History NintendoHard / RhythmGames

14th Oct '16 1:58:40 PM nombretomado
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* All three of [=iNis=]' games in the ''[[OsuTatakaeOuendan Ouendan]]'' series (1, 2, and ''EliteBeatAgents'') are notable for having extremely hard final songs, even on the ''easy'' mode. The sky-rocketing difficulty puts some of the penultimate stages pretty close as well, most notably "Canned Heat" in ''EBA''.

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* All three of [=iNis=]' games in the ''[[OsuTatakaeOuendan ''[[VideoGame/OsuTatakaeOuendan Ouendan]]'' series (1, 2, and ''EliteBeatAgents'') ''VideoGame/EliteBeatAgents'') are notable for having extremely hard final songs, even on the ''easy'' mode. The sky-rocketing difficulty puts some of the penultimate stages pretty close as well, most notably "Canned Heat" in ''EBA''.
9th Oct '16 12:26:24 AM LucaEarlgrey
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* ''VideoGame/{{maimai}}'' can seem like a "casual" rhythm game at first thanks to the large number of licensed songs -- Music/{{VOCALOID}}, ''VideoGame/{{Touhou}}'', and anime songs in particular -- but it can get to be very challenging at the higher levels thanks to a combination of a radial/"polar" note scrolling style (as opposed to the more traditional "falling" notes of games such as ''IIDX'' and ''Sound Voltex'') and slide notes that not only make confusing patterns that must be quickly slid ''while'' doing other notes, but can also ''hurt your hands'' unless you wear gloves. Like ''Project Diva'' (also a SEGA game), you need an 80% or higher to pass each song. At least there's no LifeMeter...unless you're playing [[BonusBoss "Challenge Tracks"]] where you're allowed a limited number of non-Perfect judgements before the game kills you, and if you attempt a Challenge Track as soon as it's out you will lose as soon as you get ''one'' non-Perfect (picture the "Attack! Perfect Full Combo" challenges from ''DDR'', but applied to a wider range of songs).

to:

* ''VideoGame/{{maimai}}'' can seem like a "casual" rhythm game at first thanks to the large number of licensed songs -- Music/{{VOCALOID}}, ''VideoGame/{{Touhou}}'', and anime songs in particular -- but it can get to be very challenging at the higher levels thanks to a combination of a radial/"polar" note scrolling style (as opposed to the more traditional "falling" notes of games such as ''IIDX'' and ''Sound Voltex'') and slide notes that not only make confusing patterns that must be quickly slid ''while'' doing other notes, but can also ''hurt your hands'' unless you wear gloves. Like ''Project Diva'' (also a SEGA game), you need an 80% or higher to pass each song. At least there's no LifeMeter...unless you're playing [[BonusBoss "Challenge Tracks"]] where you're allowed a limited number of non-Perfect judgements before the game kills you, and if you attempt a Challenge Track as soon as it's out you will lose as soon as you get ''one'' non-Perfect (picture the "Attack! Perfect Full Combo" challenges from ''DDR'', but applied to a wider range of songs).songs).
* ''VideoGame/CrossBeats'' starts off gentle and easy, but starting in the 60's range of difficulty ratings (out of 99), the game expects you to be able to do charts with polyphonic patterns that seem to require two brains to do. Even with the super-lenient LifeMeter, scoring well on high-difficulty charts can get quite difficult.
27th Sep '16 3:49:24 AM LucaEarlgrey
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* ''VideoGame/{{maimai}}'' can seem like a "casual" rhythm game at first thanks to the large number of licensed songs -- Music/{{VOCALOID}}, ''VideoGame/{{Touhou}}'', and anime songs in particular -- but it can get to be very challenging at the higher levels thanks to a combination of a radial/"polar" note scrolling style (as opposed to the more traditional "falling" notes of games such as ''IIDX'' and ''Sound Voltex'') and slide notes that not only make confusing patterns that must be quickly slid ''while'' doing other notes, but can also ''hurt your hands'' unless you wear gloves. Like ''Project Diva'' (also a SEGA game), you need an 80% or higher to pass each song. At least there's no LifeMeter (just get 80% of what's roughly the maximum score to clear)...unless you're playing [[BonusBoss "Challenge Tracks"]] where you're allowed a limited number of non-Perfect judgements before the game kills you, and if you attempt a Challenge Track as soon as it's out you will lose as soon as you get ''one'' non-Perfect.

