Two of those 5 descriptions resonated big time.
1. Bad technical aspects make it difficult. Making a difficult jump is a real difficulty. Making a same difficult jump with overly complex controls, bad jumping physics, or an abrupt mid-air change of camera angle - and therefore the orientation of your controls - is not.
Sonic R for Sega Saturn was very first thing that came to mind for this one.
You might say the controls are something you have to adapt to, which is fully feasible, I know I have. But if you have no prior knowledge of the game, you'll find yourself flying all over the place both on and off the track. It was marketed somewhat as being best played with the Saturn 3D controller (a precursor to the Dreamcast controller design) but the majority of people did not have one and had to consent to the normal controller. If conforming to it's wonky controls was simply beyond your comprehension, this game was completely unplayable.
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3. Denial of information critical to progress. A reasonable game may require the player to use information, clues, or logic to proceed. Withholding relevant information such that the player cannot possibly win without a guide, walk-through or trial and error is fake difficulty.
I immediately thought of Phantasy Star II and Phantasy Star III: Generations of Doom.
For starters, PSII came with a 108 page hint-book to help you just play the damn game. PSIII has little to know relevant dialogue at most times to tell you where you actually need to go. It DEMANDS you have a walk-through, otherwise the majority of your time is spent wandering and trial/error work. I won't deny that they're a product of their time and their style of "Fake Difficulty" borrows heavily from PC RPGs of the day, but just a little bit more cohesiveness between gameplay and story would have went a long way.
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4. The outcome of the game is influenced by decisions that were uninformed at the time and cannot be undone. (Unless, and only unless, the game is heavily story-based and unforeseen consequences of actions undertaken with incomplete information are legitimate plot elements.)
Easy one for me, Suikoden I & II.
So as not to spoil anything for those that have not played either one, the loss of characters permanently without any notice. In the first one, the character in question can be brought back IF you recruit EVERY character in the game. The problem there? Some can only be recruited at specific times that only come up ONCE. In the second one, a character's life is in danger right in the middle of some dialogue and you're supposed to know that you're allowed to move while they're talking and try to save that character. They don't tell you at all. I lost that character permanently.