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* The whole concept is parodied in [[https://www.youtube.com/watch?v=ESq27B9YI4Q the music video for "Nintendohemian Rhapsody"]], a spoof of Queen's "Bohemian Rhapsody", by [=YouTubers=] Brent "brentalfloss" Black and Pat "the NES Punk" Contri.

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* The whole concept is parodied in [[https://www.youtube.com/watch?v=ESq27B9YI4Q the music video for "Nintendohemian Rhapsody"]], a spoof of Queen's "Bohemian Rhapsody", by [=YouTubers=] Brent "brentalfloss" Black and Pat "the NES Punk" Contri.Contri, who lament their inability to beat classic Nintendo games.
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* The whole concept is parodied in [[https://www.youtube.com/watch?v=ESq27B9YI4Q the music video for "Nintendohemian Rhapsody"]], a spoof of Queen's "Bohemian Rhapsody", by [=YouTubers=] Brent "brentalfloss" Black and Pat "the NES Punk" Contri.
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* The eponymous VRMMORPG in ''VideoGame/SwordArtOnline'' is notoriously difficult. Even discounting the fact that [[AbsurdlyHighStakesGame death in SAO means death in real life]], the beta testers were only able to make it to the tenth floor. Once the game officially launched, it took ''two months'' just to defeat the first floor boss.

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* The eponymous VRMMORPG in ''VideoGame/SwordArtOnline'' ''Anime/SwordArtOnline'' is notoriously difficult. Even discounting the fact that [[AbsurdlyHighStakesGame death in SAO means death in real life]], the beta testers were only able to make it to the tenth floor. Once the game officially launched, it took ''two months'' just to defeat the first floor boss.
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* The eponymous VRMMORPG in ''VideoGame/SwordArtOnline'' is notoriously difficult. Even discounting the fact that [[AbsurdlyHighStakesGame death in SAO means death in real life]], the beta testers were only able to make it to the tenth floor. Once the game officially launched, it took ''two months'' just to defeat the first floor boss.
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* [[IvyLeague Harvard University]]'s "Math 55" course is, by the university's own admission, "probably the most difficult undergraduate math class in the country": it covers several years of undergraduate math in two semesters, with the homework per week taking well into the double digits in hours and only a few students typically remaining at the end. The faculty deliberately made the course so difficult not simply as a weeder but to give students a new understanding of depth.

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* [[IvyLeague [[UsefulNotes/IvyLeague Harvard University]]'s "Math 55" course is, by the university's own admission, "probably the most difficult undergraduate math class in the country": it covers several years of undergraduate math in two semesters, with the homework per week taking well into the double digits in hours and only a few students typically remaining at the end. The faculty deliberately made the course so difficult not simply as a weeder but to give students a new understanding of depth.
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** For that matter, the notorious "William L. Putnam Exam" is also this. Out of 100 points, the average score is only ''1 point'', with roughly half its test takers scoring 0 points. You can literally count on one hand the number of people who have ever earned perfect 100's on the exam.

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** For that matter, the notorious "William L. Putnam Exam" is also this. Out of 100 120 points, the average score is only ''1 point'', with roughly half its test takers scoring 0 points. You can literally count on one hand the number of people who have ever earned perfect 100's 120's on the exam.
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* Martin Gardner wrote of a man who made 3D puzzles where you had to insert a ball into a hole in an ''opaque'' cube and then make it come out of a hole on the opposite side (with all kinds of obstacles inside). The man who made them used to give some to a friend to try... there was a puzzle that took said friend a year, and he had to X-ray it.


