->''It just occurred to me''\\
''That I've been through this place again and again''\\
''And in the same spot, every time, I repeatedly die.''\\
''I never will give up, as I attempt to cross the disappearing tiles on the wall''\\
''But again, I'm falling off of them.''\\
-- '''[[http://www.youtube.com/watch?v=pjLouGft9kY I Can't Defeat Air Man]]''' (unofficial English version)

When a developer wants to up the difficulty level of his game, he has quite a few options.

This is a list of a few classic methods of making a game NintendoHard. We'll call them Classic Video Game Screw Yous, or, to avoid unnecessary swearing, "Fun Units", hereafter [[GettingCrapPastTheRadar FUs]].

Differs from FakeDifficulty in that these can be fair. By definition, FakeDifficulty is completely unfair in some way; [[LuckBasedMission it requires good luck]], [[GuideDangIt it expects you to know things it didn't tell you]], etc. Screw Yous are designed to frustrate, but aren't always unreasonably out of the player's control.

Note that "Fun Units" is only partly sarcastic, by the way: a game that's too ''easy'' [[ItsEasySoItSucks can sometimes be less fun to play]] than one that's NintendoHard. In a way, they apply the RuleOfDrama to gameplay.

To keep this from degenerating into [[Administrivia/ComplainingAboutShowsYouDontLike complaining about examples of]] VideoGameDifficultyTropes [[Administrivia/ComplainingAboutShowsYouDontLike you don't like]], examples should be phrased as generically as possible, or explain exactly ''why'' this game is a well known example of this particular FU, or this FU is particularly unusual.

See also: ScrappyMechanic; TrialAndErrorGameplay. If it belongs, there is no need to put it here too unless it's shared by many games. ''VideoGame/IWannaBeTheGuy'' and other examples of PlatformHell are loaded with [=FUs=]. The antithesis to AntiFrustrationFeature. See UnwinnableByDesign for when there's a way to make the game literally unbeatable.
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!!Classic Video Game Screw Yous/"Fun Units"

* SpikesOfDoom that spring out of otherwise nearly ordinary floors or walls when the player gets close.
* Labyrinthine formations of DeadlyWalls, especially with high-speed auto-scrolling, exacting time limits or VideoGameFlight.
* Inescapable Death areas, which you can fall into and get hurt, but can't get back out of and have to wait until either your health or the timer runs out.
* [[TemporaryPlatform Vanishing or moving platforms]] are also excellent building blocks of an FU, especially when mixed with SpikesOfDoom or BottomlessPits.
* Any variation of [[TurnsRed Pissy Boss Mode]] where the boss becomes invincible, or enemies who do the same, is a favorite FU.
* The ability of an enemy to OneHitKill you when the game itself doesn't make you a OneHitPointWonder is a well known FU.
* The AutoScrollingLevel can easily be made into part of an FU, especially when mixed with Instant Death Areas, vanishing or moving platforms, {{Inconveniently Placed Conveyor Belt}}s, and/or GoddamnedBats. (Forcing you to choose between two paths, one of which is a dead end, is more FakeDifficulty than a true FU.)
** Deliberate use of RatchetScrolling that limits you from going back, causing you to miss pickups and giving less room to avoid attacks. Worse yet is Ratchet, [[RiseToTheChallenge Auto,]] or [[FlipScreenScrolling Flip Screen]] scrolling on a climbing vertical level, which each have their own way of illogically killing you with bottomless pits. Particularly nasty games will have forks on the path, with one of the paths being a dead end [[TrialAndErrorGameplay which you simply cannot know in advance]].
* The [[SlippySlideyIceWorld Ice Level]] is another classic FU, where your character, and ''only'' your character, [[FrictionlessIce skids like crazy]], causing the SpikesOfDoom and GoddamnedBats to be much more difficult to avoid.
** Similarly, underwater areas that hamper your characters mobility but leave enemies and traps (including fire-based traps) unhindered. Better yet, an underwater ice world that ignores how cold such water would be in the interest of combining these [=FUs=].
