and UsefulNotes/TurboGrafx16) nearly lives up to its name. GoddamnedBats that knock you backwards, often into other enemies or onto SpikesOfDoom (or off a [[PointOfNoReturn cliff of no return]], possibly causing a Scroll to be [[PermanentlyMissableContent unobtainable]]), limited attack range unless you get one of the guns, which only last a minute or so, plenty of [[InvincibleMinorMinion invincible enemies]], which are especially annoying if they are produced by a MookMaker, falling blocks that hurt you even if you touch them while they're on the ground, arduous platform jumping sequences exacerbated by GoddamnedBats, long low-ceilinged "hallways of doom" riddled with falling ceiling blocks, DemonicSpiders, and [[MookMaker Mook Makers]], and a GottaCatchEmAll gameplay element that involves collecting Scrolls, where you can get stuck in an {{Unwinnable}} situation if you missed one before a PointOfNoReturn in the stage. And you can't attack underwater, making all underwater enemies InvincibleMinorMinion. At least the TG16 version had a password system, in the computer version, you don't even have any extra lives. Borders on PlatformHell.

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* ''[[VideoGame/MontyMole Impossamole]]'' (for Amiga, C64, [=C64=], and UsefulNotes/TurboGrafx16) Platform/TurboGrafx16) nearly lives up to its name. GoddamnedBats that knock you backwards, often into other enemies or onto SpikesOfDoom (or off a [[PointOfNoReturn cliff of no return]], possibly causing a Scroll to be [[PermanentlyMissableContent unobtainable]]), limited attack range unless you get one of the guns, which only last a minute or so, plenty of [[InvincibleMinorMinion invincible enemies]], which are especially annoying if they are produced by a MookMaker, falling blocks that hurt you even if you touch them while they're on the ground, arduous platform jumping sequences exacerbated by GoddamnedBats, long low-ceilinged "hallways of doom" riddled with falling ceiling blocks, DemonicSpiders, and [[MookMaker Mook Makers]], and a GottaCatchEmAll gameplay element that involves collecting Scrolls, where you can get stuck in an {{Unwinnable}} situation if you missed one before a PointOfNoReturn in the stage. And you can't attack underwater, making all underwater enemies InvincibleMinorMinion. At least the TG16 version had a password system, in the computer version, you don't even have any extra lives. Borders on PlatformHell.



* ''VideoGame/TheSmurfs1994'': The Super NES and [[UsefulNotes/SegaGenesis Mega Drive]] versions are infamous for their FakeDifficulty.

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* ''VideoGame/TheSmurfs1994'': The Super NES and [[UsefulNotes/SegaGenesis [[Platform/SegaGenesis Mega Drive]] versions are infamous for their FakeDifficulty.



* Among [[Franchise/SuperMarioBros Mario platformers]], the UsefulNotes/{{NES}} games are harder than the later ones.

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* Among [[Franchise/SuperMarioBros Mario platformers]], the UsefulNotes/{{NES}} Platform/{{NES}} games are harder than the later ones.



** Both pale in comparison to ''VideoGame/SuperMarioBrosTheLostLevels'' for the UsefulNotes/{{Famicom}} Disk System, UsefulNotes/{{Japan}}'s ''VideoGame/SuperMarioBros2'', and far and away considered the most difficult game in the main series. Specifically designed for people that had mastered the first game, it cranks the difficulty up to eleven, adding all sorts of devious traps and gimmicks to its already treacherously difficult levels, including (but not limited to) {{Poison Mushroom}}s that damage you, more aggressive Red Pirahna Plants, green Springboards that send you sailing off the screen for seconds on end, forceful wind gusts, and ''backwards'' {{Warp Zone}}s. Due to its extreme difficulty (as well as its [[MissionPackSequel striking similarity to its predecessor]]), a polished and [[DolledUpInstallment dolled-up]] version of ''VideoGame/DokiDokiPanic'' became [[VideoGame/SuperMarioBros2 the rest of the world's SMB2]], and the game did not see a release in the west until ''VideoGame/SuperMarioAllStars'' seven years later, albeit with various [[AntiFrustrationFeatures quality-of-life changes]] slightly alleviating its massive difficulty.[[note]]The original unaltered FDS version would not see a release overseas until the UsefulNotes/{{Wii}} UsefulNotes/VirtualConsole in 2007.[[/note]]

