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** Chance Time, for its [[http://www.penny-arcade.com/comic/2007/01/29/ tendency to screw over more skilled players with forced redistribution of coins and stars]]. On that same note, among more skilled players, and especially StopHavingFunGuys, luck/excessive chance is ''always'' the Scrappy (one of the few things where it's possible for them to agree with {{Scrub}}s on something). Chance time was removed after ''Mario Party 6'' to cut back on the excessive luck.

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** Chance Time, for its [[http://www.penny-arcade.com/comic/2007/01/29/ tendency to screw over more skilled players with forced redistribution of coins and stars]]. On that same note, among more skilled players, and especially StopHavingFunGuys, luck/excessive chance is ''always'' the Scrappy (one of the few things where it's possible for them to agree with {{Scrub}}s on something). Chance time was removed after ''Mario Party 6'' 7'' to cut back on the excessive luck.
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* To unlock Worlds A through D in the original Famicom Disk System version of ''VideoGame/SuperMarioBrosTheLostLevels'', you must beat the entire game ''eight times''. And since there's no saving at all, you have to beat the game eight times ''without shutting the system off''. Even if you do enjoy the SequelDifficultySpike, this is still FakeLongevity at its finest. Fortunately, the ''VideoGame/SuperMarioAllStars'' version loosens the unlock condition to "just beat the game once".

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* To unlock Worlds A through D in the original Famicom Disk System version of ''VideoGame/SuperMarioBrosTheLostLevels'', you must beat the entire game ''eight times''. And since there's no saving at all, you have to beat the game eight times ''without shutting the system off''. Oh, and don't think about using Warp Zones; you must beat all 32 levels or it won't count as a clear. Even if you do enjoy the SequelDifficultySpike, this is still FakeLongevity at its finest. Fortunately, the ''VideoGame/SuperMarioAllStars'' version loosens the unlock condition to "just beat the game once".

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* To unlock Worlds A through D in the original Famicom Disk System version of ''VideoGame/SuperMarioBrosTheLostLevels'', you must beat the entire game ''eight times''. And since there's no saving at all, you have to beat the game eight times ''without shutting the system off''. Even if you do enjoy the SequelDifficultySpike, this is still FakeLongevity at its finest. Fortunately, the ''VideoGame/SuperMarioAllStars'' version loosens the unlock condition to "just beat the game once".



* To unlock Worlds A through D in the original Famicom Disk System version of ''VideoGame/SuperMarioBrosTheLostLevels'', you must beat the entire game ''eight times''. And since there's no saving at all, you have to beat the game eight times ''without shutting the system off''. FakeLongevity at its finest. Fortunately, the ''VideoGame/SuperMarioAllStars'' version loosens the unlock condition to "just beat the game once".

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* To unlock Worlds A through D in the original Famicom Disk System version of ''VideoGame/SuperMarioBrosTheLostLevels'', you must beat the entire game ''eight times''. And since there's no saving at all, you have to beat the game eight times ''without shutting the system off''. FakeLongevity at its finest. Fortunately, the ''VideoGame/SuperMarioAllStars'' version loosens the unlock condition to "just beat the game once".
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* To unlock Worlds A through D in the original Famicom Disk System version of ''VideoGame/SuperMarioBrosTheLostLevels'', you must beat the entire game ''eight times''. And since there's no saving at all, you have to beat the game eight times ''without shutting the system off''. FakeLongevity at its finest. Fortunately, the ''VideoGame/SuperMarioAllStars'' version loosens the unlock condition to "just beat the game once".
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**That minigame where you have to make Bowser sneeze. You have to flick the Bros in order to knock pollen into the sides of Bowser's nose. Flicking, which makes the Bros hard to control, and all the more difficult to knock the pollen into the last section. And you have to avoid the pollen that'll hurt you (3 hits and you have to restart). To finish it off, you have to fly into the bulging sections after turning all of the walls red, which go back down after some time.
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** The platforms in ''U'' that shut down once too many objects are on them. TakenUpToEleven in "Red-Hot Elevator Ride", where the platform will only keep moving if Mario is the ''only'' thing on it. So, naturally, the level provides plenty of enemies and even ''coins'' to stop the platform and prevent you from moving up, all while [[RiseToTheChallenge lava fills up the tower]].

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** The platforms in ''U'' that shut down once too many objects are on them. TakenUpToEleven Taken UpToEleven in "Red-Hot Elevator Ride", where the platform will only keep moving if Mario is the ''only'' thing on it. So, naturally, the level provides plenty of enemies and even ''coins'' to stop the platform and prevent you from moving up, all while [[RiseToTheChallenge lava fills up the tower]].

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** The Ice Flower can be less useful than one would think, as the ice balls have a slower bouncing pattern than the fire counterpart, and you are required to take another step to defeat the enemies you freeze. In many cases, it's the level's designated power-up when it's not really helpful to you.
** The platforms in ''U'' that shut down once too many objects are on them. TakenUpToEleven in "Red-Hot Elevator Ride", where the platform will only keep moving if Mario is the ''only'' thing on it. So, naturally, the level provides plenty of enemies and even ''coins'' to stop the platform and prevent you from moving up, all while [[RiseToTheChallenge lava fills up the tower]].




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** The microphone-controlled Propeller Platforms in "Captain Toad's Fiery Finale" can be risky, as the microphone may not be responsive one hundred percent of the time. It's a problem here because precision timing is required to advance through the level and there's a Fire Piranha Plant shooting at you.
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** The manta ray race in the Loopdeloop and Loopdeswoop Galaxies. Even if you've already seen "GOAL!" flash on the screen, you can still fail and lose a life if Mario falls off the stage before the screen fades out.
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** For HundredPercentCompletion, [[BackTracking you must beat every level as every character]]. If you're playing multiplayer, everyone's character counts, but [[spoiler:there's [[SecretCharacter a fifth character]], so you have to backtrack no matter what]] even if you ''can'' find three friends to play ''the entire game'' with.

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** For HundredPercentCompletion, [[BackTracking you must beat every level as every character]]. If you're playing multiplayer, everyone's character counts, but [[spoiler:there's [[SecretCharacter a fifth character]], so you have to backtrack no matter what]] even if you ''can'' find three friends to play ''the entire game'' with.
with. Factor in the nigh-impossible later levels of the game, and it's enough to make one break down.

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[[quoteright:350:[[VideoGame/SuperMarioGalaxy http://static.tvtropes.org/pmwiki/pub/images/spring_mario.png]]]]
[[caption-width-right:350:Wow, even Mario doesn't seem to like this power-up. That's a pretty bad sign.]]



** [[PowerupLetdown The Spring Mushroom power-up.]] You can't stand still while you're wearing it, the movement is very wobbly, and it requires precise timing in order to do a high jump (and unsurprisingly, the areas in which you find the spring require many such jumps). It doesn't help that it doesn't appear until very late in the game, which means you have to use it on some of the harder levels without having a chance to practice using it in easier levels first.

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** [[PowerupLetdown The Spring Mushroom power-up.]] You can't stand still while you're wearing it, the movement is very wobbly, and it requires precise timing in order to do a high jump (and unsurprisingly, the areas in which you find the spring require many such jumps). It doesn't help that it doesn't appear until very late in the game, which means you have to use it on some of the harder levels without having a chance to practice using it in easier levels first. Provides the page image.

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** [[ForMassiveDamage The boss weakness system]]. The bosses (except perhaps the first) have so much HP and defense, you ''need'' to use the right sticker at the right time to have any hope of defeating any of them. What sticker and what time that is, more often than not, is quite a GuideDangIt, and even if you ''do'' figure out partway through the battle what you need, it will most likely be too late anyway; what are the chances of having that particular sticker already in your album ready to use at that moment, given that most of the weaknesses are of the aforementioned "requires extra inventory space" type? The final boss takes this [[UpToEleven to its ultimate]] [[FromBadToWorse and horrible conclusion]], with a '''[[MarathonBoss FIVE-PART]]''' boss battle, ''each'' of which requires specific stickers to complete. And if you do manage to beat a boss without exploiting its weakness, or simply want to fight it normally, [[WhatTheHellPlayer the game has your helper insult you for not doing what it wanted]].

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** [[ForMassiveDamage The boss weakness system]].system. The bosses (except perhaps the first) have so much HP and defense, you ''need'' to use the right sticker at the right time to have any hope of defeating any of them. What sticker and what time that is, more often than not, is quite a GuideDangIt, and even if you ''do'' figure out partway through the battle what you need, it will most likely be too late anyway; what are the chances of having that particular sticker already in your album ready to use at that moment, given that most of the weaknesses are of the aforementioned "requires extra inventory space" type? The final boss takes this [[UpToEleven to its ultimate]] [[FromBadToWorse and horrible conclusion]], with a '''[[MarathonBoss FIVE-PART]]''' boss battle, ''each'' of which requires specific stickers to complete. And if you do manage to beat a boss without exploiting its weakness, or simply want to fight it normally, [[WhatTheHellPlayer the game has your helper insult you for not doing what it wanted]].
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** There is''no'' level or stat system at all; you can increase your HP with special items, but the game has no experience points of any kind; all enemy battles give you no rewards other than coins, making frequent combat rather pointless.