* GoddamnedBats and DemonicSpiders are among the most common [=FUs=]
* LedgeBats that make {{knockback}} during jumps a true frustration.
* {{Wall Master}}s don't typically fall into this, since there will usually be some recognizable form of portal that shows where these things tend to leap out at you... except for that one place where there ''isn't''.
* InvisibleMonsters.
* {{Timed Mission}}s can easily be used to make an FU. Especially when combined with obstacles or enemies who you have to wait for to get out of your way and/or EliteMooks who can soak lots of damage and have to be fought.
* {{Escort Mission}}s, especially when the person you're escorting has ArtificialStupidity.
* In games with power-ups (e.g. most space shooters), losing them all when you die is a nearly universal FU, and also an example of UnstableEquilibrium. AKA [[ContinuingIsPainful Gradius Syndrome]].
* [[PoisonMushroom Power Ups that can kill you/harm you/cancel out good Power Ups if accidentally collected, in conjunction with looking like normal power ups or being in the same container as the normal power ups.]]
** {{Power up}}s that, while normally useful, [[PowerupLetdown can be counterproductive]], at least in specific situations (for example, a powerup that removes your ability to fly in exchange for faster running speed, in an area [[BottomlessPits without a floor]]). Obviously, the [=FUs=] are the situations where PowerupLetdown is in effect.
*** Power ups that are useful, even in the given situation, but are placed so that getting them only serves to get the player hurt or killed (such as over SpikesOfDoom).
* Enemies that can [[DepthPerplexion move and shoot through walls]] when you can't do either.
* Complete absence of MercyInvincibility, forcing you to instantly take action or allow one hit to become several (can lead to being juggled to death when combined with knockback).
* TrialAndErrorGameplay moments where death is essentially unavoidable on the first play.
** Note that this rapidly veers into FakeDifficulty, rather than a Fun Unit proper, if there [[CheckPointStarvation isn't a respawn point]] of some kind fairly close by.
* Having enemies [[RespawningEnemies respawn]] [[TeleFrag right on top of you]] for massive CollisionDamage.
* Ceiling Bumper Moments when a simple jump is made much more difficult for having to jump out from a low passage and chances are that you either hit the ceiling and bounce into the BottomlessPit or jump too late and fall into it anyway. Happens when JumpPhysics aren't made for those kinds of jumps.
** Passages where both the ceiling and floor are lined with Instant Death such as SpikesOfDoom. Bonus points if said passage is really narrow and you can easily bonk your head on the killer ceiling if you aren't ''extremely'' careful.
** A popular ceiling bumper moment is a tunnel where the end of the ground and ceiling line up with each other, and the only way to progress is to jump out of the tunnel, turn around in mid-air, and land on top of the ceiling.
* In some old {{Platform Game}}s, the player lacks a useful GoombaStomp or other kind of downward attack, but enemies can fall or be pushed into small nooks in the floor, and then trying to climb into the nook would obviously be suicide by CollisionDamage or unblockable melee attack.
* One of the most apparent in platform games - [[{{Knockback}} flying backwards after getting hit]]. Sometimes this gets you away from danger, but other times, throws you into a BottomlessPit.
* Bottomless pits in places they don't belong. Like your backyard. No wonder that house was so cheap...
* InterchangeableAntimatterKeys which are outnumbered by locks, so you can get stuck if you waste keys on the wrong locks. Is almost always a case of FakeDifficulty if there is no way to rectify this without SaveScumming or starting the level over.
* Warps that throw you many levels backwards; in linear games, these can wipe out a lot of progress.