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* Marathon is nothing. Now, historically, the marathon race is based on the supposed run of an Athenian warrior from Marathon to Athens, to notify the people about victory. In reality, the guy actually ran from Athens to ''Sparta'', to ask for help. That's an ''over six marathon long'' journey. Some people are running that race every year - it's called the [[https://en.wikipedia.org/wiki/Spartathlon Spartathlon]]. One of the ways to qualify is having finished a 200 km race in the past.
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** For that matter, the notorious "William L. Putnam Exam" is also this. Out of 100 points, the average score is only ''1 point'', with roughly half its test takers scoring 0 points. You can literally count on one hand the number of people who have ever earned perfect 100's on the exam.
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* The AIM-4 Falcon guided missile (used in Vietnam) was infamous for how it hard was to lock; it required seven seconds to establish a lock, which is no easy task when you and your target are whipping through the sky at Mach 1. The missile was also rendered useless if the user failed to achieve a lock the first time, as it had a limited supply of coolant for its targeting sensor. In a twenty year service history, it had only five confirmed kills. Its successor, the AIM-9 Sidewinder, is a significantly more effective (and easier to use) missile.
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* The Royal Navy's Submarine Command Course is informally known as "Perisher". It has been running since 1917 and has extremely high standards - the US and Danish Navies often send their officers to train on the course. Although the historical pass rate is around 70%, candidates who fail are immediately taken off the training boat and barred from serving in Royal Navy submarines ''ever again''. In most cases this means the end of their naval career, so the course only attracts the most competent candidates.
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* Most puzzle- or skill-based toys are simple once you get the trick. However, there are a few that remain fiendishly difficult, even after hours of practice. Worth special mention is one that consists of a box topped by a tilting platform, controlled by two knobs on the sides. The object is to navigate a marble through the maze on the platform by tilting it using the knobs. It wouldn't be that hard, except that the platform has a bunch of holes in it in addition to the walls of the maze. Falling through a hole forces you to start over, and all it takes is a momentary lapse in concentration.
** There is now a 3-dimensional version of that puzzle, called the Perplexus, which is a ball encased in a clear plastic sphere with many obstacles. This one offers points to start from in the middle, but also many new challenges.

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* Most puzzle- or skill-based toys are simple once you get the trick. However, there are a few that remain fiendishly difficult, even after hours of practice. Worth special mention is one that consists of a box topped by a tilting platform, controlled by two knobs on [[https://en.wikipedia.org/wiki/Labyrinth_%28game%29 Labyrinth]], in which the sides. The object is to navigate a marble through the a maze on the platform by tilting it using the knobs.knobs on the sides to tilt the maze itself. It wouldn't be that hard, except that the platform has a bunch of holes in it in addition to the walls of the maze. Falling through a hole forces you to start over, and all it takes is a momentary lapse in concentration.
** There is now a 3-dimensional version of that puzzle, called the Perplexus, which is a ball encased in a clear plastic sphere with many obstacles. This one offers points to start from in the middle, but also many new challenges.
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* ''[[http://realescapegame.com/ Real Escape Game]]'' is a series of {{Room Escape Game}}s, except in the real world--you are physically locked inside the room with a team of other players and have to find the key to the room to escape within the [[TimedMission time limit]]. Most if not all versions of the game have clear rates of less than ''five percent.'' Even with a full stock of teammates, you'll need to think swiftly if you so much as want a chance at victory.

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* ''[[http://realescapegame.com/ Real Escape Game]]'' is a series of {{Room Escape Game}}s, except in the real world--you are physically locked inside the room with a team of other players and have to find the key to the room to escape within the [[TimedMission time limit]]. Most if not all versions of the game have clear rates of less than ''five percent.'' Even with a full stock of teammates, you'll need to think swiftly and outside of the box if you so much as want a chance at victory.
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* RealLife ''as a whole'' is this. Many aspects of life, from difficult education classes to trying to manage enough income to have a roof to live under to even just ''trying to stay alive'' can be challenging, depending on a variety of circumstances such as place of residence, bodily disorders, political and economical climate, and the way one is raised by their family (especially setbacks such as AbusiveParents). To quote an old cliché: Life isn't fair.