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** There is''no'' is ''no'' level or stat system at all; you can increase your HP with special items, but the game has no experience points of any kind; all enemy battles give you no rewards other than coins, making frequent combat rather pointless.
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** While in Dimblewoods, you have to do a minigame that involves eating a giant carrot in a minute or less. The good news is that if you find a special enzyme you can use it to break all of the pieces at once. The bad news is that said enzyme will get weaker if you don't find it right also. To make things worse, the piece that carries the enzyme ''looks the same as every other piece that you need to break'' and the only clue that you are given is that the piece with the enzyme will flash quickly.
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** For HundredPercentCompletion, [[BackTracking you must beat every level as every character]].

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** For HundredPercentCompletion, [[BackTracking you must beat every level as every character]].
character]]. If you're playing multiplayer, everyone's character counts, but [[spoiler:there's [[SecretCharacter a fifth character]], so you have to backtrack no matter what]] even if you ''can'' find three friends to play ''the entire game'' with.
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** Coin trails in ''VideoGame/SuperMarioWorld''. You know, the ones directed by the D Pad and where you have to hit a P-Switch to turn into temporary blocks.

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** Coin trails in ''VideoGame/SuperMarioWorld''. You know, the ones directed by the D Pad and where you have to hit a P-Switch to turn into temporary blocks. It gets to be very nightmarish when trying to get the secret exit in Valley Ghost House.

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Variety is necessarily a bad thing, huh?


** [[NotQuiteFlight Fluzzard]]. Full stop. First of all, {{Waggle}} is in full effect - the bird is very annoying to control. Secondly, it is also something of a ReplacementScrappy, of both the Red Star and Manta (which, though sometimes just as irritating, was generally fun to use). Finally, [[UnexpectedGameplayChange one must wonder why exactly something that involves no platforming whatsoever is even included in a platformer]].

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** [[NotQuiteFlight Fluzzard]]. Full stop. First of all, {{Waggle}} is in full effect - the bird is very annoying to control. Secondly, it It is also something of a ReplacementScrappy, of both the Red Star and Manta (which, though sometimes just as irritating, was generally fun to use). Finally, [[UnexpectedGameplayChange one must wonder why exactly something that involves no platforming whatsoever is even included in a platformer]].use).

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** More generally, the fact that all the minigames in any game are initially locked and there's no way to play them without randomly unlocking them while doing the boards has never sat well with the JustHereForGodzilla crowd who are only interested in the minigames. (Especially since most party games allow the players to jump into the minigames right out of the gate.) This was fixed in ''Mario Party 9''.

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* In ''VideoGame/MarioAndLuigiBowsersInsideStory'', the microphone. The player must blow on it to breathe fire during the Giant Bowser parts. If your microphone isn't up to snuff, it can cost you, especially during a boss battle.
** Waiting ten '''real life''' minutes for Bowser's back to heal. What really cinches this is that the DS cannot be closed while this occurs or it'll go to sleep mode.

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* In ''VideoGame/MarioAndLuigiBowsersInsideStory'', the ''VideoGame/MarioAndLuigiBowsersInsideStory'':
** The
microphone. The player must blow on it to breathe fire during the Giant Bowser parts. If your microphone isn't up to snuff, it can cost you, especially during a boss battle.
** Waiting ten '''real life''' minutes for Bowser's back to heal. What really cinches this is that the DS cannot be closed while this occurs or it'll go to sleep mode. There is a cheat around this, but it's easily missable.
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* In ''Mario Kart DS'', power-sliding. It's a difficult technique to pull off, but it rewards with a short speed boost when successful. Human players can do it alright, but it takes a couple seconds. The CPUs don't have this limitation ([[TheComputerIsACheatingBastard they can activate it very fast]]) and use, overuse, and abuse it on the 150cc setting, making it extremely difficult to reach the first place. Everyone will be faster than you. Everyone.
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** ''Mario Party 10'' has Amiibo Party, a mode designed as a simplistic throwback to earlier ''Mario Party'' games. The most obvious complaint is that you have to purchase compatible Amiibos just to play the mode. But even when you get past that, there remains one insanely annoying mechanic: if you're playing as an Amiibo (and at least one person must be), you cannot roll the die, pick up items, use them, or stop a spinner without physically touching your Amiibo to the gamepad. Every time. It only gets more crowded when multiple players use Amiibos.
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** In the prequel, getting each character's Star Missions if you want to use their Superstar version. The requirements must be done in Challenge Mode, with a minimum difficulty setting and can range from hitting a homerun, getting MVP or stealing a base, to dropping a squeeze bunt or getting a minimum score in a minigame. Particularily hard were Mario's "Get a Perfect Game" which had you win ''without the oponent getting a single hit'' or Baby Mario's "catch a booted ball" which is a LuckBasedMission consisting in him getting a batted ball hit him and then catching it before it touches the ground.

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** In the prequel, original ''Mario Superstar Baseball'', getting each character's Star Missions if you want to use their Superstar version. The requirements must be done in Challenge Mode, with a minimum difficulty setting and can range from hitting a homerun, getting MVP or stealing a base, to dropping a squeeze bunt or getting a minimum score in a minigame. Particularily hard were Mario's "Get a Perfect Game" which had you win ''without the oponent getting a single hit'' or Baby Mario's "catch a booted ball" which is a LuckBasedMission consisting in him getting a batted ball hit him and then catching it before it touches the ground.

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* ''VideoGame/SuperMario3DWorld'':
** For HundredPercentCompletion, [[BackTracking you must beat every level as every character]].
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** In the prequel, getting each character's Star Missions if you want to use their Superstar version. The requirements must be done in Challenge Mode, with a minimum difficulty setting and can range from hitting a homerun, getting MVP or stealing a base, to dropping a squeeze bunt or getting a minimum score in a minigame. Particularily hard were Mario's "Get a Perfect Game" which had you win ''without the oponent getting a single hit'' or Baby Mario's "catch a booted ball" which is a LuckBasedMission consisting in him getting a batted ball hit him and then catching it before it touches the ground.
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* The ''[[VideoGame/NewSuperMarioBros [[VideoGame/NewSuperMarioBros1 New]] [[VideoGame/NewSuperMarioBrosWii Super]] [[VideoGame/NewSuperMarioBros2 Mario]] [[VideoGame/NewSuperMarioBrosU Bros.]]'' series:

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* The ''[[VideoGame/NewSuperMarioBros [[VideoGame/NewSuperMarioBros1 [[VideoGame/NewSuperMarioBros The]] ''[[VideoGame/NewSuperMarioBros1 New]] [[VideoGame/NewSuperMarioBrosWii Super]] [[VideoGame/NewSuperMarioBros2 Mario]] [[VideoGame/NewSuperMarioBrosU Bros.]]'' series:

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** One of the most common criticisms of the ''Wii'' installment was [[{[Waggle}} having to shake the Wii Remote]] to spin jump, get off Yoshi, and pick up objects, despite them leaving out the B button on the Wii remote. This could cause lags in actions that lead to untimely deaths.

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** One of the most common criticisms of the ''Wii'' installment was [[{[Waggle}} [[{{Waggle}} having to shake the Wii Remote]] to spin jump, get off Yoshi, and pick up objects, despite them leaving out the B button on the Wii remote. This could cause lags in actions that lead to untimely deaths.



** The Spring Mushroom. In what just might be the worst Mario powerup ever, movement is very wobbly, you can't stand still while you're wearing it, and you have to have pinpoint precise timing in order to execute a high jump.

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* ''VideoGame/SuperMarioWorld'' and the ''[[VideoGame/NewSuperMarioBros New]] [[VideoGame/NewSuperMarioBrosWii Super]] [[VideoGame/NewSuperMarioBros2 Mario]] [[VideoGame/NewSuperMarioBrosU Bros.]]'' series.
** Those God forsaken block platforms/Trains/Snakes. You know, from Roy's Castle, Larry's Castle (Super Mario World), The Seventh Castle, The Second Tower of World 8 (''New Super Mario Bros''), Lemmy's Castle (NSMB Wii), and various stages in [=NSMB2=], 5-Tower, and 7-6 (NSMBU). They go pretty fast, speeding through lots of dangerous obstacles, above bottomless pits and lava, and take the most convoluted paths imaginable, as if the game designers felt extra malicious and wanted to punish the player. [[TheBusCameBack They're back]] in ''VideoGame/SuperMarioGalaxy2'', but this time in 3D and with gravity mechanics.