** On games without bottomless pitfalls, this is usually what replaces them. And then, of course, there will come a few points where you have to choose the right one to fall through to continue...[[GuideDangIt Usually with no hints whatsoever]]. Some other examples might include pitfalls in roguelikes (moving you up or down a level), gaps in adventure-y platformers whether they be 2D or top-down, colour-coded teleporters, be they visible or not, [[KaizoTrap door/pipe/etc choices with no obvious hints]] such as the entire purpose behind the game Section Z (one notable choice near the 60% mark sending you back to the fourth room of the game!), or enemies such as wallmasters that serve a similar purpose. In this case, they aren't killable and the effect is immediate. (ie unlock a caged bird and he nabs you) The difference between the mentions here and in other categories being: Unavoidable once triggered and progress is always negative/similar to backtracking.
* Enemies that spawn near the end of a level exit just to kill you right before you can finish the level.
* Enemies that spawn from behind you (in particular, in Shoot 'em ups that only allow you to fire in a forward facing direction; note that, in that particular case, this only qualifies as an FU, rather than FakeDifficulty, if the appearance of enemies from behind is well telegraphed).
* Unknown items in roguelikes. [[EverythingTryingToKillYou Take a wild guess why]]. For comical reasons shoots past the stratosphere in Alphaman, a parodical post-apoc roguelike with numerous crazy-lethal 'old world tech' lying around. Especially fun are potions after the start of a new game.
* Enemies, especially in shmups, that teleport after firing. More sadistic shmups make them fire faster the longer you take to kill them, so even a marginally laid back shmup can have a twinge of bullet hell. While they usually only take one or two hits to kill, a lot of the time they will be shielded, or have a tendency to pop up behind a sturdier foe and vanish before you can hit them. This may also often appear in 2D action-platformers, to similar results.
* Extremely finite resources in RealTimeStrategy games. While this is normally part of a 'stealth infiltration/probing' mission, some such as Earth 2150 and War Wind make it a bonafide consistent element, resulting in your final push failing because you upgraded too much or lost too many units early on, giving the game a minor touch of a puzzle element as well. (that is, you must max out the damage you do with the cheapest possible units at your disposal with the right upgrade tree)
* Wind physics. Unless the game is about flying a glider, wind is ''always'' going to screw with you. If it IS about flying a glider, wind is only against you 70% of the time. If the game is artillery-style, it will only ever benefit the CPU, because only the [[ComputersAreFast CPU has time to calculate the precise trajectory of every shot]] while the player has to make a more or less educated guess, especially if the wind changes between shots.
** In platforming games, wind can also screw with you. In stages with wind, the wind tends to push you around, but doesn't push enemies around. Wind can also be blowing so fast, you can only stay in spot by moving towards it, majorly hampering your ability to dodge attacks. The wind may also change direction; moving against the wind to avoid the spikes behind you may result in moving with the wind into the spikes in front of you.
* Forcing the sacrifice of VideoGameLives to progress, especially combined with abuse of RespawnOnTheSpot mechanics.
* FallingDamage that makes falling from more than a certain height automatically fatal, especially if falling from an only slightly lesser height is entirely harmless and/or necessary to progress.
* A series of extremely narrow platforms to jump across, which can be further aggravated by knockback from enemies.
* ''BribingYourWayToVictory'' is one that pops up in most multiplayer (and some singleplayer) games. If it's in game money, it's exempt from this since all you usually need to do is grind the money, but if it uses real money...especially so if the game is heavily based in competitive play, high score contests included.
* Any trap deliberately made to induce a CycleOfHurting (accidental cases are simply [[GameBreakingBug Game Breaking Bugs]]).
* Default party/equipment configurations that are worse than most of the alternatives.
* In games with ScoringPoints, denying a losing player any chance of getting a high score, either by NonStandardGameOver or by an UnwinnableByDesign situation that makes simply ending the game impossible without resetting.

!!Examples of unusual "Fun Units" (See also: ScrappyMechanic)
* ''VideoGame/MegaManAndBass'' is notable for having nearly every one of the listed above. [[UnstableEquilibrium Ammo does not regenerate on death]], enemies have massive amounts of [[MercyInvincibility Recovery Time]], two consecutive {{Marathon Level}}s with bosses who are willing to use nigh-unavoidable attacks at the drop of a hat... oh yeah. This is not a game for pansies.
