History Main / MarathonLevel

16th Feb '17 6:02:17 PM dmcreif
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** The All Cup Tour in ''VideoGame/MarioKartDoubleDash'', featuring all 16 tracks, which takes about 45 minutes to do on 50cc, and a bit less in higher difficulty levels. For individual racetracks, there's Wario Colosseum, whose length means that you only have to complete two laps around it instead of the usual three.
** Waluigi Pinball in ''VideoGame/MarioKartDS'' is the longest track in the entire game. Unlike most examples here however, the track itself is fairly straightforward to complete.
** Rainbow Road in ''VideoGame/MarioKart7'' is long enough that it's also one long lap around the course, divided into three segments, rather than one whole lap.
** [[http://www.youtube.com/watch?v=kgesJs2IT_o Bowser's Fortress]], a fan-made custom track for ''Mario Kart Wii'', is even longer than most of the others, having three routes through a castle that each took about a minute and a half to complete without stopping. And it has three laps rather than checkpoints.

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** The All Cup Tour in ''VideoGame/MarioKartDoubleDash'', featuring all 16 tracks, which takes about 45 minutes to do on 50cc, and a bit less in higher faster difficulty levels. For individual racetracks, there's Wario Colosseum, whose length means that you only have to complete two laps around it instead of the usual three.
** Waluigi Pinball in ''VideoGame/MarioKartDS'' is the longest track in the entire game. Unlike most examples here however, the track itself is fairly straightforward to complete.
complete and actually fairly short when compared to most tracks in other Mario Kart games.
** Rainbow Road in ''VideoGame/MarioKart7'' is long enough that it's also one long lap around the course, divided into three segments, rather than one whole lap. \n It's one of three courses in its game to be a three segment course rather than a three lap one, the others being the Wuhu Island courses.
** [[http://www.youtube.com/watch?v=kgesJs2IT_o Bowser's Fortress]], a fan-made custom track for ''Mario Kart Wii'', ''VideoGame/MarioKartWii'', is even longer than most of the others, having three routes through a castle that each took about a minute and a half to complete without stopping. And it has three laps rather than checkpoints.
12th Feb '17 4:52:34 PM MyFinalEdits
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* ''Videogame/StarWarsTheOldRepublic'' has Belsavis. Overall, it's almost twice as long as most other planets. Not to mention how long it can take to get from one place to another. Balmorra and Taris are runners-up, mostly due to [[GodDamnedBats lots and lots of nasty wildlife]] slowing you down. Alderaan and Voss aren't ''quite'' as large, but you have LoadsAndLoadsOfLoading.

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* ''Videogame/StarWarsTheOldRepublic'' has Belsavis. Overall, it's almost twice as long as most other planets. Not to mention how planets, and it takes long it can take to get from one place to another. Balmorra and Taris are runners-up, mostly due to [[GodDamnedBats lots and lots of nasty wildlife]] slowing you down. Alderaan and Voss aren't ''quite'' as large, but you have LoadsAndLoadsOfLoading.



* The Dragon City from ''VideoGame/TheLegendOfSpyro: Dawn of the Dragon''. While it's only somewhat more lengthy than other levels, it's extremely ''chaotic,'' and the later half of it is basically an endless stream of combat. Not to mention constant running back and forth between several places you need to be on a strict time limit.

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* The Dragon City from ''VideoGame/TheLegendOfSpyro: Dawn of the Dragon''. While it's only somewhat more lengthy than other levels, it's extremely ''chaotic,'' and the later half of it is basically an endless stream of combat. Not to mention And there's constant running back and forth between several places you need to be on a strict time limit.



* Literally ''any'' long piece of music will become one if you load it up in ''VideoGame/{{Audiosurf}}'', ''BeatHazard'', Vip Ribbon or any other game that generates levels from music.
** Not to mention DJ mixes.
** ''BeatHazard'' also includes a Survival mode that continues until you run out of music or lives.
** ''VideoGame/{{Audiosurf}}'' has an achievement for getting stealth (avoid all grey blocks) on a Marathon Level (13+ minutes; there's also one for 7+ minutes) on [[IdiosyncraticDifficultyLevels Ninja Mono.]] Time to break out the EpicRocking.

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* Literally ''any'' long piece of music will become one if you load it up in ''VideoGame/{{Audiosurf}}'', ''BeatHazard'', Vip Ribbon or any other game that generates levels from music.
** Not to mention DJ mixes.
** ''BeatHazard''
''VideoGame/BeatHazard'' also includes a Survival mode that continues until you run out of music or lives.
** * ''VideoGame/{{Audiosurf}}'' has an achievement for getting stealth (avoid all grey blocks) on a Marathon Level (13+ minutes; there's also one for 7+ minutes) on [[IdiosyncraticDifficultyLevels Ninja Mono.]] Time to break out the EpicRocking.



