''Deadly Towers'' is an ActionAdventure game for the 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.

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.
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!! Deadly Towers uses the following tropes:
* AnotherDimension: The "Parallel Zones", and inarguably the most annoying thing about the game. [[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.''
* BottomlessPits: If you get knocked off a clearly-marked ledge by anything, you'll die instantly.
* BlobMonster: These often make an appearance.
* 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.
* 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.
* 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
* {{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.
* VideogameCrueltyPunishment: Kill the prisoners in the tower? You lose all your ludder.
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