* ''VideoGame/IWannaBeTheGuy'' has one almost every screen, and this is what actually makes it fun. For example, one screen has a falling ceiling of spikes, and one spot in the floor that is lower than the rest. Upon finally managing to reach that spot, you discover that the spike just grows longer to kill you. Other examples include the Delicious Fruit which can ''fall up'' and the evil save point which chases and kills you. And spring-loaded background couches underneath spiked ceilings. And clouds that spontaneously drop lightning bolts. And spike pits of doom that chase you. And the invisible wall maze. And that clusterchucking moon.
** And that's nothing compared to ''VideoGame/IWannaBeTheFangame''. ''More'' spikes, ''more'' [[InvisibleBlock Invisible Blocks]], {{Telefrag}} portals, a AutoScrollingLevel, VideoGame/PacMan and the ghosts making ''common cause against you'', and a room where you have to navigate ''several cascades of GoddamnedBats''.
* The ''VideoGame/{{Wizardry}}'' games at least up to V were more than happy to allow you to teleport into solid rock. This resulted in the '''[[TotalPartyKill total loss]]''' of your party, [[FinalDeath no resurrection attempts allowed]]. Oh, and if you play the games the way they're intended, there's no "reload game" upon this happening. You can also emerge high above the city and crash to the ground, or drown in the castle moat, but these "merely" kill your party as opposed to your losing them forever; you have a shot at resurrecting them in the latter two instances. Basically, be '''''very''''' careful when teleporting in Wizardry.
** ''MightAndMagic: World of Xeen'' similarly allowed you to accidentally teleport off the edge of the world -- potentially before you realized the world ''had'' an edge.
* In ''VideoGame/DwarfFortress'', [[spoiler:if you DugTooDeep, you can release a Balrog]]. Thanks to the line "Losing is fun" in the in the instructions for the game, they are referred to as Hidden Fun Stuff, or just HFS.
** The "losing is fun" line means the Fun Units for DF suddenly stop being sarcastic.
** [[spoiler:Balrogs]] are out, now it's hordes of [[spoiler:demons]]. These ''are'' killable, but it's really hard, especially when they're [[KillItWithFire Spirits of Killing It With Fire]] (considering [[TooDumbToLive how dwarves react to being on fire]]).
*** In the new version it's [[spoiler:an infinitely huge horde of demons.]] Basically, when you hit HFS, your fortress is dead. How fun.
*** Emphasis on "basically." DF players being [[ForScience DF players]], they have discovered a way to [[spoiler: colonize Hell.]]
** The [TRAPAVOID] tag. It's a delicate way of saying "You see these Orcs? They're immune to your lovingly crafted wall of traps. [[HaveANiceDeath Have a nice doom]]."
*** The [NOFEAR] tag that they also happen to have turns most enemies into DemonicSpiders.
** This being DF, one must remember that winning is impossible. There are lots and lots of ways for [[UnusualEuphemism !!Fun!!]] to happen, though. For example, doomsday devices and magma floods are a major source of !!Fun!!, as are tantrum spirals, carp, and elephants.
** Carps haven't been sources of !!FUN!! for a while but there are always Bronze Colossi, Orcs, and Forgotten Beasts.
* ''KaizoMarioWorld'': Invisible coin blocks. [[InvisibleBlock Invisible.]] [[SuperMarioBrothers Coin.]] [[PlatformHell Blocks.]] ''[[KaizoMarioWorld TABARNAK!]]''
** And just to up the ante, there's a big FU in the form of the infamous KaizoTrap, which ended a Special Stage that was already chock full of [=FUs=], not the very least of which was the [[TimedMission incredibly sadistic hundred-second time limit]].
** ''VideoGame/SuperMarioBrosTheLostLevels'' had the same idea, only they were too cheap to actually give you a coin for your trouble. [[InvisibleBlock Invisible]] PoisonMushroom.