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** Both pale in comparison to ''VideoGame/SuperMarioBrosTheLostLevels'' for the UsefulNotes/{{Famicom}} Platform/{{Famicom}} Disk System, UsefulNotes/{{Japan}}'s ''VideoGame/SuperMarioBros2'', and far and away considered the most difficult game in the main series. Specifically designed for people that had mastered the first game, it cranks the difficulty up to eleven, adding all sorts of devious traps and gimmicks to its already treacherously difficult levels, including (but not limited to) {{Poison Mushroom}}s that damage you, more aggressive Red Pirahna Plants, green Springboards that send you sailing off the screen for seconds on end, forceful wind gusts, and ''backwards'' {{Warp Zone}}s. Due to its extreme difficulty (as well as its [[MissionPackSequel striking similarity to its predecessor]]), a polished and [[DolledUpInstallment dolled-up]] version of ''VideoGame/DokiDokiPanic'' became [[VideoGame/SuperMarioBros2 the rest of the world's SMB2]], and the game did not see a release in the west until ''VideoGame/SuperMarioAllStars'' seven years later, albeit with various [[AntiFrustrationFeatures quality-of-life changes]] slightly alleviating its massive difficulty.[[note]]The original unaltered FDS version would not see a release overseas until the UsefulNotes/{{Wii}} UsefulNotes/VirtualConsole Platform/{{Wii}} Platform/VirtualConsole in 2007.[[/note]]



* ''VideoGame/TargetEarth'' is a ludicrously hard UsefulNotes/SegaGenesis game. The majority of it stems from the massive amounts of enemies and the spray of bullets that they fire, even on the easiest setting (which is Normal, not Easy--that there is no Easy setting should tell you something). Also a factor is that you have to choose between Armor Upgrades and weapons. More armor means more health, but takes up a slot for weapons, which means you have to rely more on your EmergencyWeapon. Your [[RegeneratingHealth health may regenerate]], but the infinitely spawning mooks don't leave you alone long enough to gain much benefit from it.

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* ''VideoGame/TargetEarth'' is a ludicrously hard UsefulNotes/SegaGenesis Platform/SegaGenesis game. The majority of it stems from the massive amounts of enemies and the spray of bullets that they fire, even on the easiest setting (which is Normal, not Easy--that there is no Easy setting should tell you something). Also a factor is that you have to choose between Armor Upgrades and weapons. More armor means more health, but takes up a slot for weapons, which means you have to rely more on your EmergencyWeapon. Your [[RegeneratingHealth health may regenerate]], but the infinitely spawning mooks don't leave you alone long enough to gain much benefit from it.



## ''[[VideoGame/TinyToonAdventuresBusterBustsLoose Buster Busts Loose]]'' ([[UsefulNotes/SuperNintendoEntertainmentSystem SNES]]) for its TrialAndErrorGameplay and sometimes-obtuse goals.
## ''[[VideoGame/TinyToonAdventuresBustersHiddenTreasure Buster's Hidden Treasure]]'' ([[UsefulNotes/SegaGenesis Genesis]]) for its length and [[SpikesOfDoom Spikes. Spikes Everywhere.]]
## The 1991 [[UsefulNotes/NintendoEntertainmentSystem NES]] [[VideoGame/TinyToonAdventures title]] plays as though it were designed by Sutter Caine. The game starts off innocently, but as it progresses the levels become more difficult due to the density of enemy population, and some parts require precise jumps. It culminates with the sadistic final level, taking place inside Max's mansion, with sadistic hazards and enemies.
* ''WesternAnimation/ToxicCrusaders'', the UsefulNotes/GameBoy tie-in to the LighterAndSofter cartoon spinoff of ''Film/TheToxicAvenger''. While it is a very simple jump 'n shoot game at its core and features a password system, it pulls a number of evil tricks that make it extremely hard to complete in a single run:

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## ''[[VideoGame/TinyToonAdventuresBusterBustsLoose Buster Busts Loose]]'' ([[UsefulNotes/SuperNintendoEntertainmentSystem ([[Platform/SuperNintendoEntertainmentSystem SNES]]) for its TrialAndErrorGameplay and sometimes-obtuse goals.
## ''[[VideoGame/TinyToonAdventuresBustersHiddenTreasure Buster's Hidden Treasure]]'' ([[UsefulNotes/SegaGenesis ([[Platform/SegaGenesis Genesis]]) for its length and [[SpikesOfDoom Spikes. Spikes Everywhere.]]
## The 1991 [[UsefulNotes/NintendoEntertainmentSystem [[Platform/NintendoEntertainmentSystem NES]] [[VideoGame/TinyToonAdventures title]] plays as though it were designed by Sutter Caine. The game starts off innocently, but as it progresses the levels become more difficult due to the density of enemy population, and some parts require precise jumps. It culminates with the sadistic final level, taking place inside Max's mansion, with sadistic hazards and enemies.
* ''WesternAnimation/ToxicCrusaders'', the UsefulNotes/GameBoy Platform/GameBoy tie-in to the LighterAndSofter cartoon spinoff of ''Film/TheToxicAvenger''. While it is a very simple jump 'n shoot game at its core and features a password system, it pulls a number of evil tricks that make it extremely hard to complete in a single run:
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* ''VideoGame/{{Plok}}'' is a SNES platformer that is not only deceptively difficult and also quite long but also lacks any passwords or battery saves. While extra lives aren't too terribly hard to come by they also aren't exactly in abundance either, and Plok can't take too much damage before he loses one of them. The difficulty curve is also extremely steep after reaching the back half of the game, with several levels being loaded with fake difficulty and the final stretch in particular changing the control scheme on every single level. There does exist a continue system if you run out of lives but it only lets you start back at the level which you obtain a continue on and only once before you get a game over; outside of collecting special hidden tokens that can exist within a level the only way to make progress on that front is to beat a level on your first try, meaning that as the game progresses you're far less likely to get a continue when you would really benefit from having one.
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** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' for the Game Gear. Tiny screen messes around with your resolution, there are traps everywhere, awkwardly controlled gimmicks such as those damn hang gliders, no rings for any boss (and many are fiendishly hard, the first one is the very worst!), a schizophrenic difficulty curve, needing to get all the emeralds to actually beat the full thing, and some are not easy to find, and a lot of trial and error (especially in Scrambled Egg). You do get loads of lives and rings easily, but even so. Aqua Lake, the water level, is pretty brutal as well in it's second act, which is entirely underwater. (the bigger screen for the UsefulNotes/SegaMasterSystem version kinda lowers the difficulty)