* Fans of the ''{{Suikoden}}'' series [[ContestedSequel disliked]] the [[SuikodenIII third installment]] for [[PolygonCeiling a]] [[SequelNonEntity variety]] [[DesignatedHero of]] [[{{Wangst}} reasons]]. One of them was the infamous Mountain Path. Not only was it an infamously long trek with constant RandomEncounters (and this was 2002; you'd think they would have known better by then) with branching paths that led to either dead ends or the wrong location entirely, but you had to traverse it ''multiple times'', back and forth in different directions because it just so happened to be between you and a required destination a multitude of times and you weren't allowed to circumvent it. Once you finally got Viki's mirror some 2/3s into the game you could finally breathe easy, but it still wouldn't bring back all those hours the game forced you to waste.
* The Orre games, ''VideoGame/PokemonColosseum'' and ''VideoGame/PokemonXDGaleOfDarkness'', have Mt. Battle - you are forced to ascend the first Area as per the story, but afterwards you can go back there and scale 100 battles' worth of trainers. You can save on your way up, and transfer to and from each zone on demand, but if you want a special prize from the region, you need to do it all in one run (saves are permitted, mercifully).
** [[TheVeryDefinitelyFinalDungeon Citadark Isle]] in ''VideoGame/PokemonXDGaleOfDarkness''. Longer than any other area in the game, filled with trainer battles and Shadow Pokemon. You also have rematches with all 3 previously-fought bosses, plus two entirely new bosses, a [[OlympusMons legendary]] fight and the FinalBoss. Just to show how insane it is, ''fully HALF of the game's Shadow Pokemon are located on Citadark Isle.''

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* Fans of the ''{{Suikoden}}'' series [[ContestedSequel disliked]] the [[SuikodenIII third installment]] for [[PolygonCeiling a]] [[SequelNonEntity variety]] [[DesignatedHero of]] [[{{Wangst}} reasons]]. One of them was ''VideoGame/SuikodenIII'' has the infamous Mountain Path. Not only was is it an infamously long trek with constant RandomEncounters (and this was 2002; you'd think they would have known better by then) with branching paths that led lead to either dead ends or the wrong location entirely, but you had have to traverse it ''multiple times'', back and forth in different directions because it just so happened to be is between you and a required destination a multitude of times and you weren't aren't allowed to circumvent it. Once you finally got get Viki's mirror some 2/3s into the game you could can finally breathe easy, but it still wouldn't bring back all those hours the game forced you to waste.
* The Orre games, ''VideoGame/PokemonColosseum'' and ''VideoGame/PokemonXDGaleOfDarkness'', have Mt. Battle - you are forced to ascend the first Area as per the story, but afterwards you can go back there and scale 100 battles' worth of trainers. You can save on your way up, and transfer to and from each zone on demand, but if you want a special prize from the region, you need to do it all in one run (saves are permitted, mercifully).
** [[TheVeryDefinitelyFinalDungeon Citadark Isle]] in ''VideoGame/PokemonXDGaleOfDarkness''. Longer than any other area in the game, filled with trainer battles and Shadow Pokemon. You also have rematches with all 3 previously-fought bosses, plus two entirely new bosses, a [[OlympusMons legendary]] fight and the FinalBoss. Just to show how insane it is, ''fully HALF of the game's Shadow Pokemon are located on Citadark Isle.''
easy.



** ''VideoGame/PokemonRedAndBlue'' had the first instance of this in the long routes connecting Lavender Town to Fuschia City (thankfully optional, as you could also reach Fuschia City by taking the much faster Bicycle path. If you wanted the Super Rod, however, you were outta luck.) ''VideoGame/PokemonGoldAndSilver'' let you visit the same area in the postgame.
** ''VideoGame/PokemonRubyAndSapphire'' had the long routes from Mauville to Fortree as well as from Fortree to Lilycove. Near the end of the latter, the path branches off to take you to [[BigBoosHaunt Mt. Pyre]] and the game actually prompts you to go there, but not heading to Lilycove first to heal and obtain a fly point is an excercise in madness. Not to mention the never-ending surfing that plagues the latter portion of the game...
** ''VideoGame/PokemonDiamondAndPearl'' had the long walk from Solaceon to Veilstone, which was plagued with tall grass so that you couldn't use your bike and capped off with a double battle against a pair of Ace Trainers notorious for BossInMookClothing levels of difficulty. There's also this game's version of Victory Road, which is ''infamous'' as one of the hardest Victory Roads in the series.