** ''Kid Kool'' also had invisible blocks to mess up jumps.
* When you die in ''{{Descent}}'', all of your equipment is scattered around the place. This wouldn't be so bad if it wasn't for losing them all forever if you die between blowing the reactor and getting the hell out of Dodge. (Some levels, which involve things like ''invisible death mechs'' with insanely powerful cannons, are even more charming).
** Level 6 has a fairly memorable FU where [[TeleportingKeycardSquad you pick up the red key and the walls open]] to reveal an ambush of ''six'' Class 1 Driller DemonicSpiders with instant-hit cannons. Most players, on their first try, will die before they even figure out what happened. It's even worse in the later levels.
*** Level 9 has a MonsterCloset right at the start of the level that opens after you proceed forward a ways. Also bad are TeleportingKeycardSquad ambushes from multiple directions, spawning DemonicSpiders such as the aformentioned Drillers and Super Hulks. One level in ''Descent Maximum'' for the PlayStation has the yellow key placed between two Diamond Claw-generating {{Mook Maker}}s.
** The whole first game becomes a big Fun Unit on Insane difficulty after level 7. Between the random "roaming" of the enemies, the brutal AI, and your weakness vs their strength, it's for all practical purposes impossible.
* ''[[VideoGame/{{Tetris}} Bastet]]'' has the piece generator designed so that the worst possible block for your situation is the one you get every time.[[note]]Or at least it seems that way. It would actually be possible for it to kill you with piece selection trivially easy, for instance by alternating S and Z pieces, so it's programmed to offer ''slightly'' kinder (and less repetitive) piece choices.[[/note]] However, this is the entire point of the game.
* In almost every version of ''VideoGame/{{Metroid}}'', there are fake walls, floors, and ceiling tiles. Some of these can be shot through, and others appear solid but aren't. The best Fun Unit is in the original Nintendo version, where the player enters a hallway with an Energy Tank near the end. Shortly before the tank is an invisible hole in the floor. Falling down through the hole doesn't kill you but forces you to go through tedious backtracking to reach the tank. ''[[VideoGameRemake Zero Mission]]'' does the same thing, but at least is nice enough to have an enemy travel up around the edges of the gap if you wait long enough, making it obvious there ''is'' a hole. ''VideoGame/SuperMetroid'' did it in between the two, as well.
* Some levels in ''VideoGame/{{Lemmings}}'' have the lemmings enter over a lethal drop, forcing the player to act fast by making them Floaters. And some of those don't allow enough Floaters.
** There's a very fine line between a fall that will kill any Lemming and a fall that will do no harm. Specifically, Lemmings will die if they hit solid ground after falling 64 pixels; a 63-pixel fall is perfectly harmless. "We All Fall Down" is a lesson in this.
-->"Remember, the difference between a Lemming going splat and a Lemming walking away from a fall can be a single pixel!"
-->'''Lemmings Instruction Manual'''
* ''GliderPRO'' has a variation of the Ceiling Bumper scenario: though the game doesn't have jumping, the lift of an upward vent (normally the player's best friend) can extend right into a shelf or table above. At least ''Glider 4.0'' had a visible air option which would show this subterfuge.
** The paper shredder hidden behind a mirror or a picture was another common cruel joke.
** The room "Oh no... no way!" in ''Glider 4.0'' introduced the uniquely cruel trick of a basketball bouncing over a vital floor vent.
* The end of Mission 4 in ''MedalOfHonor: Allied Assault'', where mooks that [[TheAllSeeingAI can see you through the foliage]] (while you can't see them) are shooting at you from the front, and endless waves of mooks and [[DemonicSpiders Demonic Guard Dogs]] are [[TeleportingKeycardSquad spawning behind you]].
* ''TIEFighter'' has the eponymous spacecraft. No shields, only two laser cannons for weapons, and no hyperdrive, which makes any long-term combat difficult but not unfair. At least you get better craft later in the game.