to:

* ''VideoGame/{{maimai}}'' can seem like a "casual" rhythm game at first thanks to the large number of licensed songs -- Music/{{VOCALOID}}, ''VideoGame/{{Touhou}}'', and anime songs in particular -- but it can get to be very challenging at the higher levels thanks to a combination of a radial/"polar" note scrolling style (as opposed to the more traditional "falling" notes of games such as ''IIDX'' and ''Sound Voltex'') and slide notes that not only make confusing patterns that must be quickly slid ''while'' doing other notes, but can also ''hurt your hands'' unless you wear gloves. Like ''Project Diva'' (also a SEGA game), you need an 80% or higher to pass each song. At least there's no LifeMeter (just get 80% of what's roughly the maximum score to clear)...LifeMeter...unless you're playing [[BonusBoss "Challenge Tracks"]] where you're allowed a limited number of non-Perfect judgements before the game kills you, and if you attempt a Challenge Track as soon as it's out you will lose as soon as you get ''one'' non-Perfect.non-Perfect (picture the "Attack! Perfect Full Combo" challenges from ''DDR'', but applied to a wider range of songs).
27th Sep '16 3:48:07 AM LucaEarlgrey
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* ''VideoGame/{{maimai}}'' can seem like a "casual" rhythm game at first thanks to the large number of licensed songs -- Music/{{VOCALOID}}, ''VideoGame/{{Touhou}}'', and anime songs in particular -- but it can get to be very challenging at the higher levels thanks to a combination of a radial/"polar" note scrolling style (as opposed to the more traditional "falling" notes of games such as ''IIDX'' and ''Sound Voltex'') and slide notes that not only make confusing patterns that must be quickly slid ''while'' doing other notes, but can also ''hurt your hands'' unless you wear gloves. Like ''Project Diva'' (also a SEGA game), you need an 80% or higher to pass each song. At least there's no LifeMeter...unless you're playing [[BonusBoss "Challenge Tracks"]] where you're allowed a limited number of non-Perfect judgements before the game kills you, and if you attempt a Challenge Track as soon as it's out you will lose as soon as you get ''one'' non-Perfect.

to:

* ''VideoGame/{{maimai}}'' can seem like a "casual" rhythm game at first thanks to the large number of licensed songs -- Music/{{VOCALOID}}, ''VideoGame/{{Touhou}}'', and anime songs in particular -- but it can get to be very challenging at the higher levels thanks to a combination of a radial/"polar" note scrolling style (as opposed to the more traditional "falling" notes of games such as ''IIDX'' and ''Sound Voltex'') and slide notes that not only make confusing patterns that must be quickly slid ''while'' doing other notes, but can also ''hurt your hands'' unless you wear gloves. Like ''Project Diva'' (also a SEGA game), you need an 80% or higher to pass each song. At least there's no LifeMeter...LifeMeter (just get 80% of what's roughly the maximum score to clear)...unless you're playing [[BonusBoss "Challenge Tracks"]] where you're allowed a limited number of non-Perfect judgements before the game kills you, and if you attempt a Challenge Track as soon as it's out you will lose as soon as you get ''one'' non-Perfect.
23rd Sep '16 4:18:10 AM LucaEarlgrey
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* ''VideoGame/{{maimai}}'' can seem like a "casual" rhythm game at first thanks to the large number of licensed songs -- Music/{{VOCALOID}}, ''VideoGame/{{Touhou}}'', and anime songs in particular -- but it can get to be very challenging at the higher levels thanks to a combination of a radial/"polar" note scrolling style (as opposed to the more traditional "falling" notes of games such as ''IIDX'' and ''Sound Voltex'') and slide notes that not only make confusing patterns that must be quickly slid ''while'' doing other notes, but can also ''hurt your hands'' unless you wear gloves. Like ''Project Diva'' (also a SEGA game), you need an 80% or higher to pass each song.