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* ''VideoGame/SuperMarioWorld'' and the ''[[VideoGame/NewSuperMarioBros New]] [[VideoGame/NewSuperMarioBrosWii Super]] [[VideoGame/NewSuperMarioBros2 Mario]] [[VideoGame/NewSuperMarioBrosU Bros.]]'' series.
''VideoGame/SuperMarioWorld'':
** Those God forsaken block platforms/Trains/Snakes.platforms/trains/snakes. You know, from Roy's Castle, Larry's Castle (Super Mario World), The Seventh Castle, The Second Tower of World 8 (''New Super Mario Bros''), Lemmy's Castle (NSMB Wii), and various stages in [=NSMB2=], 5-Tower, and 7-6 (NSMBU). They go pretty fast, speeding through lots of dangerous obstacles, above bottomless pits and lava, and take the most convoluted paths imaginable, as if the game designers felt extra malicious and wanted to punish the player. [[TheBusCameBack They're back]] in ''VideoGame/SuperMarioGalaxy2'', but this time in 3D and with gravity mechanics.



* The ''[[VideoGame/NewSuperMarioBros [[VideoGame/NewSuperMarioBros1 New]] [[VideoGame/NewSuperMarioBrosWii Super]] [[VideoGame/NewSuperMarioBros2 Mario]] [[VideoGame/NewSuperMarioBrosU Bros.]]'' series:
** The Mega Mushroom from the first game. Initially, it's fun to destroy everything in your way, but if you destroy a pipe that leads to a Star Coin, then tough break! Time to start the level all over.
** One of the most common criticisms of the ''Wii'' installment was [[{[Waggle}} having to shake the Wii Remote]] to spin jump, get off Yoshi, and pick up objects, despite them leaving out the B button on the Wii remote. This could cause lags in actions that lead to untimely deaths.



* ''VideoGame/SuperMarioGalaxy'':
** When you get a game over in the original Galaxy, you're [[ButThouMust pretty much forced]] to go back to the start menu ("Would you like to save and quit the game?") and find your save file again when you die (possibly a form of AntiPoopSocking?). Every time. This gets pretty annoying and tedious after a while, and was luckily fixed in the sequel: here you just go back to the HubLevel, like it should be.
** [[PowerupLetdown The Spring Mushroom power-up.]] You can't stand still while you're wearing it, the movement is very wobbly, and it requires precise timing in order to do a high jump (and unsurprisingly, the areas in which you find the spring require many such jumps). It doesn't help that it doesn't appear until very late in the game, which means you have to use it on some of the harder levels without having a chance to practice using it in easier levels first.
** Rolling the Star Ball in the the Rolling Greens Galaxy, the last part of Mission 2 for Melty Molten Galaxy, and Rolling Gizmo Galaxy. Even [[{{Waggle}} a slight tip in the wrong direction of the Wii Remote]] has a chance of resulting in complete and utter failure.
** The bubble blowing levels, like the Star Ball levels, require a lot of great accuracy with the Wiimote or Mario will likely fall to his death.



** Then there's the Comet Medals and Green Stars in the Fluzzard levels. You know those rings you went past? You have to go through them all, then catch the medal in mid air at high speed. One of said rings requires about a 90-degree sharp turn into a tunnel from the other side of the level. And Green Stars? They're extremely easy to miss even when Fluzzard is directed straight at them.
** The worst part is that the Fluzzard levels are almost identical to the [[http://www.zeldawiki.org/Fruit_Pop_Flight_Challenge Fruit Pop Flight Challenge]] from ''VideoGame/TheLegendOfZeldaTwilightPrincess.'' However, the Fluzzard levels are outclassed by far by the minigame from a game that came out four years earlier. In the Zelda minigame, the game involves actual flight, more mobility, and works off of the Wii's pointer function instead of inaccurate waggle controls. Why they couldn't have simply copied the mechanics whole cloth and come out with a much less frustrating mechanic is anybody's guess.

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** *** Then there's the Comet Medals and Green Stars in the Fluzzard levels. You know those rings you went past? You have to go through them all, then catch the medal in mid air at high speed. One of said rings requires about a 90-degree sharp turn into a tunnel from the other side of the level. And Green Stars? They're extremely easy to miss even when Fluzzard is directed straight at them.
** *** The worst part is that the Fluzzard levels are almost identical to the [[http://www.zeldawiki.org/Fruit_Pop_Flight_Challenge Fruit Pop Flight Challenge]] from ''VideoGame/TheLegendOfZeldaTwilightPrincess.'' However, the Fluzzard levels are outclassed by far by the minigame from a game that came out four years earlier. In the Zelda minigame, the game involves actual flight, more mobility, and works off of the Wii's pointer function instead of inaccurate waggle controls. Why they couldn't have simply copied the mechanics whole cloth and come out with a much less frustrating mechanic is anybody's guess.



** Also, when you get a game over in the original Galaxy, you're [[ButThouMust pretty much forced]] to go back to the start menu ("Would you like to save and quit the game?") and find your save file again when you die (possibly a form of AntiPoopSocking?). Every time. This gets pretty annoying and tedious after a while, and was luckily fixed in the sequel: here you just go back to the HubLevel, like it should be.



** The red coin missions and blue coin locations drove just about everyone nuts simply due to the sheer number of them in the game.

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** The red coin missions and '''especially''' the blue coin locations drove just about everyone nuts simply due to the sheer number of them in the game. However, if players wanted to beat it 100%, then they must beat them all.



*** The F.L.U.D.D.-less levels also draw attention to how downgraded Mario's moveset is in comparison to SuperMario64. He can't long jump, back flip, or change his momentum in mid-air by kicking, and just about the only real attack he has is the ability to jump on things.

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*** The F.L.U.D.D.-less levels also draw attention to how downgraded Mario's moveset is in comparison to SuperMario64.''VideoGame/SuperMario64''. He can't long jump, back flip, or change his momentum in mid-air by kicking, and just about the only real attack he has is the ability to jump on things.



** The Boo Ball is, without a doubt, the most useless item in the game. It doesn't help you or hurt you. It's just there.



*** In ''Mario Kart 7'', the Blue Shell now takes the worst parts of the versions from the earlier games: it flies along the floor until it reaches the first place player, then flies up and blasts them to pieces. Unfortunately, both of these 'attacks' can really easily screw someone up; the players at the back due to them being in the middle of the track on a narrow course (guess where the Blue Shell travels, and you have about four seconds to move out the way or get obliterated) and for the person in the lead, it seems the impact of being hit is random, you fly to the side in some almost arbitrary direction and likely fly off the track. If a Blue Shell gets fired on SNES Rainbow Road, someone racing will pay dearly for it.



** The ''VideoGame/{{Rollcage}}'' Leader Missile didn't do this, but instead you got missiles that would lock on to buildings (instead of opponents) and bring them down on your own head.
** In ''MarioKart 7'', the Blue Shell now takes the worst parts of the versions from the earlier games: it flies along the floor until it reaches the first place player, then flies up and blasts them to pieces. Unfortunately, both of these 'attacks' can really easily screw someone up; the players at the back due to them being in the middle of the track on a narrow course (guess where the Blue Shell travels, and you have about four seconds to move out the way or get obliterated) and for the person in the lead, it seems the impact of being hit is random, you fly to the side in some almost arbitary direction and likely fly off the track. If a Blue Shell gets fired on SNES Rainbow Road, someone racing will pay dearly for it.



* In ''VideoGame/MarioAndLuigiBowsersInsideStory'', the microphone. The player must blow on it to breathe fire during the Giant Bowser parts. If your microphone isn't up to snuff, it can cost you, especially during a boss battle.
** Waiting ten '''real life''' minutes for Bowser's back to heal. What really cinches this is that the DS cannot be closed while this occurs or it'll go to sleep mode.



** The game has the star power mechanic, where the pitcher and the batter can use special powers to gain an advantage, such as tossing the ball really fast or hitting the ball with the bat and splitting the ball in two to confuse outfielders. To get more star power points, up to 5 max, you have to make successful strikes or successfully hit the ball without the ball being caught for an out. However, VideoGame/MarioKart rears its ugly head for this mechanic where the losing team will gain more star points, thus they can effectively spam their special moves over and over again until they can catch up.

