History Main / HardModeFiller

1st Feb '16 11:46:03 PM wolftickets1969
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** ''VideoGame/SuperMarioBros1'' - While you don't have to replay the entire game at a harder difficulty, six of the later levels (specifically 5-3, 5-4, 6-4, 7-2, 7-3 and 7-4) are exactly the same as earlier levels (specifically, 1-3, 2-4, 1-4, 2-2, 2-3 and 4-4, respectively) except with harder enemies, smaller platforms, and sometimes Bullet Bills flying through the air. And more and/or longer fire bars in the castles, too. This is because there wasn't enough [=ROM=] to handle more unique areas.
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** ''VideoGame/SuperMarioBros1'' - While you don't have to replay the entire game at a harder difficulty, six of the later levels (specifically 5-3, 5-4, 6-4, 7-2, 7-3 and 7-4) are exactly the same as earlier levels (specifically, 1-3, 2-4, 1-4, 2-2, 2-3 and 4-4, respectively) except with harder enemies, smaller platforms, and sometimes Bullet Bills flying through the air. And more and/or longer fire bars in the castles, too. This is because there wasn't enough [=ROM=] to handle more unique areas. The ''Vs.'' arcade version averted this by replacing the duplicate levels with ones from ''The Lost Levels''.
25th Jan '16 5:37:02 PM MarkLungo
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* ''Munch Man'' (a ''Pac-Man'' clone for the TI99) had 20 levels. The next 20 were the same maps with faster, tougher enemies. The 20 after ''that'' had even faster enemies and ''invisible walls''.
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* ''Munch Man'' (a ''Pac-Man'' clone for the TI99) UsefulNotes/TI99) had 20 levels. The next 20 were the same maps with faster, tougher enemies. The 20 after ''that'' had even faster enemies and ''invisible walls''.
3rd Dec '15 4:18:12 PM nombretomado
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* Some earlier games on the SegaMasterSystem, like ''Safari Hunt'', ''Ghost House'', or ''VideoGame/MyHero'', only had three levels, and basically followed this trope to the letter.
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* Some earlier games on the SegaMasterSystem, UsefulNotes/SegaMasterSystem, like ''Safari Hunt'', ''Ghost House'', or ''VideoGame/MyHero'', only had three levels, and basically followed this trope to the letter.
18th Nov '15 6:01:06 PM MyFinalEdits
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** ''VideoGame/SuperMarioBros1'' - While you didn't have to replay the entire game at a harder difficulty, six of the later levels (specifically 5-3, 5-4, 6-4, 7-2, 7-3 and 7-4) were exactly the same as earlier levels (specifically,1-3, 2-4, 1-4, 2-2, 2-3 and 4-4, respectively) except with harder enemies, smaller platforms, and sometimes Bullet Bills flying through the air. And more and/or longer fire bars in the castles, too. This is because there wasn't enough [=ROM=] to handle more unique areas. ** In the original FDS version of ''VideoGame/SuperMarioBrosTheLostLevels'', you have to play through the first eight worlds several times to reach Worlds A through D, the true final stages. And even some of ''those'' are just harder versions of existing levels. The repetition wasn't kept for the ''[[VideoGame/SuperMarioAllStars All-Stars]]'' remake, but several of the later stages were still HardModeFiller.
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** ''VideoGame/SuperMarioBros1'' - While you didn't don't have to replay the entire game at a harder difficulty, six of the later levels (specifically 5-3, 5-4, 6-4, 7-2, 7-3 and 7-4) were are exactly the same as earlier levels (specifically,1-3, (specifically, 1-3, 2-4, 1-4, 2-2, 2-3 and 4-4, respectively) except with harder enemies, smaller platforms, and sometimes Bullet Bills flying through the air. And more and/or longer fire bars in the castles, too. This is because there wasn't enough [=ROM=] to handle more unique areas. ** In the original FDS version of ''VideoGame/SuperMarioBrosTheLostLevels'', you have to play through the first eight worlds several times to reach Worlds A through D, the true final stages. And even some of ''those'' are just harder versions of existing levels. The repetition wasn't isn't kept for the ''[[VideoGame/SuperMarioAllStars All-Stars]]'' remake, but several of the later stages were are still HardModeFiller.