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** ''VideoGame/PokemonRedAndBlue'' had has the first instance of this in the long routes connecting Lavender Town to Fuschia City (thankfully optional, as you could can also reach Fuschia City by taking the much faster Bicycle path. If you wanted want the Super Rod, however, you were outta luck.) have to take the long route). ''VideoGame/PokemonGoldAndSilver'' let lets you visit the same area in the postgame.
** ''VideoGame/PokemonRubyAndSapphire'' had has the long routes from Mauville to Fortree as well as from Fortree to Lilycove. Near the end of the latter, the path branches off to take you to [[BigBoosHaunt Mt. Pyre]] and the game actually prompts you to go there, but not heading to Lilycove first to heal and obtain a fly point is an excercise in madness. Not to mention And there's the never-ending surfing that plagues the latter portion of the game...
game.
** The Orre games, ''VideoGame/PokemonColosseum'' and ''VideoGame/PokemonXDGaleOfDarkness'', have Mt. Battle - you are forced to ascend the first Area as per the story, but afterwards you can go back there and scale 100 battles' worth of trainers. You can save on your way up, and transfer to and from each zone on demand, but if you want a special prize from the region, you need to do it all in one run (saves are permitted, mercifully).
** [[TheVeryDefinitelyFinalDungeon Citadark Isle]] in ''VideoGame/PokemonXDGaleOfDarkness''. Longer than any other area in the game, filled with trainer battles and Shadow Pokemon. You also have rematches with all 3 previously-fought bosses, plus two entirely new bosses, a [[OlympusMons legendary]] fight and the FinalBoss. Just to show how insane it is, ''fully HALF of the game's Shadow Pokemon are located on Citadark Isle.''
** ''VideoGame/PokemonDiamondAndPearl'' had has the long walk from Solaceon to Veilstone, which was plagued with has tall grass so that you couldn't can't use your bike and it's capped off with a double battle against a pair of Ace Trainers notorious for BossInMookClothing levels of difficulty. There's also this game's version of Victory Road, which is ''infamous'' as one of the hardest Victory Roads in the series.



** Finally averted in ''PokemonXAndY,'' where the longer routes usually have a Pokémon Ranger or other healing NPC to alleviate some of the stress.

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** Finally averted in ''PokemonXAndY,'' where In ''VideoGame/PokemonXAndY'', the longer routes usually have a Pokémon Ranger or other healing NPC to alleviate some of the stress.
26th Jan '17 3:39:17 PM astrokitty
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* ''VideoGame/{{Fallout 3}}'''s Broken Steel final mission, Who Dares Wins, is about the length of two regular missions, consisting of [[spoiler: Sneaking into the Metro Station, then reaching the Enclave's final base, getting into their mobile platform, and either recalibrating the targeting system or letting it destroy what's left of the Pentagon]]. Also, if you're higher levels, you will meet about 4-5 [[DemonicSpiders Feral Ghoul Reavers]]...'''at once'''. Not even those Sentry Bots can save you; the most the sentry bots will do is thin the herd of weak feral ghouls will the Reavers eat their bullets like popcorn.

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* ''VideoGame/{{Fallout 3}}'''s 3}}'' 's Broken Steel final mission, Who Dares Wins, is about the length of two regular missions, consisting of [[spoiler: Sneaking into the Metro Station, then reaching the Enclave's final base, getting into their mobile platform, and either recalibrating the targeting system or letting it destroy what's left of the Pentagon]]. Also, if you're higher levels, you will meet about 4-5 [[DemonicSpiders Feral Ghoul Reavers]]...'''at once'''.'''''at once'''''. Not even those Sentry Bots can save you; the most the sentry bots will do is thin the herd of weak feral ghouls will the Reavers eat their bullets like popcorn.
26th Jan '17 7:54:39 AM Gosicrystal
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** The Palace of Winds in ''VideoGame/TheLegendOfZeldaTheMinishCap''. Ezlo even [[LampshadeHanging Lampshades]] this in the page quote.

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** The Palace of Winds in ''VideoGame/TheLegendOfZeldaTheMinishCap''. Ezlo even [[LampshadeHanging Lampshades]] this this:
--->'''Ezlo:''' How much farther do we have to go?! This place goes on forever! Ah, there's no point
in the page quote.complaining about it. We must press onward! After all, how much more could there be?
26th Jan '17 7:47:45 AM Gosicrystal
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** Right up there is the penultimate map from Community Chest 1, [[https://www.youtube.com/watch?v=TZp9cT6PDh0 The Citadel at the Edge of Eternity]]. The amount of time Lingyan203 spent on that map, after conquering it, should get the point across as a speedrunner's nightmare.

