History Main / HardModeFiller

7th Oct '17 4:39:27 PM bt8257
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* ''VideoGame/BlackAndWhite'' has an interesting example with world 4. It is world 1, but supremely messed up by Nemesis. You have to destroy three well protected stones which cause [[KillitwithFire fireballs to assault your village regularly]], [[ShockandAwe lightning to strike randomly]], and [[ArsonMurderandJaywalking constant rain]].

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* ''VideoGame/BlackAndWhite'' has an interesting example with world 4. It is world 1, but supremely messed up by Nemesis. You have to destroy three well protected stones which cause [[KillitwithFire [[KillItWithFire fireballs to assault your village regularly]], [[ShockandAwe [[ShockAndAwe lightning to strike randomly]], and [[ArsonMurderandJaywalking [[ArsonMurderAndJaywalking constant rain]].



* A variation occurs in ''VideoGame/{{Zuma}}'', which will give you a new color ball and increase the speed by repeating the same three worlds over and over again. For the first three repetitions, an extra level per world might seem to [[AvertedTrope avert]] this, but it's played completely straight between the third and fourth repitition.

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* A variation occurs in ''VideoGame/{{Zuma}}'', which will give you a new color ball and increase the speed by repeating the same three worlds over and over again. For the first three repetitions, an extra level per world might seem to [[AvertedTrope avert]] {{avert|edTrope}} this, but it's played completely straight between the third and fourth repitition.repetition.
27th Jul '17 4:58:20 PM MyFinalEdits
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* ''VideoGame/ChipsChallenge'' has 149 levels, one of which (level 131, ''Totally Unfair'') is this (to level 122, ''Totally Fair''). The layout is nearly identical in both levels, but in the ''Unfair'' version it's no longer possible to enter the teeth's (frog's) area to carefully lure it to the button that disables a trap guarding the required chips to unlock the exit. Therefore, the only option is to lure the enemy ''blindly'' from the distance (which requires full knowledge of the layout by playing level 122 first).
17th Apr '17 1:43:39 PM Morgenthaler
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* In ''WorldOfWarcraft'', "Heroic" dungeons are earlier dungeons tuned to a difficulty for a moderately well equipped player at the current level cap. For the most part, the enemies hits harder, drop better loot, etc. However, some of them add new boss abilities, or an [[BonusBoss additional boss]]. Cataclysm has brought this one step further by introducing heroic versions of popular content from previous expansions, as well as the standard "Hard Mode" that it has been used for previously. The fanbase seems to be split between fans and critics of the system: some older players are happy to replay the "golden age" content, and newer players may be excited to see this hyped content for the first time (it can be hard to find a group for a mid-level dungeon from which the rewards would be obsolete after just a little LevelGrinding), but other longtime players think Blizzard is trying to exploit nostalgia to pump out relatively easy-to-design, cheap content.
* {{Rift}} uses the same method as ''WorldOfWarcraft'' with expert dungeons, which are exactly the same thing in idea and execution.

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* In ''WorldOfWarcraft'', ''VideoGame/WorldOfWarcraft'', "Heroic" dungeons are earlier dungeons tuned to a difficulty for a moderately well equipped player at the current level cap. For the most part, the enemies hits harder, drop better loot, etc. However, some of them add new boss abilities, or an [[BonusBoss additional boss]]. Cataclysm has brought this one step further by introducing heroic versions of popular content from previous expansions, as well as the standard "Hard Mode" that it has been used for previously. The fanbase seems to be split between fans and critics of the system: some older players are happy to replay the "golden age" content, and newer players may be excited to see this hyped content for the first time (it can be hard to find a group for a mid-level dungeon from which the rewards would be obsolete after just a little LevelGrinding), but other longtime players think Blizzard is trying to exploit nostalgia to pump out relatively easy-to-design, cheap content.
* {{Rift}} ''VideoGame/{{Rift}}'' uses the same method as ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' with expert dungeons, which are exactly the same thing in idea and execution.
9th Apr '17 2:03:26 PM MyFinalEdits
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** In the highest-end game/generation expansions (''Monster Hunter G'', ''Freedom Unite'', ''3 Ultimate'' and ''4 Ultimate''), once the player enters G Rank (exclusive to these expansions) in the online quests, old monsters will once again return with even greater power and difficulty, and new subspecies of monsters (as well as all-new Elder Dragons) are introduced to provide very formidable boss fights.

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** In the highest-end game/generation expansions (''Monster Hunter G'', ''Freedom Unite'', ''3 Ultimate'', ''4 Ultimate'' and ''4 Ultimate''), ''XX''), once the player enters G Rank (exclusive to these expansions) in the online quests, old monsters will once again return with even greater power and difficulty, and new subspecies of monsters (as well as all-new Elder Dragons) are introduced to provide very formidable boss fights.
8th Apr '17 7:34:27 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, Bullet Bills flying through the air, more and/or longer fire bars in the castles and (in the case of 7-4) a different path pattern to tackle the 4-4 maze. 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 new ones (which would later be featured in ''The Lost Levels'').

