History Main / MarathonLevel

19th Nov '16 6:35:35 AM Steven
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* ''VideoGame/FinalFantasyXIV'' has the Palace of the Dead, a dungeon that is up to 200 floors deep. Floors 1 to 100, while long, has your progress saved after every 10th floor and if your party wipes, you simply start again at the last save that was made. Floors 101 to 200 are pure marathons and while your progress is saved like usual, this is only helpful if your group needs to take a break. A party wipe at this stage ends your run right there and there are no do overs. If you want to reach floor 101 and beyond again, you have to start over from the beginning or from floor 51 and work your way back again. To even reach floor 101, you have to get to it [[NoDamageRun without a single party wipe]] or that run is no good and you'll have to start over.
13th Nov '16 11:38:11 AM LordOfTheSword
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** ''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.

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** ''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.
3rd Nov '16 7:59:58 PM Nicoaln
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* ''VideoGame/DragonQuestVII'' has quite a bit:
** Alltrades Abbey. Right when you appear to get out of a dungeon, the game tosses another obstacle at you... or it makes you redo the floor. It's one of the most maligned levels in Dragon Quest history.
** Nottagen, if only for the fact that you have to save the island ''three times'', since your first two attempts [[NiceJobBreakingItHero make it WORSE]]. On your third time, you ''can'' doom it, but [[VideoGameCrueltyPotential why would you?]]
29th Oct '16 2:04:12 PM nombretomado
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* The Fissure of Woe from ''GuildWars'' can take several hours to complete even with a fairly-well prepared group.

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* The Fissure of Woe from ''GuildWars'' ''VideoGame/GuildWars'' can take several hours to complete even with a fairly-well prepared group.
26th Oct '16 11:10:43 PM ewanern
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* Certain faction missions in ''VideoGame/TheCrew'' can keep you on the road for upwards of an hour (with at least one mission lasting over two hours in length). The developer, Ivory Tower, is comprised of a number of talents who previously worked on the aforementioned ''Test Drive Unlimited'' series so there is some precedent for this.

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* Certain faction missions in ''VideoGame/TheCrew'' can keep you on the road for upwards of an hour (with at least one mission lasting over two hours in length). The developer, Ivory Tower, is comprised of a number of talents who previously worked on the aforementioned ''Test Drive Unlimited'' series so there is some precedent for this. Particular standouts include Los Angeles's Highway Child, [[ExactlyWhatItSaysOnTheTin a run around the U.S. through the highways]] clocking in at 1.5 hours, Miami's Showtime at 2, but the grand daddy of it all has to be Landmark Tour at Las Vegas. How long is it? It clocks in at a ''whopping 4 hours''. Sure you can pause if you're running solo, but if you're with another player? BladderOfSteel mandatory.
16th Oct '16 3:26:53 PM nombretomado
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* There are many of these in ''FireEmblem'':

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* There are many of these in ''FireEmblem'':''VideoGame/FireEmblem'':



** ''Every'' chapter of ''[[FireEmblemJugdral Genealogy of the Holy War]]'' is a Marathon Level. The maps are atypically huge and there are always several castles to seize before you complete the chapter, among other numerous things going on in the meantime.
** ''[[FireEmblemElibe Blazing Sword]]'' has two of these chapters toward the end: "Cog of Destiny", a sprawling map where you must rout the equivalent of a small army to win (with 15 people, of course), and the appropriately-named "Victory or Death", a map so big it has three different routes to your destination, and enemies lying in wait around every corner - including reinforcements that ''[[TheComputerIsACheatingBastard literally appear from thin air when you step near them]]''.

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** ''Every'' chapter of ''[[FireEmblemJugdral ''[[VideoGame/FireEmblemJugdral Genealogy of the Holy War]]'' is a Marathon Level. The maps are atypically huge and there are always several castles to seize before you complete the chapter, among other numerous things going on in the meantime.
** ''[[FireEmblemElibe ''[[VideoGame/FireEmblemElibe Blazing Sword]]'' has two of these chapters toward the end: "Cog of Destiny", a sprawling map where you must rout the equivalent of a small army to win (with 15 people, of course), and the appropriately-named "Victory or Death", a map so big it has three different routes to your destination, and enemies lying in wait around every corner - including reinforcements that ''[[TheComputerIsACheatingBastard literally appear from thin air when you step near them]]''.



** An infamous one occurs as early as chapter 3 in ''[[FireEmblemAkaneia Mystery of the Emblem]]'' (Book II) and its DS remake. Your destination is a castle smack in the middle of a huge map, where the enemies have been thoughtful enough to raise the south bridge, forcing your non-flying units to take a ''long'' clockwise hike around. While you're capable of taking the bridge key from a village near the start and simply charging in, there's another village way up in the northeast with a useful ally waiting. The issue here? [[ButThouMust Marth is the only unit allowed to visit villages in this game. You also need him to seize the castle to end the map.]] Enjoy spending 20+ turns marching his butt all the way around if you want everything.