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* RealLife ''as a whole'' is this. Many aspects of life, from difficult education classes to trying to manage enough income to have a roof to live under to even just ''trying to stay alive'' can be challenging, depending on a variety of circumstances such as place of residence, one's geographical location, bodily disorders, political and economical climate, and the way one is raised by their family brought up (especially setbacks such as AbusiveParents). To quote an old cliché: Life isn't fair.
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* RealLife ''as a whole'' is this. Many aspects of life, from difficult education classes to trying to manage enough income to have a roof to live under to even just ''trying to stay alive'' can be challenging, depending on a variety of circumstances such as place of residence, bodily disorders, and the way one is raised by their family (especially setbacks such as AbusiveParents). To quote an old cliché: Life isn't fair.

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* RealLife ''as a whole'' is this. Many aspects of life, from difficult education classes to trying to manage enough income to have a roof to live under to even just ''trying to stay alive'' can be challenging, depending on a variety of circumstances such as place of residence, bodily disorders, political and economical climate, and the way one is raised by their family (especially setbacks such as AbusiveParents). To quote an old cliché: Life isn't fair.
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* RealLife ''as a whole'' is this. Many aspects of life, from difficult education classes to trying to manage enough income to have a roof to live under to even just ''trying to stay alive'' can be challenging, depending on a variety of circumstances such as your place of residence, bodily disorders, and an [[AbusiveParents abusive upbringing]]. To quote an old cliché: Life isn't fair.

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* RealLife ''as a whole'' is this. Many aspects of life, from difficult education classes to trying to manage enough income to have a roof to live under to even just ''trying to stay alive'' can be challenging, depending on a variety of circumstances such as your place of residence, bodily disorders, and an [[AbusiveParents abusive upbringing]].the way one is raised by their family (especially setbacks such as AbusiveParents). To quote an old cliché: Life isn't fair.
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* RealLife ''as a whole'' can be this. Many aspects of life, from difficult education classes to trying to manage enough income to have a roof to live under to even just ''trying to stay alive'' can be challenging, depending on a variety of circumstances such as your place of residence, bodily disorders, and an [[AbusiveParents abusive upbringing]].

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* RealLife ''as a whole'' can be is this. Many aspects of life, from difficult education classes to trying to manage enough income to have a roof to live under to even just ''trying to stay alive'' can be challenging, depending on a variety of circumstances such as your place of residence, bodily disorders, and an [[AbusiveParents abusive upbringing]]. To quote an old cliché: Life isn't fair.
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* RealLife ''as a whole'' can be this. Many aspects of life, from difficult education classes to trying to manage enough income to have a roof to live under to even just ''trying to stay alive'' can be challenging, depending on a variety of circumstances such as your place of residence, bodily disorders, and an [[AbusiveParents abusive upbringing]].
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* The casino game "Diana" [[OlderThanTheyThink Surprisingly old]], predating [[OlderThanTheNES Nintendo]], [[OlderThanTelevision the TV itself]], and even [[OlderThanRadio radio!]] was introduced to the Wild West in the 1800s, but did not gain popularity as the odds were apparently murderous.

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* The casino game "Diana" "Diana". [[OlderThanTheyThink Surprisingly old]], predating [[OlderThanTheNES Nintendo]], [[OlderThanTelevision the TV itself]], and even [[OlderThanRadio radio!]] was Was introduced to the Wild West in the 1800s, but did not gain popularity as the odds were apparently murderous.

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* {{Subverted|Trope}}, ironically, in the ''Fanfic/PaperMarioX'' series, as every boss character is taken down without hardly a sweat.
** Played straight in ''Paper Luigi X'' though: either Luigi messes something up or the boss literally is hard and poses a legitimate challenge.

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* {{Subverted|Trope}}, ironically, in the ''Fanfic/PaperMarioX'' series, as every boss character is taken down without hardly a sweat.
** Played straight in
''Paper Luigi X'' though: either Luigi messes something up or the boss literally is hard and poses a legitimate challenge.
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->''riverrun, past Eve and Adam's, from swerve of shore to bend of bay, brings us by a commodius vicus of recirculation back to Howth Castle and Environs.''

