* ''MillionDollarMoneyDrop''. The premise is that you start with a million, and you put how much you want to bet on the 4 answers given for a question, but you have to leave one answer with no money on it. If there is any money on an incorrect answer, you lose that money. Round 3 reduces the answers to three, but you must still leave one with no money. But in the final round, you have two answers, and you must still leave one answer with no money (turning it into an AllOrNothing question).
* The Nickelodeon kids show ''Series/LegendsOfTheHiddenTemple'' had a really low success rate (less than 25%). The locked doors guaranteed that you would have to go all the way to the far end of the temple and double back to retrieve the artifact (making Olmec's slogan "The Choices are Yours and Yours Alone" BlatantLies), and you had to perform tasks and solve puzzles in up to 12 rooms before you found it (some were simple, like the Throne of the Pretender, but others, like the Shrine of the Silver Monkey, messed EVERYONE up.) Adding to that were Temple Guards, who would "kidnap" you and would cause your teammate to have to start over from the beginning. Throw in [[ArsonMurderAndJaywalking darkness, shadows, music, fog, Kirk Fogg]], and you'll see why more than one kid ended up walking in circles with confused looks on their faces.
** There were also some technical problems with the temple; namely, it appeared to have been designed, built, and tested with adults, meaning that some of the child contestants simply ''were not tall enough to complete the tasks.'' The two worst rooms for this were the Shrine of the Silver Monkey (the three pieces of the monkey puzzle were overhead and shorter contestants had to jump to reach them) and the Jester's Court (contestants had to line up with a wall painting and hit three buttons on the hands, feet, etc., and again, some kids just were not tall enough to reach.)
* The final round in ''Series/WhereInTheWorldIsCarmenSandiego'' wasn't too bad if you knew about geography, but the final round of ''Series/WhereInTimeIsCarmenSandiego'' was painful. In theory, The Trail of Time wasn't too bad. There were six gates you had to pass through. Carmen asked a history question with two answers (EXAMPLE: It's 1960. The song "We Shall Overcome" is dedicated to which US protest movement? Civil Rights or Anti-War?) Get the answer right, the gate opens automatically; Get it wrong, however, and you have to perform some time-consuming task like pulling up a rock with a rope or spinning a wheel. This wouldn't be too bad, except fot the fact that they didn't put the gates in order. They were generally scattered around, and all the kids had to work with were a few blinking lights and the Engine Crew leading them around with airport flashlights. It was confusing enough to fuel the theory that they made the Trail of Time deliberately confusing so they wouldn't have to pay out the grand prize as often (Since ''Time'' was created after ''World's'' budget was cut down.)
** ''World'' wasn't much better, the beacons the player had to place needed to be put in ''exactly'' the right spot or the sensor wouldn't register. Not only that but they were just ''slightly'' top-heavy and had a tendency to fall over and need to be replaced in order to win. Add in the fact that the locations were given in such an order that it usually forced the player to wind through beacons they had already placed (thus accidentally knocking them over and having to spend extra time putting them back up) led to many grand prizes lost.
* UK show ''TheCrystalMaze'' was won by only a few teams in its entire run. The individual challenges to earn crystals ranged from dead simple to unfair, but what ultimately decided the difference between winning an adventure holiday or going home with only a souvenir paperweight was the Crystal Dome, a giant hollow wind chamber in the shape of a crystal in which the team would have a period of five seconds per crystal to grab at slips of foil, hoping to collect 100 more gold ones than silver ones.
* The Japanese sure do love creating sadistic obstacle course shows for the masses to humiliate themselves on:
** ''Series/NinjaWarrior'' is just pure obstacle course hell, with the obstacles becoming more and more difficult with each season. In all of its 23+ seasons of running, only ''three'' people have successfully completed all four levels of the competition. In fact, the show's design team have admitted that they try each tournament to make the ''first round'' so tough that ''no one'' could beat it.
