IMO, CV1's gameplay didn't translate well to Simon's Quest; the SQ world was designed to be more open yet the mansions often require overly methodical platforming and trial-and-error deductions (which would be more at home in a faster-paced and more flexible platformer... Like CV4), both of which rarely suit the rigid gameplay. Combined with the unrefined pseudo-RPG aspects (particularly the grinding and losing Hearts at game overs), I can say that SQ is a better example of a gameplay style that artificially cripples the player and thus a better example of fake difficulty (the NES-era cryptic bullshit doesn't help either).
Now, I should also clarify: I find the gameplay of CV1 frustrating; it's annoying to have an attack delay and an unchangeable jump, but like Gors, I think it's at least worked around in a fashion that comes off as fair; other than CVX68000 (AKA Chronicles) and Bloodlines, later CVs that have "Classical" style gameplay don't accommodate the gameplay as well as CV1 did (CV3 had some bullshit level design and boss moments, and Dracula X... Urgh).
Now, I should also clarify: I find the gameplay of CV1 frustrating; it's annoying to have an attack delay and an unchangeable jump, but like Gors, I think it's at least worked around in a fashion that comes off as fair; other than CVX68000 (AKA Chronicles) and Bloodlines, later CVs that have "Classical" style gameplay don't accommodate the gameplay as well as CV1 did (CV3 had some bullshit level design and boss moments, and Dracula X... Urgh).