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->''riverrun, -->''riverrun, past Eve and Adam's, from swerve of shore to bend of bay, brings us by a commodius vicus of recirculation back to Howth Castle and Environs.''
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* ''Literature/FinnegansWake'', a book positively saturated with double meanings and confusing language. You need to read a guide just to understand any given passage. For reference, here's the first sentence:
->''riverrun, past Eve and Adam's, from swerve of shore to bend of bay, brings us by a commodius vicus of recirculation back to Howth Castle and Environs.''
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* The Monaco Grand Prix is the hardest, if not one of the hardest, tracks for F-1 racers, since it consists of twisty windy city roads that two cars are barely comfortable in side by side. In fact, it's the only course that's given an exception to F-1 track rules (which most is laid out for safety reasons).
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* The [[http://en.wikipedia.org/wiki/Boston_Marathon Boston Marathon]] is widely known as exemplifying Nintendo Hard in road races. First if running 26.2 miles wasn't hard enough, to limit the number of entrants one must qualify for the race by first meeting a challenging benchmark time in another marathon. Then, while the Boston Marathon course features an overall elevation drop, the undulating New England terrain includes frequent uphill segments including several late in the race located precisely at the point where human runners are at their most vulnerable.
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Seriously, Paper Luigi X is part of the Paper Mario X series! It\'s NOT a separate fanfic or anything!


* Played straight in ''FanFic/PaperLuigiX'' though: either Luigi messes something up or the boss literally is hard and poses a legitimate challenge.

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* ** Played straight in ''FanFic/PaperLuigiX'' ''Paper Luigi X'' though: either Luigi messes something up or the boss literally is hard and poses a legitimate challenge.
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Example indentation. Work names should be linked to the page the work would go on, even as redlinks.


** Played straight in ''Paper Luigi X'' though: either Luigi messes something up or the boss literally is hard and poses a legitimate challenge.

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** * Played straight in ''Paper Luigi X'' ''FanFic/PaperLuigiX'' though: either Luigi messes something up or the boss literally is hard and poses a legitimate challenge.
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* Played straight in ''Paper Luigi X'' though: either Luigi messes something up or the boss literally is hard and poses a legitimate challenge.

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* ** Played straight in ''Paper Luigi X'' though: either Luigi messes something up or the boss literally is hard and poses a legitimate challenge.
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[[folder:Fan Fiction]]

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[[folder:Fan Fiction]]Works]]



** Played straight in ''Paper Luigi X'' though: either Luigi messes something up or the boss literally is hard and poses a legitimate challenge.

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** * Played straight in ''Paper Luigi X'' though: either Luigi messes something up or the boss literally is hard and poses a legitimate challenge.



[[folder:Literature]]
* The ''Literature/LoneWolf'' {{Gamebook}} series got progressively more difficult around book eight or so, but never really reached this level of madness... except for ''The Prisoners Of Time.'' In addition to the usual death traps and RandomNumberGod bullshit, there were three extremely difficult fights right at the end. In the first, if you brought the InfinityPlusOneSword from an earlier book, the boss' stats were nearly impossible to overcome. The second featured similar issues, regardless of equipment. And the third was on ''the next entry,'' giving you no chance to heal, '''and''' you started by taking unavoidable damage.

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[[folder:Literature]]
[[folder:Gamebooks]]
* The ''Literature/LoneWolf'' {{Gamebook}} series got progressively more difficult around book eight or so, but never really reached this level of madness... except for ''The Prisoners Of Time.'' of Time''. In addition to the usual death traps and RandomNumberGod bullshit, there were three extremely difficult fights right at the end. In the first, if you brought the InfinityPlusOneSword from an earlier book, the boss' stats were nearly impossible to overcome. The second featured similar issues, regardless of equipment. And the third was on ''the next entry,'' giving you no chance to heal, '''and''' you started by taking unavoidable damage.