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** Right up there is the penultimate map from Community Chest 1, [[https://www.youtube.com/watch?v=TZp9cT6PDh0 The Citadel at the Edge of Eternity]]. The amount of time Lingyan203 [=Lingyan203=] spent on that map, after conquering it, should get the point across as a speedrunner's nightmare.



* Likewise, ''VideoGame/Left4Dead2'' has a custom campaign, ''Suicide Blitz 2'', which takes about twice as long as a Valve-created campaign. Even worse, you're down to three party members because one of them is carrying [[CompanionCube Gnome Chompsky]] [''sic''] to the end of the campaign, where it unlocks an EasterEgg, and is thus unable to use guns. (Or he could put the gnome down to shoot... and have it fall [[BehindTheBlack through the level geometry]] and be LostForever). Also, the game mode Iron Man has you play a campaign without any restarts. This means you have to beat the campaign in one try and dying means everyone is booted back to the lobby. It's no longer than a standard run of the game, but no restarts can make it look like you have to keep going.

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* Likewise, ''VideoGame/Left4Dead2'' has a custom campaign, ''Suicide Blitz 2'', which takes about twice as long as a Valve-created campaign. Even worse, you're down to three party members because one of them is carrying [[CompanionCube Gnome Chompsky]] [''sic''] to the end of the campaign, where it unlocks an EasterEgg, and is thus unable to use guns. (Or [[note]]Or he could put the gnome down to shoot... and have it fall [[BehindTheBlack through the level geometry]] and be LostForever). [[PermanentlyMissableContent lost for good]].[[/note]] Also, the game mode Iron Man has you play a campaign without any restarts. This means you have to beat the campaign in one try and dying means everyone is booted back to the lobby. It's no longer than a standard run of the game, but no restarts can make it look like you have to keep going.
16th Jan '17 4:49:05 AM SolidSonicTH
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Added DiffLines:

** The ''Forza Horizon'' sub-series isn't exempt either. The "Horizon Finale" event in ''2'' has you driving through every town in the game in one super-circuit. The "Goliath Circuit" in ''3'' (which shows up once you level Byron Bay up to level 5) is a similar trek.
10th Jan '17 6:59:13 AM erforce
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* ''{{Metroid}}'':

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* ''{{Metroid}}'':''Franchise/{{Metroid}}'':



* ''VideoGame/MedalOfHonor: Airborne'''s six missions are fairly long, with additional segments after completion of the initial objectives, as well as being nonlinear with plenty of "skill jumps" and other secrets.

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* ''VideoGame/MedalOfHonor: Airborne'''s ''VideoGame/MedalOfHonorAirborne'''s six missions are fairly long, with additional segments after completion of the initial objectives, as well as being nonlinear with plenty of "skill jumps" and other secrets.
3rd Jan '17 9:33:36 PM LucaEarlgrey
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* ''VideoGame/ShinMegamiTenseiIVApocalypse'' already beefs up several preexisting dungeons (most notably the two Tsukiji Hongwanji dungeons) from [[VideoGame/ShinMegamiTenseiIV its predecessor]] and adds a six-floor dungeon to the Neutral routes, but most notorious is [[spoiler:YHVH's Universe]], the final dungeon on those routes. Despite having only four floors, each of those floors is obnoxoiously big, with massive islands to run across and as many as ''eighteen'' labeled sub-areas on each floor, all connected by teleport doors and cubes, some of which require finding certain locations to unlock, some others of which serve as shortcuts but require that one of your stats be high enough, and some of which are one-way doors designed to screw you over. Even with the DLC that lifts the level {{cap}} and [[EncounterRepellant Estoma to make enemy encounters go away]] (as you will likely have a party in the 90's or even 100's level range at this point), you will still likely get lost and spend hours just trying to find the way to the next floor if you don't consult a map.

to:

* ''VideoGame/ShinMegamiTenseiIVApocalypse'' already beefs up several preexisting dungeons (most notably the two Tsukiji Hongwanji dungeons) from [[VideoGame/ShinMegamiTenseiIV its predecessor]] and adds a six-floor dungeon to the Neutral routes, but most notorious is [[spoiler:YHVH's Universe]], the final dungeon on those routes. Despite having only four floors, each of those floors is obnoxoiously big, with massive islands to run across and as many as ''eighteen'' labeled sub-areas on each floor, all connected by teleport doors and cubes, some of which require finding certain locations to unlock, some others of which serve as shortcuts but require that one of your stats be high enough, and some of which are one-way doors designed to screw you over. Even with the DLC that lifts the level {{cap}} and [[EncounterRepellant Estoma to make enemy encounters go away]] (as you will likely have a party in the 90's or even 100's level range at this point), you will still likely get lost and spend hours just trying to find the way to the next floor if you don't consult a map. Its few saving graces: This is a game where you can save anywhere and get revived from a GameOver at no cost, and there are warp points you can activate so you can jump to ones you've visited already.
3rd Jan '17 9:31:42 PM LucaEarlgrey
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* ''VideoGame/ShinMegamiTenseiIVApocalypse'' already beefs up several preexisting dungeons (most notably the two Tsukiji Hongwanji dungeons), and adds a six-floor dungeon to the Neutral routes, but most notorious is [[spoiler:YHVH's Universe]], the final dungeon on those routes. Despite having only four floors, each of those floors is obnoxoiously big, with massive islands to run across and as many as ''eighteen'' labeled sub-areas on each floor, all connected by teleport doors and cubes, some of which require finding certain locations to unlock, some others of which serve as shortcuts but require that one of your stats be high enough, and some of which are one-way doors designed to screw you over. Even with the DLC that lifts the level {{cap}} and [[EncounterRepellant Estoma to make enemy encounters go away]] (as you will likely have a party in the 90's or even 100's level range at this point), you will still likely get lost and spend hours just trying to find the way to the next floor if you don't consult a map.

to:

* ''VideoGame/ShinMegamiTenseiIVApocalypse'' already beefs up several preexisting dungeons (most notably the two Tsukiji Hongwanji dungeons), dungeons) from [[VideoGame/ShinMegamiTenseiIV its predecessor]] and adds a six-floor dungeon to the Neutral routes, but most notorious is [[spoiler:YHVH's Universe]], the final dungeon on those routes. Despite having only four floors, each of those floors is obnoxoiously big, with massive islands to run across and as many as ''eighteen'' labeled sub-areas on each floor, all connected by teleport doors and cubes, some of which require finding certain locations to unlock, some others of which serve as shortcuts but require that one of your stats be high enough, and some of which are one-way doors designed to screw you over. Even with the DLC that lifts the level {{cap}} and [[EncounterRepellant Estoma to make enemy encounters go away]] (as you will likely have a party in the 90's or even 100's level range at this point), you will still likely get lost and spend hours just trying to find the way to the next floor if you don't consult a map.
3rd Jan '17 9:31:07 PM LucaEarlgrey
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* ''VideoGame/ShinMegamiTenseiIVApocalypse'' already beefs up several preexisting dungeons (most notably the two Tsukiji Hongwanji dungeons), and adds a six-floor dungeon to the Neutral routes, but most notorious is [[spoiler:YHVH's Universe]], the final dungeon on those routes. Despite having only four floors, each of those floors is obnoxoiously big, with massive islands to run across and as many as ''eighteen'' labeled sub-areas on each floor, [[TeleportMaze all connected by teleport doors and cubes]], some of which require finding certain locations to unlock and some others of which serve as shortcuts but require that one of your stats be high enough. Even with the DLC that lifts the level {{cap}} and [[EncounterRepellant Estoma to make enemy encounters go away]] (as you will likely have a party in the 90's or even 100's level range at this point), you will still likely get lost and spend hours just trying to find the way to the next floor if you don't consult a map.

to:

* ''VideoGame/ShinMegamiTenseiIVApocalypse'' already beefs up several preexisting dungeons (most notably the two Tsukiji Hongwanji dungeons), and adds a six-floor dungeon to the Neutral routes, but most notorious is [[spoiler:YHVH's Universe]], the final dungeon on those routes. Despite having only four floors, each of those floors is obnoxoiously big, with massive islands to run across and as many as ''eighteen'' labeled sub-areas on each floor, [[TeleportMaze all connected by teleport doors and cubes]], cubes, some of which require finding certain locations to unlock and unlock, some others of which serve as shortcuts but require that one of your stats be high enough.enough, and some of which are one-way doors designed to screw you over. Even with the DLC that lifts the level {{cap}} and [[EncounterRepellant Estoma to make enemy encounters go away]] (as you will likely have a party in the 90's or even 100's level range at this point), you will still likely get lost and spend hours just trying to find the way to the next floor if you don't consult a map.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.MarathonLevel