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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, Bullet Bills flying through the air, more and/or longer fire bars in the castles and (in the case of 7-4) a different path pattern to tackle the 4-4 maze. 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 new ones (which that would later be featured in ''The Lost Levels'').Levels''.
29th Mar '17 3:37:05 PM TEVOL
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* The second act of ''VideoGame/SilentHill4'' runs you through the same levels that you went through in the first act, except now each level has a unique and extra difficult Victim stalking you through it, and you have Eileen following you around needing to be protected.
3rd Jan '17 11:56:08 AM MyFinalEdits
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** In the original Disk System version of ''VideoGame/SuperMarioBrosTheLostLevels'', you have to play through the main campaign (Worlds 1-8, plus the optional World 9) at least eight times to unlock the second harder campaign, which consisted of only four worlds (Worlds A-D). Some of the levels in Worlds A-D are just harder versions of existing levels from Worlds 1-8. The repetition isn't kept for the ''[[VideoGame/SuperMarioAllStars All-Stars]]'' remake, which instead warps the player immediately to World A after the player clears World 8 or 9.

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** In the original Disk System version of ''VideoGame/SuperMarioBrosTheLostLevels'', you have to play through the main campaign (Worlds 1-8, plus the optional World 9) at least eight times to unlock the second harder campaign, which consisted consists of only four worlds (Worlds A-D). Some of the levels in Worlds A-D are just harder versions of existing levels from Worlds 1-8. The repetition isn't kept for the ''[[VideoGame/SuperMarioAllStars All-Stars]]'' remake, which instead warps the player immediately to World A after the player clears World 8 or 9.9 for the first time.



* ''VideoGame/MetroidPrimeHunters'' does it with bosses. Aside from the final bosses, there are only two bosses in the game and you have to fight them both four different times, each time with harder difficulty.

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* ''VideoGame/MetroidPrimeHunters'' does it with bosses. Aside from the final bosses, boss and the minibosses, there are only two bosses in the game and you have to fight them both four different times, each time with harder difficulty.
3rd Jan '17 10:19:23 AM Saurubiker
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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, Bullet Bills flying through the air, more and/or longer fire bars in the castles and (in the case of 7-4) a different path pattern to tackle the 4-4 maze. 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''.
** 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 isn't kept for the ''[[VideoGame/SuperMarioAllStars All-Stars]]'' remake, but several of the later stages are still Hard Mode Filler.

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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, Bullet Bills flying through the air, more and/or longer fire bars in the castles and (in the case of 7-4) a different path pattern to tackle the 4-4 maze. 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 new ones from (which would later be featured in ''The Lost Levels''.
Levels'').
** In the original FDS Disk System version of ''VideoGame/SuperMarioBrosTheLostLevels'', you have to play through the first main campaign (Worlds 1-8, plus the optional World 9) at least eight worlds several times to reach unlock the second harder campaign, which consisted of only four worlds (Worlds A-D). Some of the levels in Worlds A through D, the true final stages. And even some of ''those'' A-D are just harder versions of existing levels. levels from Worlds 1-8. The repetition isn't kept for the ''[[VideoGame/SuperMarioAllStars All-Stars]]'' remake, but several of which instead warps the later stages are still Hard Mode Filler.player immediately to World A after the player clears World 8 or 9.
31st Dec '16 11:23:54 PM MyFinalEdits
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Compare SecondQuest, where this happens to the entire game after the first playthrough is over. See also WhereItAllBegan, when you have to return to an earlier area as part of the story. Sometimes a BossRush works the same way, but you're only redoing the bosses.

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Compare SecondQuest, where this happens to the entire game after the first playthrough is over. See also WhereItAllBegan, when you have to return to an earlier area as part of the story. Sometimes a BossRush works the same way, but you're only redoing the bosses.
bosses. If an entire overworld is duplicated to get a more difficult (and usually darker-themed) version, it's a DarkWorld.



** ''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''.

to:

** ''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 air, more and/or longer fire bars in the castles, too.castles and (in the case of 7-4) a different path pattern to tackle the 4-4 maze. 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''.
31st Dec '16 11:06:29 PM MyFinalEdits
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* ''VideoGame/MonsterHunter 3 Ultimate'':
** Several of the high-rank missions are about hunting PaletteSwap versions of previous monsters. These revamped opponents are far more aggressive, their attacks may be of a different element from the originals and, at the start, you're placed randomly in a part of the battlefield, far from the resting area, and the supplies to help you won't arrive until much later, when there's little time left to hunt the monsters.
** In addition to new monsters and subspecies of old monsters, the old monsters themselves return as well with buffed HP and attack power. Even the Great Jaggi can cause trouble at first, and monsters like Gigginox and Lagiacrus become a nightmare because of this.
** Once the player enters G Rank in the online quests, old monsters will once again return with even greater power and difficulty, and new subspecies of monsters (as well as an all-new Elder Dragon) are introduced to provide very formidable boss fights.

to:

* ''VideoGame/MonsterHunter 3 Ultimate'':
''VideoGame/MonsterHunter'':
** Several of the high-rank missions in the games are about hunting PaletteSwap versions of previous monsters. These revamped opponents opponents, known as Subspecies, are far more aggressive, their have attacks that may be of a different element from the originals and, at the start, you're placed randomly in a part of the battlefield, far from the resting area, and the supplies provided by the Guild to help you won't arrive until much later, when there's little time left to hunt the monsters.
** In addition to new monsters and subspecies of old monsters, the old monsters themselves return as well with buffed HP and attack power. Even the monsters like Great Jaggi can cause trouble at first, and monsters like Diablos, Gigginox and Lagiacrus become a nightmare because of this.
** Once In the highest-end game/generation expansions (''Monster Hunter G'', ''Freedom Unite'', ''3 Ultimate'' and ''4 Ultimate''), once the player enters G Rank (exclusive to these expansions) in the online quests, old monsters will once again return with even greater power and difficulty, and new subspecies of monsters (as well as an all-new Elder Dragon) Dragons) are introduced to provide very formidable boss fights.
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