*** The most devastating obstacle of them all, by far, is the Cliffhanger. It's basically a hand-strength obstacle placed in the middle of the 3rd round, where upper-body strength is the means to victory. The first three versions were rather simple, with anyone with enough hand strength able to get through it handily. Then came the 4th version, which included a rise so that most competitors would have to JUMP across the gaps between bars 2 and 3 to proceed, which was bad enough considering most contestants are EXHAUSTED by that point. Then, after the Urushihara beat the course, came the [[http://sasukepedia.wikia.com/wiki/File:Ultimatecliffhanger.png Ultimate Cliffhanger]]...
*** Possibly even worse is the female version of the tournament, which only one woman has successfully beaten (and she's done it ''three times''!). In the most recent one, four of the original tournament's recurring competitors (dubbed the All-Stars) had each mentored a female competitor. None of their proteges made it past the first stage.
** ''Series/TakeshisCastle'' is Nintendo Hard in TV game show form. It ran for four years, each episode had 100-140 (possibly even more) starting contestants; only nine people ever won (this isn't including a the two occasions in which Takeshi took his castle back from Tani (Although they were 90 minute specials, however they still didn't count), an episode where a contestant stabbed the paper ring on Takeshi's cart with his gun, effectively disqualifying him, and an episode where his cart got stuck on long grass, in which it was declared a draw).
** ''Series/UnbeatableBanzuke'' mostly involves either getting through an insanely complicated obstacle course using an unusual method of travel (like walking on one's hands, on stilts, with a wheelbarrow, etc.), completing an oversized children's game, or performing as many exercise feats as possible within a time limit. Out of the hundreds that try their luck, only 2 or 3 on average manage to succeed, with the record before the show's cancellation being 7 wins.
** ''Hole in the Wall'' is another game that's pretty difficult to win, due to the fact that most of the time the holes are way too small for the average contestants to fit through properly and if the hole is destroyed, the contestant loses the round regardless of whether they were pushed off of the course or not. The difficulty was shot UpToEleven during the final round where the contestant was BLINDFOLDED and had to listen to their teammates instructions in order to get through the hole. Couple this with the fact that some of the later rounds had holes that were airborne in the MIDDLE of the wall, which required the contestant to [[LuckBasedMission blindly jump and get lucky enough to clear the hole]] and you can see ''why'' the success rate of the winners is so low.
* ''Series/MinuteToWinIt'' is a prime example of this trope. The first few levels are usually simple, but once you hit around Level 6, they truly start getting Nintendo Hard (try bouncing six marbles into tiny thimbles, or keeping three marbles on a slanted table with the back of a spoon for a full minute, or using a chopstick in one hand to make a stable tower of ten metal nuts on a wooden board in the ''other'' hand). But the real head of the beast is ''Supercoin'', the Million Dollar game. You have to bounce a quarter off of a table into a water jug 15 feet away, with the hole being a mere 1.75 inches wide (barely larger than the quarter itself). Needless to say, it's basically a LuckBasedMission, and of the eight people who have tried it (only one of whom got there the "legitimate" way, mind you), all have failed. You know something's wrong when [[https://www.youtube.com/watch?v=zPdcroF-Fwc#t=34 only the host of the Turkish version can actually beat it in less than 60 seconds]]. And ''he was only demonstrating it to a contestant.'' It got so bad that the audience started groaning upon hearing the game's name. That's how stupidly hard it is.
* ''ThePriceIsRight'' post-Roger Dobkowitz (season 37-present) has been accused by longtime fans of being Nintendo Hard - from brutal pricing game setups to impossible to bid showcases, especially killing Double Showcase Winners. On the week of January 11-15, 2010, only three games were won.
** To cite an individual game that's Nintendo Hard, look no further than the early game Bullseye (not to be confused with a much easier later game that shares the same name). The contestant had to use binary search ("higher... lower...") in order to zero in on the price of a car, similar to today's Clock Game. The only trouble was, rather than making as many guesses as they could within a given time limit (as is done with Clock Game), the contestant only had seven guesses period. ''To figure out the exact price of a four-digit car down to the dollar.'' The game was retired after less than two months, with nobody ever winning it.