** TIE Fighter was a pretty challenging game in places. It was also a LOT more forgiving than its predecessor ''X-Wing''. In the predecessor, while you did have shields and a generally better fighter, it made your mission completions pointlessly hard, repetitive and very long training courses before you could earn any medals (you could play the missions, but not earn medals *facepalm*) and a lot of the time if you got shot down, you either were captured or killed with your character locked unless you sacrifice score for a revive or restore a backup. The missions were exceptionally hard in places, either putting you against vast numbers or against capital ships you couldn't hope to kill (X-Wing had no interest in locational damage or heavy missiles/bombs). Basically it was crazy tough, with TIE Fighter being fair in comparison.
** On a related note, [=TIE=]s DO [[AllThereInTheManual function as your superiors and in-universe lore tell you they should]]. Only the A-wing and Assault Gunboat/Shuttle (slow as molasses but its turning radius can give you hell) can outmaneuver you until you get to the Imperial Rebellion arc. By contrast to the [=TIE=]s, shielded or non, you were basically expected to have to take hits in non-A-wing craft, especially the slovenly B-wing and Y-wing. The only truly !!FUN!! ship in Tie Fighter is the Tie Bomber, which is as much of a useless deathtrap as the B-wing, but without even any shields. Thankfully you only have to use it on battles that center around actual bombings and lightly defended stations, while in X-Wing you were expected to treat the B-wing as a main combat ship like the X-Wing.
* ''[[http://www.rrrrthats5rs.com/games/dont-shoot-the-puppy/ Don't Shoot the Puppy]]'' is barely a video game at all as you will trigger a sentry gun shooting a puppy if you so much as move the mouse, regardless of distractions like [[spoiler:messages that it's okay to move the mouse and the puppy seemingly stopping]]. As an extra middle finger to the player, [[spoiler:''not'' moving the mouse after one level can cause the game to time out]].
* The NES ''DirtyHarry'' video game randomly has a "trap room" that shows up when you enter a room; in place of a door, it has "HA HA!" written on a blank wall. The only way out is to reset the game. The developers admitted that it was a joke they were playing on the players.
* In a late section of ''FinalFantasyVI'', players spend a section with one party member until they're able to reach another town. On the most direct path though, many enemies have an attack with 100% accuracy that causes the Zombie status, best thought of as "instant death meets confusion". There is an item to prevent it... but [[GuideDangIt you have to know it's coming]].
** But of course, even worse than this is the second fight against [[RecurringBoss Ultros]], at the Opera. You have 5 minutes to get to him, which doesn't sound bad at all- [[ButWaitTheresMore BUT]] you must fight tons of very powerful Mooks on your way to him. As in, [[HarderThanHard powerful enough to kill you.]] And he is, in fact, an [[NintendoHard extremely difficult boss]] as well, and if you forgot to stock up on items, or [[OhCrap ran out]] then, well, you won't exactly be... [[KilledOffForReal living]] anymore... this entire sequence is [[HarderThanHard unfair, fake difficulty.]]
** If memory serves, some [=NPC=]s do warn you about it beforehand and you can buy the Zombie prevention item from a shop there. Granted, it's an easy thing to miss considering the fact that most [=NPC=]s just spout off the usual "Welcome to Corneria!" rubbish so the temptation to start ignoring them grows pretty quickly.
* Disappearing ladders in ''VideoGame/LaMulana''.
** [[GoddamnBats Bats]] are the same blue color as [[WaterIsBlue water]] and most background walls making already-annoying enemies near-impossible to spot.
* The original ''SonicTheHedgehog'' game did ''not'' make you immune to the SpikesOfDoom when you were flashing after taking damage. That means that, while the spikes were not technically an instant kill, if you fall in the middle of a large group, you'll lose your shield, then bounce over to more spikes and lose all of your rings, ''then'' bounce over onto another patch and ''die'', without a chance to realize your mistake and get off of them. This was entirely intentional; the developers [[http://info.sonicretro.org/Spike_damage_behavior intentionally coded spikes]] to ignore MercyInvincibility.