* ''VideoGame/PunchOut'' for Wii has Title Defense mode. You have to refight all the characters from the game with remixed movesets, and you have less HP. Also, ''Mike Tyson's Punch-Out!!'' for the NES makes you re-fight Piston Honda, Bald Bull and Don Flamenco a second time in [[TookALevelInBadass tactically improved form]] with halved HP.
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* ''VideoGame/PunchOut'' for ''VideoGame/PunchOut'': ** The Wii game has Title Defense mode. You have to refight all the characters from the game with remixed movesets, and you have less HP. Also, HP. ** ''Mike Tyson's Punch-Out!!'' for the NES makes you re-fight Piston Honda, Bald Bull and Don Flamenco a second time in [[TookALevelInBadass tactically improved form]] with halved HP.

* ''Star Prince'' and the first two ''Robot Ninja Haggleman'' games do this in ''VideoGame/RetroGameChallenge'', as does Muteki Ken Kung Fu in the sequel, although there's a code to begin the game from the second playthrough, similar to [[VideoGame/TheLegendOfZelda Zelda 1.]]
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* ''Star Prince'' and the first two ''Robot Ninja Haggleman'' games do this in ''VideoGame/RetroGameChallenge'', as does Muteki Ken Kung Fu in the sequel, although there's a code to begin the game from the second playthrough, similar to [[VideoGame/TheLegendOfZelda Zelda 1.]]playthrough.
10th Nov '15 11:02:48 AM morenohijazo
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* ''VideoGame/GrandTheftAutoII'': A lot of the missions in the industrial district are basically a rehash of missions in the two first districts, only harder. "Tanks A Lot" is "Stop the Tank" (the difference being that there are two tanks instead of one, and they're shooting at you), "Army Base Alert" is "Tanksgiving", "Grand Theft Auto" is "Operation Z", "Russian Sailors" is "Sink or Swim", "Karma Assassins" is "Greatest Hits", and "Gang War" is "Double Cross Crush". The worst is what happens with "SWAT Van Swipe", a mission from the downtown district which involves stealing a SWAT Van; it gets repeated in the residential district with "Law Enforcement Larceny", which involves stealing a SWAT Van and a Special Agent Car; and it gets repeated ''[[RuleOfThree again]]'' in the industrial district with "I'd Like A Tank, Please, Bob", which involves stealing [[RuleOfThree a SWAT Van, a Special Agent Car and a tank]].
3rd Nov '15 12:04:01 AM HeraldAlberich
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* ''VideoGame/MetroidPrime: Hunters'' did it with bosses. Aside from the final bosses, there were only two bosses in the game and you had to fight them both four different times, each time with harder difficulty.
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* ''VideoGame/MetroidPrime: Hunters'' did ''VideoGame/MetroidPrimeHunters'' does it with bosses. Aside from the final bosses, there were are only two bosses in the game and you had have to fight them both four different times, each time with harder difficulty.
14th Sep '15 3:11:24 AM Morgenthaler
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* In the original ''RollingThunder'', the latter half of the game consists mainly of harder versions of the first five stages, with additional traps and enemies not in the early stages. Only Area 9, the penultimate stage, is completely original and not a rehash of an earlier stage. The arcade version even has an optional stage select feature that allows players to start off at any of the first five stages.
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* In the original ''RollingThunder'', ''VideoGame/RollingThunder'', the latter half of the game consists mainly of harder versions of the first five stages, with additional traps and enemies not in the early stages. Only Area 9, the penultimate stage, is completely original and not a rehash of an earlier stage. The arcade version even has an optional stage select feature that allows players to start off at any of the first five stages.
1st Sep '15 4:23:31 AM Nirual
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* ''VideoGame/FinalFantasyXIV'' forces you to fight the primals again after in the leadup to the expansion in their hard difficulty version. New primal fights all just start on hard, with a third difficulty (extreme) being optional.
24th Jul '15 10:13:40 PM MyFinalEdits
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This is just a case of Palette Swap, since the level doesn't focus on increasing difficulty but rather changing the puzzles and features of the original
*** Also from ''Super Mario Galaxy'', the late-game Gold Leaf Galaxy is a horizontally-flipped version of the early-game Honeyhive Galaxy, at least partially: The tiny minor planets are completely different, as are Mario's goals, with Gold Leaf's requiring Mario to scale geographic features present in Honeyhive but unused.
24th Jul '15 7:31:14 PM ZombieAladdin
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*** Also from ''Super Mario Galaxy'', the late-game Gold Leaf Galaxy is a horizontally-flipped version of the early-game Honeyhive Galaxy, at least partially: The tiny minor planets are completely different, as are Mario's goals, with Gold Leaf's requiring Mario to scale geographic features present in Honeyhive but unused.
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