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** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' for the Game Gear. Tiny screen messes around with your resolution, there are traps everywhere, awkwardly controlled gimmicks such as those damn hang gliders, no rings for any boss (and many are fiendishly hard, the first one is the very worst!), a schizophrenic difficulty curve, needing to get all the emeralds to actually beat the full thing, and some are not easy to find, and a lot of trial and error (especially in Scrambled Egg). You do get loads of lives and rings easily, but even so. Aqua Lake, the water level, is pretty brutal as well in it's second act, which is entirely underwater. (the bigger screen for the UsefulNotes/SegaMasterSystem Platform/SegaMasterSystem version kinda lowers the difficulty)
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** And what happens when you take [[spoiler:Soul Melter EX]] [[SerialEscalation and ingest it with]] ''[[SerialEscalation even more crack?]]'' You get [[spoiler:The Ultimate Cup Z from ''VideoGame/KirbyAndTheForgottenLand''. Sure, this mode might be slightly easier than Soul Melter EX due to fewer bosses, the new, more powerful [[GameBreaker Evolved Copy Abilities]] at your disposal, and attack, healing, and speed potions that you can take with you, but you still have to contend with all six Phantom Beasts from Forgo Dreams, as well as stronger versions of the mid-bosses, Forgo Leon, and Morpho Knight (who doesn't even need its EX form to become a dangerous foe this time). Also joining the fray is Phantom Meta Knight - a new Phantom boss exclusive to this mode - and Chaos Elfilis, the final, ultimate form of Fecto Forgo formed by ''absorbing Morpho Knight's power.'' Yes - Fecto Forgo managed to one-up '''''this franchise's equivalent of TheGrimReaper''''' to become stronger. What's even more is that this mode is ''canon'' rather than being a non-canon side mode like before. And considering how tough these bosses are, you'll be thrilled to see there's an option to continue from the last boss you left off on.]]
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Links


** The Japanese version of ''Contra: Hard Corps'' featured a LifeMeter, allowing you to take three hits before dying. However, the English versions elevate it towards being one of the hardest games in the franchise, and for one simple reason: your health bar is gone, and you're a OneHitPointWonder, just like every ''Contra'' game before it. Since the game was definitely ''not'' designed with this in mind, the slightest mistakes are far more costly than ever.[[note]]And to add insult to injury, the game's three {{Cheat Code}}s, for level select, starting with 70 lives, and starting with all weapons, were all removed from the international versions.[[/note]]
** ''Contra III: The Alien Wars'', for the Super NES, has multiple difficulty levels and the ability to choose to have more extra lives per continue, making it less frustrating than the earlier games. When set to Hard, however, the game is just as difficult and unforgiving as its NES predecessors, if not moreso.
** ''Contra 4'' for the UsefulNotes/NintendoDS is also considerably challenging, as not only do you have to worry about things shooting at you from two screens, but most [[BossBattle Boss Battles]] are fought against a SequentialBoss. ''Contra 4'' also one-ups the missile-riding sequence from ''Contra 3'' by making your handholds very tiny, constantly moving, opening, and closing, and then throwing deadly missiles at you from several different angles.

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** The Japanese version of ''Contra: Hard Corps'' ''VideoGame/ContraHardCorps'' featured a LifeMeter, allowing you to take three hits before dying. However, the English versions elevate it towards being one of the hardest games in the franchise, and for one simple reason: your health bar is gone, and you're a OneHitPointWonder, just like every ''Contra'' game before it. Since the game was definitely ''not'' designed with this in mind, the slightest mistakes are far more costly than ever.[[note]]And to add insult to injury, the game's three {{Cheat Code}}s, for level select, starting with 70 lives, and starting with all weapons, were all removed from the international versions.[[/note]]
** ''Contra III: The Alien Wars'', ''VideoGame/ContraIIITheAlienWars'', for the Super NES, has multiple difficulty levels and the ability to choose to have more extra lives per continue, making it less frustrating than the earlier games. When set to Hard, however, the game is just as difficult and unforgiving as its NES predecessors, if not moreso.
** ''Contra 4'' for the UsefulNotes/NintendoDS ''VideoGame/Contra4'' is also considerably challenging, as not only do you have to worry about things shooting at you from two screens, but most [[BossBattle Boss Battles]] are fought against a SequentialBoss. ''Contra 4'' also one-ups the missile-riding sequence from ''Contra 3'' by making your handholds very tiny, constantly moving, opening, and closing, and then throwing deadly missiles at you from several different angles.
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Bonus Boss is a disambiguation


* ''Videogame/ChakanTheForeverMan'' for the UsefulNotes/SegaGenesis is named for both the title character's immortality and the amount of time it takes to beat it on hard mode. The thing is basically the ''Videogame/DarkSouls'' of the 90s, featuring an immortal with various weapon and magic options, fighting all sorts of supernatural beasts in a TrialAndErrorGameplay that makes good use of infinite lives - though sadly it must be beaten in one go, as there is no saving, checkpoints or passwords! The levels are full of traps, respawning enemies, and complicated platforming, while also [[TimedMission having a time limit]]. And there's the bosses, including a BonusBoss that is Death itself.

