>>720317108 (OP)
Super Mario Bros.: The Lost Levels (Famicom/SNES) – Troll design: poison mushrooms, backward warps, hidden blocks over pits.
Dragon Quest II (NES) – The Cave to Rhone is pure JRPG hell. Long dungeons, instant-death RNG, no save points.
Super Ghouls ’n Ghosts (SNES) – Floaty double jump + two loops required.
Contra: Hard Corps (Genesis) – No 30-life code. Screen chaos, branching pain routes.
Castlevania III: Dracula’s Curse (NES) – Longest CV, brutal knockback deaths, Dracula is a skill wall.
Radiant Silvergun (Saturn/Arcade) – Complex mechanics + bullet hell gauntlets.
Mega Man (NES) – No passwords, slippery controls, Yellow Devil filter.
The 7th Saga (SNES, US) – Localization spike made it absurdly hard to grind past.
Hagane: The Final Conflict (SNES) – Relentless stage design and precision demands.
Chakan: The Forever Man (Genesis) – Infinite lives, infinite suffering, final gauntlet kills most players.
Ninja Gaiden Black (Xbox) – Technical combat + relentless AI.
Devil May Cry 3 (Original US, PS2) – Normal = Hard, Hard = Very Hard. A PS2-era filter game.
Shinobi (PS2) – Health-draining sword forces nonstop aggression. One slip = death.
Maximo: Ghosts to Glory (PS2) – 3D Ghouls ’n Ghosts: punishing checkpoints, armor = health.
Clock Tower II: The Struggle Within (PS1) – Clunky controls, relentless stalker, scarce saves. Survival horror cruelty.
Fear and Hunger (PC, 2018) – RNG deaths, limb loss, hunger, sanity. Every run is a nightmare.
Darkest Dungeon (PC, 2016) – Stress system + permadeath grind.
Contra (NES) – Without the Konami code, one-hit deaths, nonstop chaos.
Discworld (PS1/PC, no guide) – Moon-logic puzzles that require absurd leaps of thought.
Castlevania (NES) – Rigid jumps, brutal bosses like Death, unforgiving knockbac