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[[quoteright:342:[[VideoGame/IWannaBeTheGuy http://static.tvtropes.org/pmwiki/pub/images/iwbtgscreen_1962.png]]]]
[[caption-width-right:342:Be prepared to see this a lot.]]

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-->-- ''[[http://www.youtube.com/watch?v=Ta0DlcxyY5M '80s Australian NES commercial]]''

The first NintendoEntertainmentSystem was known for two things: [[TheGreatVideoGameCrashOf1983 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}}s were the norm. So much of the feeling of accomplishment one could derive was from overcoming the insane difficulty that the games provided, if only so one could {{brag|gingRightsReward}} to one's friends. [[GoddamnedBats A plethora of enemies]] and difficult jumps were not just the name of the game, they ''were'' the game. These games weren't just hard; they were Nintendo Hard!

'''The difficulty of these games usually stems from a combination of factors:'''
* [[GoddamnedBats Lots of enemies]] ([[BulletHell or lots of bullets]]) that are [[DenialOfDiagonalAttack hard to hit or dodge]].
* Surprise attacks that can only be avoided by sheerest luck or [[TrialAndErrorGameplay memorizing their locations]].
* MalevolentArchitecture that poses a [[EverythingTryingToKillYou constant danger of death]] even when the player proceeds as cautiously as possible.
* A hero [[GlassCannon who can survive very few hits]] -- often dying from even the [[OneHitPointWonder slightest scratch]].
* [[CheckPointStarvation Lack of, or very few Check Points or Save Points]].
* A limited number of [[VideoGameLives lives]] and/or continues.
* No way to [[DifficultyLevels adjust the difficulty]], or doing so is pretty much superficial.
* [[ContinuingIsPainful Losing all or most of your weapons/powerups when you die]].
* 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 FakeDifficulty.)
** Inflexible JumpPhysics render it impossible to accurately dodge attacks in midair, especially if your character's jump height is less than half that of Mario's.
** [[DenialOfDiagonalAttack The inability to attack anywhere but left or right]] while GoddamnedBats swarmed you from up and down of your position. Most games with this setup even denied you crouching to take out the enemies that crawled under your shots.

For further building blocks of Nintendo Hard, see ClassicVideoGameScrewYous.

When Nintendo Hard is taken to its most sadistic extremes by deliberately adding cheap deaths and TrialAndErrorGameplay, you get PlatformHell.

Keep in mind though, the difficulty of the game [[SurpriseDifficulty might have nothing to do with how the game looks aesthetically]].

When only one or few levels or areas of the game are Nintendo Hard, you're probably dealing with ThatOneLevel, or SNKBoss if it's the end. If the game reaches an obscene difficulty at a certain point and never looks back, look for DifficultySpike. Examples of Nintendo Hard head-to-head fighters generally go under TheComputerIsACheatingBastard, since crazy-hard opponent AI is nigh-universally the culprit. EarnYourFun is a common argument for those who like such abusingly difficult games.

The [[http://www.gamefaqs.com/features/rankings?platform=0&genre=0&list_type=diff&view_type=0&dlc=0&min_votes=1 difficulty rankings]] section of [=GameFAQs=] is a good measure of a game's difficulty as long as it has a sufficiently large number (50+) of difficulty votes. The minimum threshold for Nintendo Hard is approximately 3.50, and those that average over 4.00 are among the hardest games in existence. (Note: it is effectively a [[FourPointScale 2.5-4.0 scale]])

A lot of arcade games were, and still are, Nintendo Hard for the purposes of encouraging a steady flow of quarters into the machine. The arcade owners have to make money ''somehow'', you know.

Contrary to the claims of some derisors, modern Nintendo games can still be Nintendo Hard - they just tend to save it for the {{Brutal Bonus Level}}s (or HarderThanHard difficulty settings) rather than spreading it out throughout the entire game.

Nintendo products themselves are physically ''very hard'' (to break, which is [[TantrumThrowing fortunate when playing games like this]]), but that's TonkaTough, not Nintendo Hard.

Apparently several classic Nintendo games are, in general, [[http://arxiv.org/abs/1203.1895 NP-]][[http://www.i-programmer.info/news/112-theory/3896-classic-nintendo-games-are-np-hard.html hard]], which is also not the same, but interesting.

The contrapositive corollary is SequelDifficultyDrop.

'''When you add examples, please be sure to read the following sentence:''' If you feel inclined to add the words "for This Troper" or "could be considered" and cannot make a strong statement on the universal difficulty of the game in question, '''[[SquarePegRoundTrope then it is not an example]].'''

'''If you know where an example filed under "Uncategorised" goes, then please sort it.'''



[[folder: Video Game Examples ]]

* NintendoHard/AdventureGames
* NintendoHard/BeatEmUps
* NintendoHard/{{First Person Shooter}}s
* NintendoHard/GameMods
* NintendoHard/HackNSlashGames
* NintendoHard/PlatformGames
* NintendoHard/PuzzleGames
* NintendoHard/RacingGames
* NintendoHard/RhythmGames
* NintendoHard/{{Roguelikes}}
* NintendoHard/RolePlayingGames
* NintendoHard/SimulationGames
* NintendoHard/ShootEmUps
* NintendoHard/SportsGames
* NintendoHard/TurnBasedStrategy
* NintendoHard/{{Uncategorised}} (Video Games)
* NintendoHard/VideoGamePublishers


[[folder: Non-Video Game Examples ]]

* NintendoHard/GameShows
* NintendoHard/{{Pinball}}
* NintendoHard/TabletopGames
* NintendoHard/NonVideoGameExamples

->'''SelfDemonstrating/CrankyKong:''' You call these games hard? Bah! I was beating games with ''twice'' the difficulty these had before any of you were born!