to:

* ''VideoGame/{{maimai}}'' can seem like a "casual" rhythm game at first thanks to the large number of licensed songs -- Music/{{VOCALOID}}, ''VideoGame/{{Touhou}}'', and anime songs in particular -- but it can get to be very challenging at the higher levels thanks to a combination of a radial/"polar" note scrolling style (as opposed to the more traditional "falling" notes of games such as ''IIDX'' and ''Sound Voltex'') and slide notes that not only make confusing patterns that must be quickly slid ''while'' doing other notes, but can also ''hurt your hands'' unless you wear gloves. Like ''Project Diva'' (also a SEGA game), you need an 80% or higher to pass each song. At least there's no LifeMeter...unless you're playing [[BonusBoss "Challenge Tracks"]] where you're allowed a limited number of non-Perfect judgements before the game kills you, and if you attempt a Challenge Track as soon as it's out you will lose as soon as you get ''one'' non-Perfect.
23rd Sep '16 4:16:11 AM LucaEarlgrey
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* Merely passing ''HatsuneMikuProjectDiva'' is not all that challenging - the main issue in that regard is the obscenely steep pass grade of 80%. ''Perfecting'' the songs, however, even on Normal, is an incredibly tricky feat. This is not helped by the setlist being tied to a very fringe fanbase that makes the one helping factor of a rhythm game (actually knowing the rhythm of the songs beforehand) all the more difficult.

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* Merely passing ''HatsuneMikuProjectDiva'' is not all that challenging - the main issue in that regard is the obscenely steep pass grade of 80%. ''Perfecting'' the songs, however, even on Normal, is an incredibly tricky feat. This is not helped by the setlist being tied to a very fringe fanbase that makes the one helping factor of a rhythm game (actually knowing the rhythm of the songs beforehand) all the more difficult.difficult.
* ''VideoGame/{{maimai}}'' can seem like a "casual" rhythm game at first thanks to the large number of licensed songs -- Music/{{VOCALOID}}, ''VideoGame/{{Touhou}}'', and anime songs in particular -- but it can get to be very challenging at the higher levels thanks to a combination of a radial/"polar" note scrolling style (as opposed to the more traditional "falling" notes of games such as ''IIDX'' and ''Sound Voltex'') and slide notes that not only make confusing patterns that must be quickly slid ''while'' doing other notes, but can also ''hurt your hands'' unless you wear gloves. Like ''Project Diva'' (also a SEGA game), you need an 80% or higher to pass each song.
14th Aug '16 12:33:43 PM nombretomado
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* ''{{DJMAX}} Portable Black Square's Club Tour mode has some of the most bullshit missions in a RhythmGame around. At Area 4, which is about halfway through, you get missions that require you to full-combo songs as well as missions where you need 100% accuracy, only one of which is on a level-1 song. Later on, you get missions where you need absurd amounts of points while chaining as many as seven or even eight ''VideoGame/GuitarHero''-style {{Limit Break}}s, missions that demand very high combos (which are only achievable if you use the aforementioned LimitBreak to artifically raise your combo), more missions in which you are a OneHitPointWonder (or, at the very least, "miss less than a single-digit number of notes" missions) on very difficult charts, and missions that combine two of these objectives (all while giving you [[ThatOneBoss One Of Those Bosses]] as the song to do these missions on). So why endure all of this crap? Well, to get into certain clubs and areas so you can unlock songs, you need to increase your rank, and the only way to do so is through these missions!

