''Milon's Secret Castle'' is a sidescrolling game released on the NintendoEntertainmentSystem in 1986 in Japan and 1988 in North America, and developed by HudsonSoft. It's [[GuideDangIt one of the least intuitive games of all time]], second only to Activision's ''Super Pitall.''

Your PlayerCharacter, the titular Milon, is dressed in a very pixellated representation of blue overalls (or perhaps pajamas) and a blue hat. Your mission is to [[SaveThePrincess rescue Queen Eliza]], who is held captive by the Evil Warlord Maharito, by struggling through several rooms filled with secrets and enemies. Your means of defense (or offense, as the case may be, although at times you may feel very much more hunted than hunter) is an infinite supply of {{bubble|Gun}}s. One hit is enough to take down most enemies, although the majority of them require concentration to be hit. Health capacity is small, but Milon can expand it by collecting [[HeartContainer items resembling honeycombs]].

It received a SuperFamicom sequel of sorts in ''Videogame/DoReMiFantasy'', which exchanges the block puzzles for platforming and is only really related in that it also happens to star Milon, who still has his trademark BubbleGun.
----
!! This game provides examples of:

* BonusStage: By touching certain boxes, Milon is transported to an area in which he collects music notes to earn money.
* BubbleGun: Milon shoots bubbles [[ImprobableWeaponUser to defeat his foes]]. It works.
* CheckPointStarvation: Subverted. You can continue if you know the code. Otherwise, you're screwed. Thankfully averted in the GameBoy port, which gives you a password on a Game Over.
* ClassicCheatCode: Want to continue your game when you get a GameOver? You'll need to know a special button input! (It's [[spoiler: hold LEFT on D-Pad when you push START]])
* FakeDifficulty: Infinitely RespawningEnemies, no MercyInvincibility, and [[GuideDangIt completely unintuitive roadblocks]].
* GameMusic
* GameOver: And over and over and over.
* GuideDangIt: To continue in the game, you must push certain blocks aside. There is no "pushing" animation or change when you move up against a block. Nowhere in the game or manual does it say that this can be done. The one block you must push looks exactly like all the others in the game. WebVideo/TheAngryVideoGameNerd was not amused.
** The Famicom release even came with a full detailed guide for the game, though you're encouraged not to read it unless you're completely stuck.
* HeartContainer: Mercifully present, although rare and difficult to find.
* HitPoints
* ImprobableWeaponUser: Milon and his BubbleGun.
* InUniverseGameClock: Only outside. Stay out too long and nighttime will slam into effect, along a torrential downpour of lightning flakes. It reverts back to day if you can survive the lightning.
* JumpPhysics: Vital to success. Buying different kinds of shoes stacks up progressively more [[AwesomeYetPractical unrealistic and useful]] jumping abilities.
* MoneyForNothing: Money is vitally important to progressing, but one particular room, unlike others, regenerates its money.
* NintendoHard: Just go look at the description for Nintendo Hard and you've basically got a summation of this game.
* RespawningEnemies: The common enemies respawn after just a few seconds. The bosses never do, which is nice; some of their lairs are vital access points to other parts of the castle.
* SaveThePrincess: The point of the game.
----