** Pay the Rent is an extremely difficult game to win. The player has to put a pair of grocery items at each tier (except for the the top tier) and following pair has to be more expensive than the pair before it, and then the single item at the very top has to be more expensive than the last pair of items. The player can either quit and take what they won ($1000, $5000, or $10,000) or keep going and risk losing everything should they screw up. If you use most of the expensive items too early, you're pretty much boned. To date, only ''one'' person had won the $100,000 in the history of the game.
* UK kids GameShow ''{{Raven}}'' contains The Way Of The Warrior, an assault course played 3 times a week over each season's four week run. It's played by the contestant currently in last place, and it keeps being played until it's defeated. Over the first 8 seasons, it's been attempted 101 times, and won just four, and each time it's come back harder the next year... Not that no-one defeating it stops them upping the difficulty between seasons, it simply isn't guaranteed to be increased in difficulty unless someone beats it.
* The UK kids GameShow ''Series/{{Knightmare}}'' had 80 teams challenge the Dungeon of Deceit over the course of 8 series. Only eight of them won; 72 of them failed. The first and third series didn't have a single winner.
* ''[[Series/{{Wipeout 2008}} Wipeout]]'' imported the Japanese obstacle course show concept to the US... though they're nice enough to let you finish the course after you inevitably fall off the Big Balls. In fact, they play Nintendo Hardness for fun! ...At least until the last course of each episode, the Wipeout Zone, where failure means you have to swim ''back'' to the last checkpoint.
** In fact, Website/{{Cracked}} wrote an article on strategies to beat various game shows, and their strategy to win Wipeout was to deliberately fail every obstacle course so that you wouldn't waste time trying to (and mostly likely failing to) clear them. [[SchmuckBait If you actually try this]], have fun racking up time in the water which is edited out in broadcast but still adds to your clock.
*** Despite the above, it all pretty much comes down to whoever can complete the Wipeout Zone in the quickest time, if you're one of the finalists that is.
** In a different vein, the unrelated UK quiz show ''Wipeout'' (a port from the U.S., which had Peter Tomarken as host), which had a fairly standard setup of picking the correct answers from the false ones, all displayed on a big screen. But picking an incorrect answer zeroed your entire winnings so far, each round continued until either all the correct answers or all the 'wipeouts' were found, and the prizes weren't much anyway. Players would usually pass after a correct answer rather than risk another one, and you'd frequently see two players going home with nothing and the third with a hundred quid or so.
* The Winner's Big Money Game from ''Series/SaleOfTheCentury''. Here, [[TimedMission you have to solve a series of six-clue puzzles within the time limit]]. It was originally five in 25 seconds, later changed to 4 in 20 seconds--either way, you have to get each subject within five seconds on average. There is virtually no margin for error in this bonus round. If you miss twice, it's game over, and even though you're still allowed to pass, you have to be pretty lucky in order to get the rest of them. What makes it worse is that each clue takes slightly more than one second to appear on the screen, and there's also the dreaded "You must stop the clock before it hits double zero." Because the clock counts in single seconds as opposed to tenths-of-a-second as seen on its sister show ''Series/{{Scrabble}}'', contestants can be, and often are, screwed at the very last second, because even if they buzz in just microseconds before the bell rings, it still counts as a loss because the clock reads 00. Worse, if a champion was playing for the car, and they lost, they had to retire as an "[[BlatantLies undefeated champion]]". Of the 64 Winner's Big Money Games that were a part of the initial package from Creator/{{GSN}}, only 22 were won, with numerous losing streaks along the way.
* ''Series/WinBenSteinsMoney'' saw Stein enter the game against the remaining contestants after the second round, with $5,000 of Stein's money up for grabs. However, ''very'' rarely did any of the contestants win that money, because Stein's massive intelligence meant he hardly ever got a question wrong.

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