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** An infamous one occurs as early as chapter 3 in ''[[FireEmblemAkaneia ''[[VideoGame/FireEmblemAkaneia Mystery of the Emblem]]'' (Book II) and its DS remake. Your destination is a castle smack in the middle of a huge map, where the enemies have been thoughtful enough to raise the south bridge, forcing your non-flying units to take a ''long'' clockwise hike around. While you're capable of taking the bridge key from a village near the start and simply charging in, there's another village way up in the northeast with a useful ally waiting. The issue here? [[ButThouMust Marth is the only unit allowed to visit villages in this game. You also need him to seize the castle to end the map.]] Enjoy spending 20+ turns marching his butt all the way around if you want everything.
30th Sep '16 9:42:57 PM 134340Goat
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* The first level aside from the tutorial in ''VideoGame/{{Knights Of The Old Republic}}'' is the planet Taris. Not even counting side quests, one must first obtain a disguise from the other side of the city's apartments, head to the Lower City, enter the Bek Base to get security papers to the Undercity, go through the sewers to reach the back entrance of the Vulkar Base to steal a swoop engine, win the swoop race, break in to the Sith Base to steal launch codes, and then head to Davik's Estate before FINALLY leaving the planet. Wow. If that's not bad enough, one cut area from the planet remains mostly intact in the game files, and it's known there was planned to be at least one more area in addition to all that. It is by far the biggest planet in the game, and it's before the convenience of any powers like Force speed.
21st Sep '16 4:18:37 PM nombretomado
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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 targetting system or letting it destroy what's left of the Pentagon]]. Also, if you're higher levels, you will meet about 4-5 Feral Ghoul Reavers...at once. Not even those Sentry Bots can save you.
* ''BatenKaitos Origins'' has TheVeryDefinitelyFinalDungeon [[EternalEngine Tarazed]]. It's composed of four different 'blocks' that you have to traverse to shut down the power generators. Each block is a maze, full of loot, one-way paths, and dead ends, and ''every room looks the same''. When you finally find the generator room, you have to solve a smaller maze puzzle to actually enter the room and shut it down. Even worse, the place teems with Machina Auto-Turrets, high-order DemonicSpiders that can effortlessly wipe away an hour or two's worth of progress. You'll want to save every chance you can, except the closest save point is rather inconveniently located, forcing you to run all the way out of Tarazed every time you complete a block. Did you get the impression that it's ThatOneLevel?

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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 targetting targeting system or letting it destroy what's left of the Pentagon]]. Also, if you're higher levels, you will meet about 4-5 Feral Ghoul Reavers...at once. Not even those Sentry Bots can save you.
* ''BatenKaitos Origins'' ''VideoGame/BatenKaitosOrigins'' has TheVeryDefinitelyFinalDungeon [[EternalEngine Tarazed]]. It's composed of four different 'blocks' that you have to traverse to shut down the power generators. Each block is a maze, full of loot, one-way paths, and dead ends, and ''every room looks the same''. When you finally find the generator room, you have to solve a smaller maze puzzle to actually enter the room and shut it down. Even worse, the place teems with Machina Auto-Turrets, high-order DemonicSpiders that can effortlessly wipe away an hour or two's worth of progress. You'll want to save every chance you can, except the closest save point is rather inconveniently located, forcing you to run all the way out of Tarazed every time you complete a block. Did you get the impression that it's ThatOneLevel?
19th Sep '16 9:03:36 PM LucaEarlgrey
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* ''VideoGame/{{MUSECA}}''[='=]s cuts of [[Music/{{VOCALOID}} "Senbonzakura" and "Renai Saiban"]] are each a little over 2 1/2 minutes long in a game where songs are typically around the 2-minute mark. And they still take up only a single stage each!
18th Sep '16 6:07:48 PM dmcreif
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** The Rainbow Road track in ''VideoGame/MarioKart64''. So long, a controller pack usually doesn't have enough memory to save a track ghost. Another track in ''64'' is Wario Stadium, with the manual itself stating that its length will make it tough for players to stay concentrated in the race. This is averted with ''VideoGame/MarioKart8'''s rendition of the N64 Rainbow Road, which only requires racers do one full lap and splits the track into 3 sections for progress in order to cut down on the length.

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** The Rainbow Road track in ''VideoGame/MarioKart64''. So long, a controller pack usually doesn't have enough memory to save a track ghost. Another track in ''64'' is Wario Stadium, with the manual itself stating that its length will make it tough for players to stay concentrated in the race. This is averted with ''VideoGame/MarioKart8'''s rendition of the N64 When this Rainbow Road, which Road was remastered for ''VideoGame/MarioKart8'', it was made a lot shorter, by making you only requires racers do one full lap and splits around the track course, divided into 3 sections for progress in order to cut down on the length.three segments.


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** 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.
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