''Deadly Towers'' is an ActionAdventure game for the UsefulNotes/NintendoEntertainmentSystem, developed by Lenar and released in Japan by Creator/{{Irem}} in 1986 and in the U.S. by Creator/BroderbundSoftware in 1987. It was originally to be titled ''Hell's Bells'' to match with its Japanese title ''Masho'' (trans. "evil bell"), but executives at Nintendo of America insisted that the title be changed[[note]]Despite the obvious pun, there's no evidence that Nintendo was afraid of a lawsuit from Music/{{ACDC}}[[/note]].

In the game, Prince Myer, on the eve of his coronation, is informed that a wizard named Rubas plans to overthrow Myer's kingdom by summoning [[TheLegionsOfHell an army of demons]] with seven magic bells. To ensure that his kingdom stays peaceful, Myer is charged with traveling to Rubas' castle, burning down the seven bells and destroying the bell tower, before ultimately confronting Rubas himself.

The game has a notoriously obtuse navigational structure, as to proceed through the game, you will sometimes find yourself entering rooms with no clearly marked entry or exit point. In addition, the rooms in some of the dungeons [[CopyAndPasteEnvironments look the same]], with only a difference in color palette setting them apart.
!! Deadly Towers uses the following tropes:
* AmericanKirbyIsHardcore: Compare the Japanese Famicom box art above to the ripped, RatedMForManly Prince Myer on [[http://www.mobygames.com/game/nes/deadly-towers/cover-art/gameCoverId,152375/ the American box art]].
* AnotherDimension: The dungeons and "Parallel Zones", which are the most annoying thing about the game in that just walking on the wrong floor tile instantly sends you to them, typically far from the exit. [[http://www.gamefaqs.com/nes/587219-deadly-towers/faqs/41789 Just look at how big the very first one is.]] Note specifically that ''the entrance and exit are on opposite sides.''
* BlobMonster: These often make an appearance.
* BottomlessPits: If you get knocked off a clearly-marked ledge by anything, you'll die instantly.
* DepthPerplexion: A consequence of the IsometricProjection, hitboxes surrounding entire sprites and some sprites being taller than they are wide (including the player's).
* DiagonalSpeedBoost: Played straight in the first place, but there is also an item (called the Hyper Shoes) that increases your move speed...but only if you're moving diagonally.
* EarlyGameHell: Myer starts with horrible offense and defense and there's no indication of where to go to even find better equipment.
* EvilSorcerer: Rubas.
* GottaCatchThemAll
* GuideDangIt: The lack of an in-game mapping system is ''incredibly'' cruel, especially since there are entrances that lead to other rooms in another part of the dungeon, some of which are invisible.
* HeartContainer
* IsometricProjection
* {{Knockback}}: Oh yes.
* LetsPlay: By LetsPlay/DeceasedCrab and Madamluna.
* LostForever: The towers permanently seal off after you defeat their bosses and retrieve the bells, so any items hidden in their secret rooms and parallel zones are gone for good if you don't get them before completing them.
* MercyInvincibility: It's there, but it's so short that it actually wears off BEFORE damage knockback. It's possible to get knocked around and chip-damaged to death by many a {{Goddamned Bat|s}}.
* NintendoHard
* [[OneBulletAtATime One Sword At A Time]]
** Possible to avert with two powerups -- one that lets you throw a second sword after the first, and one that lets you throw two simultaneously.
* OpeningScroll: One of the longest ones in video game history.
* RespawningEnemies: When you enter and leave a room, the enemies will be right at the same positions they were when you first entered it. This can lead to an unfortunate situation in one instance when you can accidentally reenter a room on top of a ''dragon''. And since there's no MercyInvincibility...
* RPGElements
* SequelHook: The ending alludes to the return of evil to the kingdom in 1000 years during the Iron Age. The credits end with "See you next time!"
* {{Speedrun}}: [[http://tasvideos.org/503M.html Tool-assisted]] and [[http://speeddemosarchive.com/DeadlyTowers.html regular]] runs are available. Shockingly, both of these are improvements on previous runs.
* ThrowingYourSwordAlwaysWorks: Myer's main method of attack is to lob his sword at foes. However, he can't stab with it, which leaves him defenseless until the sword he's already thrown hits something. Even the manual says that "you have no confidence in this sword."
* TreasureIsBiggerInFiction: However, due to protagonist's HyperspaceArsenal, lots of ludder coins can be carried around despite them being very large.
* TrialAndErrorGameplay: Several items give no indication of whether they are working or not; this is especially bad with any that are not potions, and the red necklace's purpose is still unknown to this day. Also, the game never tells you that you need a complete set of helmet, armor and shield in order to get any appreciable effect on your defense.
* UselessUsefulSpell:
** The green crystal freezes all enemies in their tracks, but also leaves you unable to attack.
** The red scroll destroys every enemy in a room, but only in dungeons.
** The magic key prevents two knights from blocking a single doorway in the castle, one you never even need to pass through.
* VideogameCrueltyPunishment: Kill the prisoners in the tower? You lose all your ludder.
* WithThisHerring: Myers goes into Rubas's demon-infested castle with only a short sword, no shield, no items, and what appears to be crappy leather armor. He at least has the sense to bring 50 ludder coins.