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[[folder:Tabletop Games]]
* Several ''TabletopGame/DungeonsAndDragons'' modules have developed reputations for being "meat grinders" due to the high mortality rate of parties attempting to tackle them.
** The original TabletopGame/TombOfHorrors module more than qualifies.
--->'''E. Gary Gygax''': [[http://www.giantitp.com/comics/oots0536.html Heh, heh. Oh, man. The Sphere of Annihilation in the statue's mouth. That never gets old.]]
** As is ''Throne of Bloodstone,'' the module that has your party going to the layer of the Abyss that Orcus resides in order to steal his artifact wand.
** And then there's the DarkSun module "Valley of Dust and Fire" which details the city of Ur Draxa, home of the Dragon of Tyr.
*** The whole Dark Sun-setting was intended to be the Nintendo Hard among the D&D-settings (though {{Planescape}} is more or less on par with it).
** And let's not forget just about any dungeon created by a KillerGameMaster.
*** Or even created by a normal DM. D&D is exceedingly lethal even without active malice on the part of the DM, it's just more so with it, and more arbitrarily so at that.
*** A lot of it - especially the latest (as of early 2011) Monster Manual - actually isn't that hard, so long as you have proper pacing and a well balanced team. Which leads to conversations like "What, you wiped with that? The tank shouldn't have been touched, and the healer should have been able to keep the AOE mitigated!" "Yeah except we have three melee damage-dealing guys in hide armor or less, and our 'healer' focused all his skills in attacks with a little control and heals himself first and foremost." ".... Ouch."
** ''Dungeon'' magazine was rather infamous for publishing these, as well. There was one that included a nearly-inescapable room-filling-with-sand trap, the goal for the adventure being impossible to achieve without the (level eight to ten) party members having a ''wish'' spell available, and an efreet that literally could not be killed. The only way to even get rid of the efreet involved summoning a 20th-level priest of Set who's been dead and trapped in an amulet for several thousand years, has his full repertoire of combat spells to blast the party with, and is in a ''really bad mood''. Other adventures were even more deadly.
** ''Labyrinth of Madness'' - not only are the monsters and traps extremely deadly, but to progress past certain points, you need to find magical glyphs, without which certain parts of the dungeon (mainly the entrances to new areas) don't even ''exist'' for you. There are twenty in all, and you're pretty much screwed if you miss even one. (To make matters worse, the original printing has a typo that makes one of them impossible to actually get, but honestly, most groups will give up before this actually becomes a problem.)
*** There was a comic book adaptation of the Labyrinth of Madness. The dwarven fighter was instant-killed off about 3 pages in, turned into a zombie and sent back to attack his friends. Says it all, really.
** The Skinsaw Murders, a ''TabletopGame/{{Pathfinder}}'' adventure path installment, is infamous for [=TPKs=]. Lots of ghouls, who's paralysis attack can be very cheap and very nasty, a haunted house full of unavoidable "Haunts", one of which forces you to jump out a window, possibly hitting the water some 50 ft below, or run outside into a flock of undead crows. And the final boss encounter...no. Just no.
* ''TabletopGame/CallOfCthulhu'', the RPG, is usually murderously difficult to survive. Characters are at risk of death from a single rifle round, and many monsters deal enough damage that player characters who are hit have almost no chance to survive. TheCorruption is killing you, your SanityMeter is killing you, the McGuffin is killing you, the TomeOfEldritchLore is killing you... [[EverythingIsTryingToKillYou They're not trying.]] They're succeeding.
* ''TabletopGame/ArkhamHorror'' is extremely difficult. The randomly drawnly opponent EldritchAbomination BigBad changes a number of rules, monsters, and often has instant-kill conditions should the game end in a final battle. Strategy and teamwork is mandatory, random events and blind luck will usually ruin your plans, and it's all a RaceAgainstTheClock. Expansions for the game generally exist to make the game ever ''harder'', such as adding TheDragon or TheCorruption to the mix. In general, you don't expect to ''win'' a given game, completely appropriate to the [[CosmicHorrorStory setting]].[[note]]This intense difficulty can be avoided by using custom characters. Even if they themselves are not unbalanced, putting them together, each designed for a certain task (i.e. one is made to close and explore gates, another is combat, another is movement, etc), makes the game from something incredibly difficult to relatively easy - even beating the end abominations becomes a fairly simple task.[[/note]]