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** The game has the star power mechanic, where the pitcher and the batter can use special powers to gain an advantage, such as tossing the ball really fast or hitting the ball with the bat and splitting the ball in two to confuse outfielders. To get more star power points, up to 5 max, you have to make successful strikes or successfully hit the ball without the ball being caught for an out. However, VideoGame/MarioKart ''VideoGame/MarioKart'' rears its ugly head for this mechanic where the losing team will gain more star points, thus they can effectively spam their special moves over and over again until they can catch up.
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** Those God forsaken block platforms/Trains/Snakes. You know, from Roy's Castle, Larry's Castle (Super Mario World), The Seventh Castle, The Second Tower of World 8 (''New Super Mario Bros''), Lemmy's Castle (NSMB Wii), and various stages in [=NSMB2=], 5-Tower, and 7-6 (NSMBU). They go pretty fast, speeding through lots of dangerous obstacles, above bottomless pits and lava, and take the most convoluted paths imaginable, as if the game designers felt extra malicious and wanted to punish the player. [[TheBusCameBack They're back]] in ''VideoGame/SuperMarioGalaxy2''.

to:

** Those God forsaken block platforms/Trains/Snakes. You know, from Roy's Castle, Larry's Castle (Super Mario World), The Seventh Castle, The Second Tower of World 8 (''New Super Mario Bros''), Lemmy's Castle (NSMB Wii), and various stages in [=NSMB2=], 5-Tower, and 7-6 (NSMBU). They go pretty fast, speeding through lots of dangerous obstacles, above bottomless pits and lava, and take the most convoluted paths imaginable, as if the game designers felt extra malicious and wanted to punish the player. [[TheBusCameBack They're back]] in ''VideoGame/SuperMarioGalaxy2''.''VideoGame/SuperMarioGalaxy2'', but this time in 3D and with gravity mechanics.



* The poisonous mushrooms in ''VideoGame/LuigisMansion'' shrink Luigi, disable his vacuum, and make him lose some coins. They don't make the game harder, just more annoying.

to:

* The poisonous mushrooms in ''VideoGame/LuigisMansion'' shrink Luigi, disable his vacuum, and make him lose some coins. They don't make the game harder, just more annoying. annoying, especially when catching Portrait Ghosts and Speedy Spirit.

Added: 838

Changed: 10631

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** Chance Time, for its [[http://www.penny-arcade.com/comic/2007/01/29/ tendency to screw over more skilled players with forced redistribution of coins and stars]]. On that same note, among more skilled players, and especially StopHavingFunGuys, luck/excessive chance is ''always'' the Scrappy (one of the few things where it's possible for them to agree with {{Scrub}}s on something). Chance time was removed after Mario Party 6 to cut back on the excessive luck.

to:

** Chance Time, for its [[http://www.penny-arcade.com/comic/2007/01/29/ tendency to screw over more skilled players with forced redistribution of coins and stars]]. On that same note, among more skilled players, and especially StopHavingFunGuys, luck/excessive chance is ''always'' the Scrappy (one of the few things where it's possible for them to agree with {{Scrub}}s on something). Chance time was removed after Mario ''Mario Party 6 6'' to cut back on the excessive luck.



** Any game with secret star chests. Basically, there is a random chance that at some point (sometimes more) in the game, one player will randomly be given a star. Similar to Chance Time above (but not nearly as extreme) it's frustrating to players to suddenly go from winning to losing because somebody else got something off of pure luck, particularly on maps where getting a single star is a lot of work.



** The cheating AI in general. It gets worse as the series progresses to boot.
** Bowser Time! in Mario Party 7. Every 4 turns, Bowser shows up to cause trouble such as taking a picture of the characters and forcing everyone to pay or temporarily destroying one of the orb shops and setting up his own buisiness where he would sell the first person a Golden Bowser Statue (which has absolutely no impact on the game) or a Koopa Kid orb (both of which get stolen immediately and regarding the latter, adds another Koopa Kid space on the board) to making some changes to the board's environment like destroying bridges either forcing players to take a different route or ending their turn as soon as they reach the bridge.
** The original Mario Party had 2 boards where Toad and Bowser would at times switch places. A player could be near Toad only to have someone step on a Happening Space, and end up meeting Bowser instead, losing quite a number of coins. Wario's Battle Canyon and Peach's Birthday Cake were also more luck based than usual as the former causes players to be blasted out of cannons and land on another island, the problem is that it's difficult landing in just the right spot causing players to potentially land after Toad while the former forces the players to pay a lottery when they reach the board's only split path to determine whether they meet Toad or Bowser.
** Mario Party 3 had Game Guy, who would force you to bet all of your coins in a luck based minigame that would double them if you win or take them all away if you lose. There was also the rare Lucky Charm item that would force another player to play a Game Guy minigame.
** The main issues with Mario Party 5 are the lack of shops forcing players to rely completely on the luck of the draw from the capsule machine, and the fact that you can be hurt by traps you set yourself.
** The fact that all the minigames in any game (except ''Mario Party 9'') are locked at first, having to be randomly unlocked as the players play through the boards.
** Any game with secret star chests. Basically, there is a random chance that at some point (sometimes more) in the game, one player will randomly be given a star. Similar to Chance Time above (but not nearly as extreme) it's frustrating to players to suddenly go from winning to losing because somebody else got something off of pure luck, particularly on maps where getting a single star is a lot of work.

to:

** The cheating AI in general. It gets worse as the series progresses to boot.
** Bowser Time! in Mario Party 7. Every 4 turns, Bowser shows up to cause trouble such as taking a picture of the characters and forcing everyone to pay or temporarily destroying one of the orb shops and setting up his own buisiness where he would sell the first person a Golden Bowser Statue (which has absolutely no impact on the game) or a Koopa Kid orb (both of which get stolen immediately and regarding the latter, adds another Koopa Kid space on the board) to making some changes to the board's environment like destroying bridges either forcing players to take a different route or ending their turn as soon as they reach the bridge.
** The original Mario Party ''Mario Party'' had 2 boards where Toad and Bowser would at times switch places. A player could be near Toad only to have someone step on a Happening Space, and end up meeting Bowser instead, losing quite a number of coins. Wario's Battle Canyon and Peach's Birthday Cake were also more luck based than usual as the former causes players to be blasted out of cannons and land on another island, the problem is that it's difficult landing in just the right spot causing players to potentially land after Toad while the former forces the players to pay a lottery when they reach the board's only split path to determine whether they meet Toad or Bowser.
** **'' Mario Party 3 3'' had Game Guy, who would force you to bet all of your coins in a luck based minigame that would double them if you win or take them all away if you lose. There was also the rare Lucky Charm item that would force another player to play a Game Guy minigame.
** ''Mario Party 4''[='=]s Mini and Mega Mushrooms. The mechanic (replacing the skeleton keys from the previous games by having size changing mushrooms that open new paths -- the Mega Mushroom allows you to skip board events, making it a borderline GameBreaker, while the Mini-Mushroom... allows you to go down smaller pipes while having a limited number on your dice) wouldn't be quite as bad if there weren't a number of mushroom spaces giving you the items, meaning that if you want to even have anything else in your pockets, you must use them to get rid of them, leaving you in either form most of the time.
** The main issues with Mario ''Mario Party 5 5'' are the lack of shops forcing players to rely completely on the luck of the draw from the capsule machine, and the fact that you can be hurt by traps you set yourself.
** The fact that all the minigames Bowser Time! in any game (except ''Mario Party 9'') are locked at first, having 7''. Every 4 turns, Bowser shows up to be randomly unlocked cause trouble such as taking a picture of the players play through characters and forcing everyone to pay or temporarily destroying one of the boards.
** Any game with secret star chests. Basically, there is
orb shops and setting up his own business where he would sell the first person a random chance that at Golden Bowser Statue (which has absolutely no impact on the game) or a Koopa Kid orb (both of which get stolen immediately and regarding the latter, adds another Koopa Kid space on the board) to making some point (sometimes more) in changes to the game, one player will randomly be given a star. Similar to Chance Time above (but not nearly as extreme) it's frustrating to board's environment like destroying bridges either forcing players to suddenly go take a different route or ending their turn as soon as they reach the bridge.
** ''Mario Party 9'' having linear maps and all players traveling together in a vehicle is this to some fans as they felt it was too far a deviation
from winning to losing because somebody else got something off the original series and being together in a vehicle robs a sense of pure luck, particularly on maps where getting a single star is a lot of work.
control for players.



* ''VideoGame/SuperMarioGalaxy2''.

to:

* ''VideoGame/SuperMarioGalaxy2''.''VideoGame/SuperMarioGalaxy2'':



* ''VideoGame/SuperMarioSunshine''.

to:

* ''VideoGame/SuperMarioSunshine''.''VideoGame/SuperMarioSunshine'':



* The poisonous mushrooms in LuigisMansion shrink Luigi, disable his vacuum, and make him lose some coins. They don't make the game harder, just more annoying.

to:

* The poisonous mushrooms in LuigisMansion ''VideoGame/LuigisMansion'' shrink Luigi, disable his vacuum, and make him lose some coins. They don't make the game harder, just more annoying.