** The same goes for the first ''VideoGame/MegaMan'' game. In all later games, getting hit by an enemy and falling into a spike pit would do no further damage due to MercyInvincibility, and even allowed some intrepid players to skip difficult spiked areas by doing this. In the first game, getting hit into a spike pit was instant death.
** Also in the original ''Sonic the Hedgehog'', if you fall to the left or right of the spikes in Green Hill Zone, you will fall into a BottomlessPit that only exists because the grassy pillars are not solid, but work more like platforms.
** While we're on the topic of this series, ''VideoGame/{{Sonic 3}}'' has the infamous Carnival Night Zone barrel: as soon as you approach it, a wall locks you in the room, and you must [[spoiler:press up and down repeatedly without jumping]] to move it out of the way. If you [[GuideDangIt can't figure it out]] due to [[DamnYouMuscleMemory being so used to having to]] [[spoiler:jump a bit]] to dispel obstacles like these, you have to wait for the timer to kill you... and then try again.
** Also, in ''Sonic 3'''s Ice Cap Zone, Act 1, there are a few places where you have to build up momentum to make a jump, but if you go back too far, a well-hidden spring will bounce you away, forcing you to spend the next minute getting back up there. Correctly positioning yourself to make the jumps requires incredible precision.
* ''VideoGame/MarioKart'' is full of these. Get hit by someone's item and it's guaranteed that one or two other people that are passing you as you wipe out will use their items on you just to torment you further. Then there are those times where you fall off the track and are being towed back on, only to get shoved off by someone as they run you over and get knocked off again. And woe for any player that hears a Spiny Shell coming at them in the final lap.
** Then there's the ultimate AI cooperation attack, the rainbow shell assault: Green shell first, then red shell while you spin, and the final insult of a blue shell finishing you off before you can recover from either of the first two. Welcome to last place!
* In the first game of the original ''[[TheBardsTaleTrilogy Bard's Tale]]'' trilogy, standing in front of one door leading to one room in the catacombs yielded the message that the escaping air smelled very stale. Entering this room froze the game.
* ''{{Carmageddon}}'' [=TDR2000=] had a trick jump leading to what looked like a bonus tunnel entrance which was only accessible by using the jump on command power-up. The tunnel was empty, and when you attempted to get back out, you'd run into an impenetrable barrier that said ''"Now you're stuck, [[ForTheEvulz SUCKER!]]"''. You could get out by respawning a number of times... spending money each time.
* In ''Manga/{{Bleach}}: Soul Carnival 2'', just about every other treasure chest in the ''entire game'' has a bomb inside, which explodes when you open it, dealing damage and knocking you back. Stage 27 turns this up a notch; the chests are on platforms with raised sides, meaning that they're basically invisible. It is entirely possible to kill enemies with a treasure bomb, [[CrowningMomentOfAwesome and is extremely satisfying when you do so,]] but you can still die in the middle of a combo because you accidentally opened a fake chest.
* Unusually early example: The Bat in the Atari 2600 ''VideoGame/{{Adventure}}''. It could not only grab the holy grail (the way you win) and fly off getting itself occasionally trapped in an area of the game you can't reach but it can ALSO take items right out of your hands and carry live dragons.
* The SlippySlideyIceWorld in ''SnakeRattleAndRoll'', a game which already had very loose controls.
* ''VideoGame/DeadlyTowers'' has a lot of hidden entrances to dungeons and Parallel Zones, which will frustrate players who are searching for them without a clue and frustrate players who aren't looking for them but stumble into them by accident. The game also has a caged enemy which takes all your money if you shoot it.
* ''Saturn Bomberman'' has a few of these spread around, but the one that jumps to mind most is in the Samurai World where the butterfly enemies can fly over pretty much anything. This makes getting trapped in the corner by one extremely common, to a frustrating degree.
** Another example, again from Samurai World, is the enemies who transform into invincible rocks, however more often than not they transform into harmless trees so it isn't so bad.