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* ''{{DJMAX}} ''VideoGame/{{DJMAX}} Portable Black Square's Square'''s Club Tour mode has some of the most bullshit missions in a RhythmGame around. At Area 4, which is about halfway through, you get missions that require you to full-combo songs as well as missions where you need 100% accuracy, only one of which is on a level-1 song. Later on, you get missions where you need absurd amounts of points while chaining as many as seven or even eight ''VideoGame/GuitarHero''-style {{Limit Break}}s, missions that demand very high combos (which are only achievable if you use the aforementioned LimitBreak to artifically raise your combo), more missions in which you are a OneHitPointWonder (or, at the very least, "miss less than a single-digit number of notes" missions) on very difficult charts, and missions that combine two of these objectives (all while giving you [[ThatOneBoss One Of Those Bosses]] as the song to do these missions on). So why endure all of this crap? Well, to get into certain clubs and areas so you can unlock songs, you need to increase your rank, and the only way to do so is through these missions!
26th Jun '16 2:02:20 AM gewunomox
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** Outside of the legendarily difficult final tier, seventh-tier song 'Before I Forget' by {{Slipknot}} is infamous for its bridge chord progression that, on Expert, goes (GY)(RB)(GY)(RB)(YO)(RB)(GY)(RB) at an eighth note rhythm, then adds in some (RB)(YO)(RB) changes at sixteenth-note rhythm for good measure. For the uninitiated, that basically means your fretting hand would sooner liberate itself from the corresponding arm and desert your body than be subjected to that kind of torture.

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** Outside of the legendarily difficult final tier, seventh-tier song 'Before I Forget' by {{Slipknot}} Music/{{Slipknot}} is infamous for its bridge chord progression that, on Expert, goes (GY)(RB)(GY)(RB)(YO)(RB)(GY)(RB) at an eighth note rhythm, then adds in some (RB)(YO)(RB) changes at sixteenth-note rhythm for good measure. For the uninitiated, that basically means your fretting hand would sooner liberate itself from the corresponding arm and desert your body than be subjected to that kind of torture.
12th Jun '16 12:44:33 AM LucaEarlgrey
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** Unlike in ''DDR'' and ''ITG'' where doubles charts are seen as optional challenges, doubles charts are considered by most competitive players as a staple of top-level ''Pump'' play and many competitions require all finalists to play them.

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** Unlike in ''DDR'' and ''ITG'' where doubles charts are seen as optional challenges, doubles charts are considered by most competitive players as a staple of top-level ''Pump'' play and many competitions require all finalists to play them. Oh, and also unlike in ''DDR'', doubles charts can throw patterns that require strong flexibility on the player's part, including "stretch jumps" (hitting an arrow on P1's left side and one on P2's left side); don't pull a muscle!
16th Apr '16 11:42:24 AM giygasattack
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** You guys complain about [=GH3=]? You should see VideoGame/GuitarHero Smash Hit's final tier. It's made entirely of Series ThatOneBoss. That means "[[Music/LynyrdSkynyrd Freebird]]", "Raining Blood", "[[Music/{{Extreme}} Play With Me]]", "Psychobilly Freakout", and "[[Music/OzzyOsbourne Bark At the Moon]]" are the final tier. Ending in [[Music/DragonForce TTFAF]]. At least [=GH3=] had "Cliffs of Dover" and [=GH2=] had "[[Music/AvengedSevenfold The Beast and The Harlot]]".
** Come to think of it Expert in general is harder than most of the first VideoGame/MegaMan game. Believe TBarbDrills, he's gotten to the [[ThatOneBoss Yellow Devil]] on that game but still can only beat like three easy songs on Expert . To say nothing of any [[ThatOneBoss/{{Rhythm}} That One Song]], which he could barely clear on ''Hard'' and are merciless on Expert. TTFAF, Raining Blood, [[BucketHead Jordan]], TDWDTG, [[Music/DreamTheater Constant Motion]], and Freebird all come to mind.
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