** In MarioKart 7, the Blue Shell now takes the worst parts of the versions from the earlier games: it flies along the floor until it reaches the first place player, then flies up and blasts them to pieces. Unfortunately, both of these 'attacks' can really easily screw someone up; the players at the back due to them being in the middle of the track on a narrow course (guess where the Blue Shell travels, and you have about four seconds to move out the way or get obliterated) and for the person in the lead, it seems the impact of being hit is random, you fly to the side in some almost arbitary direction and likely fly off the track. If a Blue Shell gets fired on SNES Rainbow Road, someone racing will pay dearly for it.

to:

** In MarioKart 7, ''MarioKart 7'', the Blue Shell now takes the worst parts of the versions from the earlier games: it flies along the floor until it reaches the first place player, then flies up and blasts them to pieces. Unfortunately, both of these 'attacks' can really easily screw someone up; the players at the back due to them being in the middle of the track on a narrow course (guess where the Blue Shell travels, and you have about four seconds to move out the way or get obliterated) and for the person in the lead, it seems the impact of being hit is random, you fly to the side in some almost arbitary direction and likely fly off the track. If a Blue Shell gets fired on SNES Rainbow Road, someone racing will pay dearly for it.



** Mario Kart 7's version of the coin system is more forgiving; the only benefit to having them is a boost in top speed, and not having any will simply keep your kart performing normally. Additionally, you can only lose coins by falling off the track or being attacked by an item, and simply bumping into another kart will let you keep your coins. However, it turned the Lightning Bolt into one of the most hated items in the entire game, as it instantaneously makes every single other racer lose about 4 coins in addition to stopping, shrinking, and slowing them down.
** Mario Kart 7, being like any other game in the series, can get crazy with items. There can be several races where you can go from 10 coins down to 2 due to being hit by several items in a row. Combine this with unlockables requiring coins to be unlocked is a nightmare waiting to happen.
** Mario Kart Wii introduced the [[HotPotato Thunder Cloud]] which caused a lot of misery for players since it can be picked up in ''any position'', even in last place. The contempt for this item is so great that a lot of fans are glad that it hasn't been in any other Mario Kart since then.
** Mario Kart 8 does tone down the Blue Shells and Lightning, and introduces the Super Horn. Unfortunately, items are now awarded based on distance from the leader, not position in the race, meaning even second- and third-place racers can get really awesome items. First place? Expect a lot of coins to come up in that roulette.
** Also, you can now no longer claim a new item from an item box while dragging a shell or banana peel behind you. While one can see what they were aiming for, this means that the first-place racer approaching an item box has to make the excruciating decision to drop the banana peel he's using to block red shells in the hopes of getting a Super Horn... or hold on to it in case s/he would get some useless coins instead.

to:

** Mario ''Mario Kart 7's 7'''s version of the coin system is more forgiving; the only benefit to having them is a boost in top speed, and not having any will simply keep your kart performing normally. Additionally, you can only lose coins by falling off the track or being attacked by an item, and simply bumping into another kart will let you keep your coins. However, it turned the Lightning Bolt into one of the most hated items in the entire game, as it instantaneously makes every single other racer lose about 4 coins in addition to stopping, shrinking, and slowing them down.
** Mario ''Mario Kart 7, 7'', being like any other game in the series, can get crazy with items. There can be several races where you can go from 10 coins down to 2 due to being hit by several items in a row. Combine this with unlockables requiring coins to be unlocked is a nightmare waiting to happen.
** Mario ''Mario Kart Wii Wii'' introduced the [[HotPotato Thunder Cloud]] which caused a lot of misery for players since it can be picked up in ''any position'', even in last place. The contempt for this item is so great that a lot of fans are glad that it hasn't been in any other Mario Kart since then.
** Mario ''Mario Kart 8 8'' does tone down the Blue Shells and Lightning, and introduces the Super Horn. Unfortunately, items are now awarded based on distance from the leader, not position in the race, meaning even second- and third-place racers can get really awesome items. First place? Expect a lot of coins to come up in that roulette.
** Also, Also in ''[=MK8=]'', you can now no longer claim a new item from an item box while dragging a shell or banana peel behind you. While one can see what they were aiming for, this means that the first-place racer approaching an item box has to make the excruciating decision to drop the banana peel he's using to block red shells in the hopes of getting a Super Horn... or hold on to it in case s/he would get some useless coins instead.



** ''VideoGame/PaperMarioStickerStar'' has a lot of these. ''All'' moves you can perform on the battlefield are done with stickers. Stickers come in a ''finite'' quantity (over the course of the game, you can eventually reach 120 max capacity), and most of the more powerful ones [[InventoryManagementPuzzle take up more space in the Sticker Album]]. If you run out of stickers during battle, however unlikely it may seem, [[{{Unwinnable}} you might as well reload your last saved game]]. There is also ''no'' level or stat system at all; you can increase your HP with special items, but the game has no experience points of any kind; all enemy battles give you no rewards other than coins, making frequent combat rather pointless. But the worst offender ''has'' to be [[ForMassiveDamage the boss weakness system]]. The bosses (except perhaps the first) have so much HP and defense, you ''need'' to use the right sticker at the right time to have any hope of defeating any of them. What sticker and what time that is, more often than not, is quite a GuideDangIt, and even if you ''do'' figure out partway through the battle what you need, it will most likely be too late anyway; what are the chances of having that particular sticker already in your album ready to use at that moment, given that most of the weaknesses are of the aforementioned "requires extra inventory space" type? The final boss takes this [[UpToEleven to its ultimate]] [[FromBadToWorse and horrible conclusion]], with a '''[[MarathonBoss FIVE-PART]]''' boss battle, ''each'' of which requires specific stickers to complete. And if you do manage to beat a boss without exploiting its weakness, or simply want to fight it normally, the game has your helper insult you for not doing what it wanted.
* Perhaps the mother of all Scrappy Mechanics is found in ''ZettaiHeroProject''. If you die, you lose your equipment. This is problematic for two main reasons. The more minor issue is that, as [[CameBackStrong death is an integral part]] of gameplay, it makes items essentially useless until very late in the game when you get the ability to retain a decent number of equipped items on death. This is a Scrappy Mechanic in its own right, but this pales in comparison to how this affects the post-game. Like other Nippon Ichi games, this one is a grindfest post-game, largely centered on improving your items. But you're safe because of that aforementioned item protection mechanic, right? No. The game autosaves and you are not given ANY manual save slots, so if at any time your battery dies or game crashes in a dungeon you lose ALL of your equipped items. Best of all is that the game actually lies about when it is safe to save - just because you're in your home base does NOT mean it is always safe to turn your game off. Cue permanent RageQuit. The severity of a game-breaking bug, somehow made into a deliberate feature and wrecking the game for many players. Nippon Ichi Software [[WhatTheHellHero has lost some previously devoted fans]] over this.
* RandomEncounters ''in general'' can be this. They can range from tolerable to infuriating depending on the encounter rate (and the battle system), but in all cases, you have no way of knowing when you're about to start a battle. If you're in critical condition and need to find a place to heal or save, you can't just avoid battles until you get there; one unlucky strike of the RandomNumberGod could [[TotalPartyKill wipe you out]] and send you back to the last save point (unless you're playing one of the few [=RPGs=] that allow you to save anywhere). And, in some games, if you have returned to an early area from a later one, you will encounter enemies that are laughably easy for your level but give pathetic rewards and only make that part of the game more tedious. Conversely, if you are ''deliberately'' trying to provoke fights with enemies for grinding purposes, you could wander around for a while without activating many battles.
** Also, for fans of a particular battle style, messing with the formula can qualify. Those who prefer strict turn-based gameplay can get annoyed at ATB systems (which, if done poorly, end up [[XMeetsY combining turn-based combat with real-time combat]] while [[MasterOfNone doing the job of neither well]]), while players who prefer more active combat might [[TheyChangedItNowItSucks not like]] a sequel or spin-off that switches to turn-based.
* The third and fourth VideoGame/EpicBattleFantasy games have a form of AfterCombatRecovery, which is often much-needed - but instead of giving you back your health and mana all at once, it recovers gradually. In the third game it's based on steps taken (which leads to a lot of wandering around aimlessly for no real reason), while the fourth game uses real time (because RewardingInactivity is [[SarcasmMode always a lot of fun]]). Even worse, the fourth game has a very annoying glitch; when you load a save, your health and mana are supposed to be refilled to maximum, but this "maximum" doesn't factor in boosts to Max HP and Max MP from your equipment. So if you have a lot of bonus HP and/or MP from your equips (and late game, you almost certainly will), this leads to sitting around and waiting ''every time you open up the game''.