** The "Slow Down" power-up mixed in with normal power-up's is another.
* ''Videogame/BattleToads'' still stands today as one of the most infamous examples of developer cruelty, with the infamous Speeder Section requiring a level of reflex possessed by few gamers. Of course, this just prevented players from seeing the literally GameBreakingBug that popped up in later levels.
** Taken UpToEleven with ''Jak 3'', which has two sections that resemble this, but in 3D, with even ''more'' pitfalls, and shooting enemies to contend with as well. You can shoot back, but it's possible the explosions will cover some of the holes...
* Any game that requires perfect positioning and/or timing, down to the pixel or frame. Being off by what appears to be a miniscule amount causes a failure, or player death if some hazard is involved. In some cases, the game uses some acceleration system, making it that much harder to get perfect maneuvers.
* The NES version of ''VideoGame/IkariWarriors'' has a particularly frustrating one of these. In the final level, there are pipes which cannot be crossed, forcing the player to walk around them in a sort of maze. When the player dies, he respawns at the bottom of the screen. If you happen to die at one of the times where there is a loop of pipe at the bottom of the screen, it will be impossible to move after respawning. Note that this is the final level, after you have played for over an hour and have only a few more minutes before reaching the final boss...
* The Randomizer present fits nicely as an FU in ToeJamAndEarl. Similar to a roguelike, the game has presents that won't identify themselves until you've opened one of that kind (i.e. all presents with the same wrapping have the same contents), or paid an [=NPC=] to identify them. So if you open a present and it kills you, it kind of sucks, but at least you'll know the next time you see a present with the same wrapping. The randomizer is a very good one to identify without opening, as opening it will randomize the contents of ''every'' present ''including the randomizer''. Time to start figuring out those present contents again! Even more fun: if all your presents are negative and you desperately need something to keep yourself alive, you can [[GodzillaThreshold use the randomizer to your "advantage" and open completely random presents]] in the hope they'll do more good than harm.
** The lack of MercyInvincibility is dangerous enough, but further to that, when Toe Jam or Earl fall off the edge of a level, they may fall right next to a powerful enemy. You might even harmlessly bounce off the enemy once or twice before landing.
* ''VideoGame/FalloutNewVegas'' has the NCR Ranger and Legionary Assassin hit squads, which show up within two days of gaining a negative repuation with the respective faction. They are ridiculously overpowered, being armed with the game's best weapons and having damage resistance much higher than the normal mooks. At least the NCR gives you a chance to improve your rep, while the Legionaries shoot first and ask questions later. They also tend to kill off important NPC's, causing you to fail their quests.
* Aside from having some of the classic Screw Yous, most notably exits that would send you a few levels backwards, ''KidChameleon'' featured an auto-scrolling level with an AdvancingWallOfDoom. Near the end, you need to choose between an upper and lower route with no indication as to which one is better. Then at the end, one route leads to the exit while the other leads to a dead-end (and certain death) and a large billboard that reads "TOO BAD".
* ''VideoGame/{{Antichamber}}'': Some the most difficult, hair-pulling puzzles in the game in the end don't advance you towards the exit, but reward you with an EasterEgg room or plop you somewhere you've been before. This is fine when you've already beaten the game, but annoying when you're still trying to figure out where to concentrate your work to finish the game for the first time.
* A couple of ''VideoGame/SuperMarioWorld'' hacks have an odd (but infuriating) example. Namely, sections where if you stop moving, you die on the spot, kind of like the bus from ''Film/{{Speed}}'' in human form. [[http://www.youtube.com/watch?v=5W7_fqf6BI8 this Mario End Game level]] and a level called 'TAS' (aka Tool Assisted Speedrun) in a Japanese hack called OTL [something] has it too.
* ''VideoGame/TakeshisChallenge'' is deliberately crammed with [=FUs=], including a hang glider stage where you can accidentally shoot down the gusts of wind that help you fly.
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