* [[TabletopGame/{{Paranoia}} Friend Computer]] would like to remind you that only Commie Mutant Traitors would say the Troubleshooters in Paranoia are given six clones because of the stunningly high death rate in Alpha Complex. Complaining about a 2% survival rate at one week is treason. This information is above your clearance level, Citizen; please report to your nearest termination center immediately or wait for your local extermination team. Have a wonderful daycycle!
* ''TabletopGame/HunterTheReckoning'' stresses its brutal difficulty in its fluff. The rules are not on the same level as TabletopGame/CallOfCthulhu. However, if the GameMaster decides to use the rules in the game lines for other supernaturals in the TabletopGame/OldWorldOfDarkness, the PlayerCharacters are mayflies.
* ''BetrayalAtHouseOnTheHill'' has many scenarios which are won or lost based on victory conditions. However, before the endgame begins, players have found items, gained and lost stats, and explored the house. End-games range from fair challenges to virtually impossible.
* The ''{{Deadlands}}'' dime novel adventure ''Night Train'' is alternately referred to as PC Death Train. A locomotive carrying thirty nosferatu and a zombie conductor (and not one of those relatively easy to beat head shot zombies) will do that. Rumors that its writer John Goff gets a royalty every time running it ends in a TotalPartyKill are officially denied, however.
* ''Series/{{Battlestar Galactica|Reimagined}}'' the board game is extremely hard for a traitor game. Often favoring the Cylon rather than the Humans. More often than not the Cylons win.
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[[folder:Live-Action Television]]
* Fictional example: "New Cap City" in ''Series/{{Caprica}}''. A {{Dieselpunk}} {{Cyberspace}} {{MMORPG}} in which almost every player and NPC acts like a HairTriggerTemper psychopath, fighter planes randomly strafe the streets every so often, and dying once doesn't just permanently destroy your character but bans you from the game for life. [[spoiler:And then the incredibly pissed-off AI teenage girls with GodMode powers and ResurrectiveImmortality turn up...]]
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[[folder:Real Life]]
* [[IvyLeague Harvard University]]'s "Math 55" course is, by the university's own admission, "probably the most difficult undergraduate math class in the country": it covers several years of undergraduate math in two semesters, with the homework per week taking well into the double digits in hours and only a few students typically remaining at the end. The faculty deliberately made the course so difficult not simply as a weeder but to give students a new understanding of depth.
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[[folder:Game Shows]]
* 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 ''LegendsOfTheHiddenTemple'' had a really low success rate (less than 25%). The locked doors guaranteed that the artifact you need to find was in the LAST room you'd enter, 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 and 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 ''WhereInTheWorldIsCarmenSandiego?'' wasn't too bad if you knew about geography, but the final round of ''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:
** ''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.
** ''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, effectly disqualifing him, and an episode where his cart got stuck on long grass, in which it was declared a draw).
** ''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.
* ''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.
** It's getting so bad that now the audience even groans 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 at. 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 earlier UK kids GameShow ''{{Knightmare}}'' had a similar record- 80 teams challenged the Dungeon of Deceit over the course of 8 series. 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!
** 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.
*** 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 Sale of the Century]]. 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]]". BTW, of the 64 Winner's Big Money Games that were a part of the initial package from [[Creator/{{GSN}} GSN]], only 22 were won, with numerous losing streaks along the way.
* ''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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