to:

* ''VideoGame/PaperMarioStickerStar'':
** ''VideoGame/PaperMarioStickerStar'' has a lot of these. ''All'' moves you can perform on the battlefield are done with stickers. Stickers come in a ''finite'' quantity (over the course of the game, you can eventually reach 120 max capacity), and most of the more powerful ones [[InventoryManagementPuzzle take up more space in the Sticker Album]]. If you run out of stickers during battle, however unlikely it may seem, [[{{Unwinnable}} you might as well reload your last saved game]]. game]].
**
There is also ''no'' is''no'' level or stat system at all; you can increase your HP with special items, but the game has no experience points of any kind; all enemy battles give you no rewards other than coins, making frequent combat rather pointless. But the worst offender ''has'' to be pointless.
**
[[ForMassiveDamage the The boss weakness system]]. The bosses (except perhaps the first) have so much HP and defense, you ''need'' to use the right sticker at the right time to have any hope of defeating any of them. What sticker and what time that is, more often than not, is quite a GuideDangIt, and even if you ''do'' figure out partway through the battle what you need, it will most likely be too late anyway; what are the chances of having that particular sticker already in your album ready to use at that moment, given that most of the weaknesses are of the aforementioned "requires extra inventory space" type? The final boss takes this [[UpToEleven to its ultimate]] [[FromBadToWorse and horrible conclusion]], with a '''[[MarathonBoss FIVE-PART]]''' boss battle, ''each'' of which requires specific stickers to complete. And if you do manage to beat a boss without exploiting its weakness, or simply want to fight it normally, [[WhatTheHellPlayer the game has your helper insult you for not doing what it wanted.
* Perhaps the mother of all Scrappy Mechanics is found in ''ZettaiHeroProject''. If you die, you lose your equipment. This is problematic for two main reasons. The more minor issue is that, as [[CameBackStrong death is an integral part]] of gameplay, it makes items essentially useless until very late in the game when you get the ability to retain a decent number of equipped items on death. This is a Scrappy Mechanic in its own right, but this pales in comparison to how this affects the post-game. Like other Nippon Ichi games, this one is a grindfest post-game, largely centered on improving your items. But you're safe because of that aforementioned item protection mechanic, right? No. The game autosaves and you are not given ANY manual save slots, so if at any time your battery dies or game crashes in a dungeon you lose ALL of your equipped items. Best of all is that the game actually lies about when it is safe to save - just because you're in your home base does NOT mean it is always safe to turn your game off. Cue permanent RageQuit. The severity of a game-breaking bug, somehow made into a deliberate feature and wrecking the game for many players. Nippon Ichi Software [[WhatTheHellHero has lost some previously devoted fans]] over this.
* RandomEncounters ''in general'' can be this. They can range from tolerable to infuriating depending on the encounter rate (and the battle system), but in all cases, you have no way of knowing when you're about to start a battle. If you're in critical condition and need to find a place to heal or save, you can't just avoid battles until you get there; one unlucky strike of the RandomNumberGod could [[TotalPartyKill wipe you out]] and send you back to the last save point (unless you're playing one of the few [=RPGs=] that allow you to save anywhere). And, in some games, if you have returned to an early area from a later one, you will encounter enemies that are laughably easy for your level but give pathetic rewards and only make that part of the game more tedious. Conversely, if you are ''deliberately'' trying to provoke fights with enemies for grinding purposes, you could wander around for a while without activating many battles.
** Also, for fans of a particular battle style, messing with the formula can qualify. Those who prefer strict turn-based gameplay can get annoyed at ATB systems (which, if done poorly, end up [[XMeetsY combining turn-based combat with real-time combat]] while [[MasterOfNone doing the job of neither well]]), while players who prefer more active combat might [[TheyChangedItNowItSucks not like]] a sequel or spin-off that switches to turn-based.
* The third and fourth VideoGame/EpicBattleFantasy games have a form of AfterCombatRecovery, which is often much-needed - but instead of giving you back your health and mana all at once, it recovers gradually. In the third game it's based on steps taken (which leads to a lot of wandering around aimlessly for no real reason), while the fourth game uses real time (because RewardingInactivity is [[SarcasmMode always a lot of fun]]). Even worse, the fourth game has a very annoying glitch; when you load a save, your health and mana are supposed to be refilled to maximum, but this "maximum" doesn't factor in boosts to Max HP and Max MP from your equipment. So if you have a lot of bonus HP and/or MP from your equips (and late game, you almost certainly will), this leads to sitting around and waiting ''every time you open up the game''.
wanted]].



* ''Mario Super Sluggers''

to:

* ''VideoGame/MarioTennis'':
** For players that play tennis regularly, the Power Shots are this as using them usually guarantees an instant point. Said players would prefer to win by more skilled tactics.
** The primary way to earn coins in ''Mario Tennis Open'' is to play the Special Games... and that's it, unless the player wants to replay the tutorial for 200 coins each when it takes 155,000 to purchase everything in the shop.
* ''Mario Super Sluggers''Sluggers'':
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[AC:Party Games]]
* ''VideoGame/MarioParty'':
** Chance Time, for its [[http://www.penny-arcade.com/comic/2007/01/29/ tendency to screw over more skilled players with forced redistribution of coins and stars]]. On that same note, among more skilled players, and especially StopHavingFunGuys, luck/excessive chance is ''always'' the Scrappy (one of the few things where it's possible for them to agree with {{Scrub}}s on something). Chance time was removed after Mario Party 6 to cut back on the excessive luck.
** On the opposite end of the spectrum, Bonus Stars. For a while, players who earned the most coins in mini-games would get one bonus star. Another star was given if a player also collected the most coins at one time during play. Those two bonus stars were usually won by one person since a skilled player who can win a lot of mini-games would also wind up getting another bonus star for having the most coins as well, making them win 2 extra stars and most likely win the game because of it. The series added other types of bonus stars in the mix in order to encourage more diverse playstyles and reduce the amount of players sweeping the bonus stars effortlessly.
** The first ''Mario Party'' featured several mini-games where a player had to rotate the control stick. Hard enough for many, they ended up causing blisters and other painful side effects, and often damaged the controllers by players trying to rotate the stick too quickly and having it break. Nintendo received a ton of complaints, and ended up releasing special gloves for players who hurt their hands. They also promised that "rotate the control stick" mini-games would never appear in a ''Mario Party'' title again.
** The cheating AI in general. It gets worse as the series progresses to boot.
** Bowser Time! in Mario Party 7. Every 4 turns, Bowser shows up to cause trouble such as taking a picture of the characters and forcing everyone to pay or temporarily destroying one of the orb shops and setting up his own buisiness where he would sell the first person a Golden Bowser Statue (which has absolutely no impact on the game) or a Koopa Kid orb (both of which get stolen immediately and regarding the latter, adds another Koopa Kid space on the board) to making some changes to the board's environment like destroying bridges either forcing players to take a different route or ending their turn as soon as they reach the bridge.
** The original Mario Party had 2 boards where Toad and Bowser would at times switch places. A player could be near Toad only to have someone step on a Happening Space, and end up meeting Bowser instead, losing quite a number of coins. Wario's Battle Canyon and Peach's Birthday Cake were also more luck based than usual as the former causes players to be blasted out of cannons and land on another island, the problem is that it's difficult landing in just the right spot causing players to potentially land after Toad while the former forces the players to pay a lottery when they reach the board's only split path to determine whether they meet Toad or Bowser.
** Mario Party 3 had Game Guy, who would force you to bet all of your coins in a luck based minigame that would double them if you win or take them all away if you lose. There was also the rare Lucky Charm item that would force another player to play a Game Guy minigame.
** The main issues with Mario Party 5 are the lack of shops forcing players to rely completely on the luck of the draw from the capsule machine, and the fact that you can be hurt by traps you set yourself.
** The fact that all the minigames in any game (except ''Mario Party 9'') are locked at first, having to be randomly unlocked as the players play through the boards.
** Any game with secret star chests. Basically, there is a random chance that at some point (sometimes more) in the game, one player will randomly be given a star. Similar to Chance Time above (but not nearly as extreme) it's frustrating to players to suddenly go from winning to losing because somebody else got something off of pure luck, particularly on maps where getting a single star is a lot of work.