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* ''Videogame/ChakanTheForeverMan'' for the UsefulNotes/SegaGenesis is named for both the title character's immortality and the amount of time it takes to beat it on hard mode. The thing is basically the ''Videogame/DarkSouls'' of the 90s, featuring an immortal with various weapon and magic options, fighting all sorts of supernatural beasts in a TrialAndErrorGameplay that makes good use of infinite lives - though sadly it must be beaten in one go, as there is no saving, checkpoints or passwords! The levels are full of traps, respawning enemies, and complicated platforming, while also [[TimedMission having a time limit]]. And there's the bosses, including a BonusBoss that is Death itself.
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* ''VideoGame/GhostsNGoblins'', ''Ghouls 'n Ghosts'', and the rest of the series, have an evil reputation stemming from moderately annoying JumpPhysics, a main character who [[OneHitPointWonder can only take two hits]] and extremely [[GoddamnedBats unpredictable enemy movement]], which would be pretty hard on its own. But some games in the series (such as ''Ghosts 'n Goblins'') went further: if you miss a power-up in the sixth level, it kicks you back to the fifth level once you reach the final boss. Even more frustratingly, you have to go through the game ''twice'' just in order to see its AWinnerIsYou ending.

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* ''VideoGame/GhostsNGoblins'', ''Ghouls 'n Ghosts'', and the rest of the series, have an evil reputation stemming from moderately annoying JumpPhysics, a main character who [[OneHitPointWonder can only take two hits]] and extremely [[GoddamnedBats unpredictable enemy movement]], which would be pretty hard on its own. But some games in the series (such as ''Ghosts 'n Goblins'') went further: if you miss a power-up in the sixth level, it kicks you back to the fifth level once you reach the final boss. Even more frustratingly, you have to go through the game ''twice'' just in order to see its AWinnerIsYou ending. Ironically you would have had an easier time of it if you'd played the arcade version that directly profited from your failure, because the console ports dumbed down a lot of the enemy AI and tried to compensate with more randomness.
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** ''VideoGame/{{Sonic Rush|Series}}'' is no walk in the park when it comes to later zones and bosses. By the sixth zone, the game goes from easy to very very hard.

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** ''VideoGame/{{Sonic Rush|Series}}'' ''VideoGame/SonicRush'' is no walk in the park when it comes to later zones and bosses. By the sixth zone, the game goes from easy to very very hard.
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* ''VideoGame/{{Bug}}'' for the UsefulNotes/SegaSaturn. You play as an insect actor who must travel through 3D mazes to save his family from a spider, but the levels are filled with EverythingTryingToKillYou, very little checkpoints and health refills, every maze being a [[BottomlessPits Bottomless Pit]]...and that's only the beginning.

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* ''VideoGame/{{Bug}}'' ''VideoGame/{{Bug|1995}}'' for the UsefulNotes/SegaSaturn. You play as an insect actor who must travel through 3D mazes to save his family from a spider, but the levels are filled with EverythingTryingToKillYou, very little checkpoints and health refills, every maze being a [[BottomlessPits Bottomless Pit]]...and that's only the beginning.
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* In ''VideoGame/GreyArea2023'', you'll need to make lots of tight, precise jumps and dives through diabolically-placed obstacles and enemies. You're likely to die hundreds of times in each level, though thankfully, respawning is quick and relatively painless... most of the time.

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