[[AC:Platform Games]]
* ''VideoGame/SuperMarioWorld'' and the ''[[VideoGame/NewSuperMarioBros New]] [[VideoGame/NewSuperMarioBrosWii Super]] [[VideoGame/NewSuperMarioBros2 Mario]] [[VideoGame/NewSuperMarioBrosU Bros.]]'' series.
** Those God forsaken block platforms/Trains/Snakes. You know, from Roy's Castle, Larry's Castle (Super Mario World), The Seventh Castle, The Second Tower of World 8 (''New Super Mario Bros''), Lemmy's Castle (NSMB Wii), and various stages in [=NSMB2=], 5-Tower, and 7-6 (NSMBU). They go pretty fast, speeding through lots of dangerous obstacles, above bottomless pits and lava, and take the most convoluted paths imaginable, as if the game designers felt extra malicious and wanted to punish the player. [[TheBusCameBack They're back]] in ''VideoGame/SuperMarioGalaxy2''.
** Coin trails in ''VideoGame/SuperMarioWorld''. You know, the ones directed by the D Pad and where you have to hit a P-Switch to turn into temporary blocks.
** The one in the Ghost House just prior to Bowser's Castle is unbearably difficult. You need to direct the coin trail up to a ledge with a key to access the secret exit. Unfortunately, the ledge is ''far'' above the top of the screen, you need to direct the coin path to create steps leading up to it, and the hole at the ledge is only big enough for Small Mario, so if you're Big Mario, you better hope you have enough room to try to slide through, or you'll have to take the long, winding path back to the room and start all over again.
** The P-Balloon from ''VideoGame/SuperMarioWorld'', which turns Mario or Luigi into a barely-controllable balloon, as its name would suggest. The fact that [[ThatOneLevel Tubular]] uses it for the entire level doesn't help things.
** Mario/Luigi on the overworld map moves at a tortoise's pace in ''VideoGame/SuperMarioWorld''. It's not really noticeable if you're merely moving from one level to the next, but if you want the Top Secret Area and you're somewhere like Chocolate Island or Valley of Bowser where lives are easily lost, and you're not using the Star World, then you have to waste a fair number of minutes plodding all the way to the Top Secret Area, and then you have to plod all the way back; it's a vexingly slow and tedious process. In the GBA release, you can warp straight to whichever level you want... once you've reached all 96 goals, that is!
*** Contrast to ''[[VideoGame/SuperMarioBros3 Super Mario Bros. 3]]'', where Mario/Luigi move at a fairly quick speed on the overworld map. When an [[NintendoEntertainmentSystem NES]] game outclasses a [[SuperNintendoEntertainmentSystem SNES]] game in terms of overworld map walking speed, that's just embarrassing.
* ''VideoGame/SuperMarioSunshine'', ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioGalaxy2'' all share a mechanic that causes you to lose a life when you ''fail a minigame''. Losing a race against [[VideoGame/SuperMarioSunshine Il Piantissimo]]? It's ''lethal!''
* ''VideoGame/SuperMarioGalaxy2''.
** [[NotQuiteFlight Fluzzard]]. Full stop. First of all, {{Waggle}} is in full effect - the bird is very annoying to control. Secondly, it is also something of a ReplacementScrappy, of both the Red Star and Manta (which, though sometimes just as irritating, was generally fun to use). Finally, [[UnexpectedGameplayChange one must wonder why exactly something that involves no platforming whatsoever is even included in a platformer]].
** Then there's the Comet Medals and Green Stars in the Fluzzard levels. You know those rings you went past? You have to go through them all, then catch the medal in mid air at high speed. One of said rings requires about a 90-degree sharp turn into a tunnel from the other side of the level. And Green Stars? They're extremely easy to miss even when Fluzzard is directed straight at them.
** The worst part is that the Fluzzard levels are almost identical to the [[http://www.zeldawiki.org/Fruit_Pop_Flight_Challenge Fruit Pop Flight Challenge]] from ''VideoGame/TheLegendOfZeldaTwilightPrincess.'' However, the Fluzzard levels are outclassed by far by the minigame from a game that came out four years earlier. In the Zelda minigame, the game involves actual flight, more mobility, and works off of the Wii's pointer function instead of inaccurate waggle controls. Why they couldn't have simply copied the mechanics whole cloth and come out with a much less frustrating mechanic is anybody's guess.
** The Spring Mushroom. In what just might be the worst Mario powerup ever, movement is very wobbly, you can't stand still while you're wearing it, and you have to have pinpoint precise timing in order to execute a high jump.
** Also, when you get a game over in the original Galaxy, you're [[ButThouMust pretty much forced]] to go back to the start menu ("Would you like to save and quit the game?") and find your save file again when you die (possibly a form of AntiPoopSocking?). Every time. This gets pretty annoying and tedious after a while, and was luckily fixed in the sequel: here you just go back to the HubLevel, like it should be.
* ''VideoGame/SuperMarioSunshine''.
** F.L.U.D.D., while useful in battle, is not particularly liked since he replaced Mario's long jump. There's also the fact that any information he gives the player is [[StopHelpingMe not particularly useful as the player can figure things out themselves]].
** The red coin missions and blue coin locations drove just about everyone nuts simply due to the sheer number of them in the game.
** The F.L.U.D.D.-less levels can be seen as this. Special mentions goes to the ones in Sirena Beach's casino and Pianta Village's "Secret of the Village Underside"; in the former, the only way into the level is to get triple 7's on both of the casino's slot machines and solve an irritating panel flipping puzzle, while the latter revolves around talking to Piantas to throw you. This must be done with perfect timing and positioning, otherwise the Piantas will chuck Mario straight into the abyss.
*** The F.L.U.D.D.-less levels also draw attention to how downgraded Mario's moveset is in comparison to SuperMario64. He can't long jump, back flip, or change his momentum in mid-air by kicking, and just about the only real attack he has is the ability to jump on things.
* The poisonous mushrooms in LuigisMansion shrink Luigi, disable his vacuum, and make him lose some coins. They don't make the game harder, just more annoying.
** In the basement, one room has dirt piles which take a while to clean up and they return every time you come back into the room.
** The Boo Ball is, without a doubt, the most useless item in the game. It doesn't help you or hurt you. It's just there.
** The further in the game you get, the Boos become more annoying to capture since their health is now in the triple digits and they can potentially escape into a room you can't enter yet.
*** At any time in the game, it's possible for a Boo to escape through a wall into a place where Luigi must go through an incredibly convoluted path to enter and chase after it, including escaping from Area 3 to Area 1, which can only be gotten to by going back to the foyer on the first floor, and worst of all, escaping into the Sealed Room, which can only be entered by ''climbing onto the roof and jumping down the chimney.''

[[AC:Racing Games]]
* ''VideoGame/MarioKart'':
** The Blue Shells, Lightning Bolts and [=POWs=]. All of them all but undodgeable and all of them far too commonly occurring given their power (particularly in the Wii offering, due to the greater number of racers). This shifting baseline has caused what used to be items that occurred twice in a 4 race circuit to appearing in concurrent pickups. They can be mostly cut out in Mario Kart Wii by choosing the "strategic" item set, but only for local multiplayer--hence, to beat the Grand Prix, you will need to just bear up. The Blue Shell can be used to take out other racers, if you're in first place. Slam on the brakes at the right time and the explosion will hit a few other racers. If you're going to drop 5 or 6 places, may as well take someone with you. Another aspect of the Blue Shell that can drive you crazy is that once it closes in on the leading racers (who haven't yet finished the race), it will fixate onto the leading racer of that specific moment. So if you get hit a half second after it locks on you and fall backward a few places, it will hit you anyway, meaning you'll likely fall even further back and give whoever replaced you for the lead a free pass. Finally, if you throw a Blue Shell and then get into first before it locks on (a rare situation, but it happens, especially in one-on-one races), you can be hit by your own Blue Shell. ''Mario Kart 8'' seeks to fix the issue with the introduction of the Super Horn, which causes a shockwave when used that stuns all nearby racers and destroys all projectiles in the same area when used, including the Blue Shell.
** The weird thing is that most people assume that the mechanic that gave the trailing racers better items debuted in ''[=MK64=]''. [[OlderThanTheyThink It didn't]]. It was actually a feature in ''Super Mario Kart'', but only for the players since computers didn't use items at all. All ''64'' did was allow the computer racers to use items rather than their predictable and avoidable attacks. And as for ''Wii'', Red Shells are a valid item drop for even ''first place'', with Mushrooms being given to second place.
** Mario Kart Wii's upping the racer count from 8 to 12 turned out to be quite the scrappy mechanic because it increases how often annoying items are used. There have been horror stories of players getting hit by ''multiple'' blue shells in rapid succession, or taken down by a blue shell, a lightning bolt, a POW block, [[ArsonMurderAndJaywalking and a Blooper]] one after the other, which shouldn't even be ''possible'' because the lightning bolt normally causes everyone else [[TheComputerIsACheatingBastard (or at least, humans)]] to drop their items.
** The Bullet Bill is a big one: It turns you into a super fast giant torpedo that you DON'T EVEN HAVE TO STEER. Plus, anyone you hit bounces TWICE, guaranteeing that they are catapulted off the stage on smaller levels. You'll only get it when you're nearly dead last, so it's not an issue for guys in first and second place. However, tell that to the player in 5th place who just got passed because the game decided to reward the 12th place player for being worse at the game.
** The ''VideoGame/{{Rollcage}}'' Leader Missile didn't do this, but instead you got missiles that would lock on to buildings (instead of opponents) and bring them down on your own head.
** In MarioKart 7, the Blue Shell now takes the worst parts of the versions from the earlier games: it flies along the floor until it reaches the first place player, then flies up and blasts them to pieces. Unfortunately, both of these 'attacks' can really easily screw someone up; the players at the back due to them being in the middle of the track on a narrow course (guess where the Blue Shell travels, and you have about four seconds to move out the way or get obliterated) and for the person in the lead, it seems the impact of being hit is random, you fly to the side in some almost arbitary direction and likely fly off the track. If a Blue Shell gets fired on SNES Rainbow Road, someone racing will pay dearly for it.
** And then there's the coin system in the SNES and GBA Mario Kart games. The more you get (up to 10 for best effect), the faster you go. Falling off the track, bumping into people, or being attacked makes you drop coins and you go slower. Have no coins? Just bumping anyone makes you spin out. Because of this, coins are also offered as an item, which is good to have if you are not good enough to pick up coins on the track, but this is more of an annoyance if you got enough coins or are looking for an item to defend yourself with. If that wasn't bad enough, for the GBA version, you had to collect a lot of coins in order to qualify for star grades at the end of a cup (along with your race times).
** Mario Kart 7's version of the coin system is more forgiving; the only benefit to having them is a boost in top speed, and not having any will simply keep your kart performing normally. Additionally, you can only lose coins by falling off the track or being attacked by an item, and simply bumping into another kart will let you keep your coins. However, it turned the Lightning Bolt into one of the most hated items in the entire game, as it instantaneously makes every single other racer lose about 4 coins in addition to stopping, shrinking, and slowing them down.
** Mario Kart 7, being like any other game in the series, can get crazy with items. There can be several races where you can go from 10 coins down to 2 due to being hit by several items in a row. Combine this with unlockables requiring coins to be unlocked is a nightmare waiting to happen.
** Mario Kart Wii introduced the [[HotPotato Thunder Cloud]] which caused a lot of misery for players since it can be picked up in ''any position'', even in last place. The contempt for this item is so great that a lot of fans are glad that it hasn't been in any other Mario Kart since then.
** Mario Kart 8 does tone down the Blue Shells and Lightning, and introduces the Super Horn. Unfortunately, items are now awarded based on distance from the leader, not position in the race, meaning even second- and third-place racers can get really awesome items. First place? Expect a lot of coins to come up in that roulette.
** Also, you can now no longer claim a new item from an item box while dragging a shell or banana peel behind you. While one can see what they were aiming for, this means that the first-place racer approaching an item box has to make the excruciating decision to drop the banana peel he's using to block red shells in the hopes of getting a Super Horn... or hold on to it in case s/he would get some useless coins instead.

[[AC:Role-Playing Games]]
* In ''VideoGame/MarioAndLuigiDreamTeam'', the ring puzzles and mole hunting. The former are irritating puzzle mini games where you have to pass through a ton of rings without either running of steps, landing on the same space twice or hitting a mole, the latter have you burrow underground and jump up at the right time to catch crabs. The ring puzzles are just a huge GuideDangIt moment due to the ridiculous complexity of the ones required for the last two Pi'illos (and misleading graphics than make it easy to think the rings are one space north of their actual location), the latter is slow paced, annoying and forced on you during the story for no real reason (in both cases, only because the guy running it wanted to rip off the main characters and make some money out them asking for help). Good luck getting the max score when you replay the mole game again later!
** ''VideoGame/PaperMarioStickerStar'' has a lot of these. ''All'' moves you can perform on the battlefield are done with stickers. Stickers come in a ''finite'' quantity (over the course of the game, you can eventually reach 120 max capacity), and most of the more powerful ones [[InventoryManagementPuzzle take up more space in the Sticker Album]]. If you run out of stickers during battle, however unlikely it may seem, [[{{Unwinnable}} you might as well reload your last saved game]]. There is also ''no'' level or stat system at all; you can increase your HP with special items, but the game has no experience points of any kind; all enemy battles give you no rewards other than coins, making frequent combat rather pointless. But the worst offender ''has'' to be [[ForMassiveDamage the boss weakness system]]. The bosses (except perhaps the first) have so much HP and defense, you ''need'' to use the right sticker at the right time to have any hope of defeating any of them. What sticker and what time that is, more often than not, is quite a GuideDangIt, and even if you ''do'' figure out partway through the battle what you need, it will most likely be too late anyway; what are the chances of having that particular sticker already in your album ready to use at that moment, given that most of the weaknesses are of the aforementioned "requires extra inventory space" type? The final boss takes this [[UpToEleven to its ultimate]] [[FromBadToWorse and horrible conclusion]], with a '''[[MarathonBoss FIVE-PART]]''' boss battle, ''each'' of which requires specific stickers to complete. And if you do manage to beat a boss without exploiting its weakness, or simply want to fight it normally, the game has your helper insult you for not doing what it wanted.
* Perhaps the mother of all Scrappy Mechanics is found in ''ZettaiHeroProject''. If you die, you lose your equipment. This is problematic for two main reasons. The more minor issue is that, as [[CameBackStrong death is an integral part]] of gameplay, it makes items essentially useless until very late in the game when you get the ability to retain a decent number of equipped items on death. This is a Scrappy Mechanic in its own right, but this pales in comparison to how this affects the post-game. Like other Nippon Ichi games, this one is a grindfest post-game, largely centered on improving your items. But you're safe because of that aforementioned item protection mechanic, right? No. The game autosaves and you are not given ANY manual save slots, so if at any time your battery dies or game crashes in a dungeon you lose ALL of your equipped items. Best of all is that the game actually lies about when it is safe to save - just because you're in your home base does NOT mean it is always safe to turn your game off. Cue permanent RageQuit. The severity of a game-breaking bug, somehow made into a deliberate feature and wrecking the game for many players. Nippon Ichi Software [[WhatTheHellHero has lost some previously devoted fans]] over this.
* RandomEncounters ''in general'' can be this. They can range from tolerable to infuriating depending on the encounter rate (and the battle system), but in all cases, you have no way of knowing when you're about to start a battle. If you're in critical condition and need to find a place to heal or save, you can't just avoid battles until you get there; one unlucky strike of the RandomNumberGod could [[TotalPartyKill wipe you out]] and send you back to the last save point (unless you're playing one of the few [=RPGs=] that allow you to save anywhere). And, in some games, if you have returned to an early area from a later one, you will encounter enemies that are laughably easy for your level but give pathetic rewards and only make that part of the game more tedious. Conversely, if you are ''deliberately'' trying to provoke fights with enemies for grinding purposes, you could wander around for a while without activating many battles.
** Also, for fans of a particular battle style, messing with the formula can qualify. Those who prefer strict turn-based gameplay can get annoyed at ATB systems (which, if done poorly, end up [[XMeetsY combining turn-based combat with real-time combat]] while [[MasterOfNone doing the job of neither well]]), while players who prefer more active combat might [[TheyChangedItNowItSucks not like]] a sequel or spin-off that switches to turn-based.
* The third and fourth VideoGame/EpicBattleFantasy games have a form of AfterCombatRecovery, which is often much-needed - but instead of giving you back your health and mana all at once, it recovers gradually. In the third game it's based on steps taken (which leads to a lot of wandering around aimlessly for no real reason), while the fourth game uses real time (because RewardingInactivity is [[SarcasmMode always a lot of fun]]). Even worse, the fourth game has a very annoying glitch; when you load a save, your health and mana are supposed to be refilled to maximum, but this "maximum" doesn't factor in boosts to Max HP and Max MP from your equipment. So if you have a lot of bonus HP and/or MP from your equips (and late game, you almost certainly will), this leads to sitting around and waiting ''every time you open up the game''.

[[AC:Sports Games]]
* ''Mario Super Sluggers''
** The game has the star power mechanic, where the pitcher and the batter can use special powers to gain an advantage, such as tossing the ball really fast or hitting the ball with the bat and splitting the ball in two to confuse outfielders. To get more star power points, up to 5 max, you have to make successful strikes or successfully hit the ball without the ball being caught for an out. However, VideoGame/MarioKart rears its ugly head for this mechanic where the losing team will gain more star points, thus they can effectively spam their special moves over and over again until they can catch up.
** There's also the robbing home runs with two players with good chemistry teaming up and robbing your home runs in the more difficult challenging levels. It's really frustrating if you're looking for a clean game but a competent computer opponent.
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