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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. It even appears to be this in-universe, as [[http://www.mariowiki.com/File:Spring_Mario_Art_-_Super_Mario_Galaxy.png the promotional picture]] of this power-up shows Mario looking horrified as if to say [[WesternAnimation/TheJetsons "STOP THIS CRAZY THING!!!"]]

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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. It even appears to be this in-universe, as [[http://www.mariowiki.com/File:Spring_Mario_Art_-_Super_Mario_Galaxy.png the promotional picture]] of this power-up shows Mario looking horrified as if to say [[WesternAnimation/TheJetsons "STOP THIS CRAZY THING!!!"]]THING!!!"]] Well, that's the reason why it's the main image for this page too.
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Speaking of Word Cruft...


** Speaking of random, the Glitz Pit's ruling of applying some random manner of handicap on you at the beginning of a match turns many of the already difficult higher level bouts into unfair and sometimes unwinnable battles if you want to increase your rank. It's unbelievably frustrating to lose a match you normally could have won to boost your rank just because the RandomNumberGod decided you were not allowed to attack for the first three turns or restricted you from using your jump against an aerial foe. Since it's random, it's even possible to be told you can't use your partner or Flower Points, which are needed to execute certain abilities, against The Armored Harriers, a battle where the ''only'' way to damage them is with Mini-Yoshi's Gulp ability, which costs 4 Flower Points (which will ensure a rematch against them and the possibility to ''get one of those two handicaps again'').

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** Speaking of random, the The Glitz Pit's ruling of applying some random manner of handicap on you at the beginning of a match turns many of the already difficult higher level bouts into unfair and sometimes unwinnable battles if you want to increase your rank. It's unbelievably frustrating to lose a match you normally could have won to boost your rank just because the RandomNumberGod decided you were not allowed to attack for the first three turns or restricted you from using your jump against an aerial foe. Since it's random, it's even possible to be told you can't use your partner or Flower Points, which are needed to execute certain abilities, against The Armored Harriers, a battle where the ''only'' way to damage them is with Mini-Yoshi's Gulp ability, which costs 4 Flower Points (which will ensure a rematch against them and the possibility to ''get one of those two handicaps again'').
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This comic never directly mentions Chance Time


* 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 in general is this trope (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, though ''Mario Party 7'' incorporated some elements of it into the Duel mini-games (rather than choosing what to duel for, the stakes are decided by a roulette after the minigame is finished; it's even possible for the loser to luck out and not have to give anything.)

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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]].stars. On that same note, among more skilled players, and especially StopHavingFunGuys, luck in general is this trope (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, though ''Mario Party 7'' incorporated some elements of it into the Duel mini-games (rather than choosing what to duel for, the stakes are decided by a roulette after the minigame is finished; it's even possible for the loser to luck out and not have to give anything.)
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*** Bulky Bob-Ombs take up two seats in the audience, thus reducing the amount of audience members you can have. Not only that, but they can randomly light their fuse up and explote after a while, taking out a huge chuck of the audience with them (Especially Punis, who always flee when frightened).

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*** Bulky Bob-Ombs take up two seats in the audience, thus reducing the amount of audience members you can have. Not only that, but they can randomly light their fuse up and explote after a while, taking out a huge chuck chunk of the audience with them (Especially Punis, who always flee when frightened).

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** There are many kinds of random events and hazards that occur during battle due to the theme of the fights taking place on a stage. Shy Guys can run backstage to cause stage equipment to fall down on you or the enemy, Boos can make you or the enemy invisible to make attacks miss, and the freezing mist stage effect can freeze your party or the enemy frozen solid. While the effects are "fair" since they can affect either side, you have no control over what happens or when it happens, and the wrong effect at the wrong time can be disastrous. There's no way to guard against them either, unlike every other attack in the game (save for one, from a boss that's meant to be overly hard), meaning you can be utterly dominating a match but thanks to a random freeze effect be rendered helpless and ''killed before it wears off''.
** Speaking of random, the Glitz Pit's ruling of applying some random manner of handicap on you at the beginning of a match turns many of the already difficult higher level bouts into unfair and sometimes unwinnable battles if you want to increase your rank. It's unbelievably frustrating to lose a match you normally could have won to boost your rank just because the RandomNumberGod decided you were not allowed to attack for the first three turns or restricted you from using your jump against an aerial foe. Since it's random, it's even possible to be told you can't use your partner or [=FP=] Points against The Armored Harriers, a battle where the ''only'' way to damage them is with Yoshi Kid's [=FP Point-costing=] Gulp ability (which will ensure a rematch against them and the possibility to ''get one of those two handicaps again'').

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** There are many kinds of random events and hazards that occur during battle due to the theme of the fights taking place on a stage. stage.
*** The audience itself can be a huge distraction, as some of the audience members (mainly X-Nauts, Goombas, Koopas, Dull Bones, and Hammer Brothers) can throw rocks, cans or hammers at Mario or his party member and damage them. While a sign usually appears to inform you that someone is planning on throwing something, which gives you a chance to attack them in return and make them flee, you might be too focused on the combat to even notice. A warning sound can either play or ''not'' play when the sign pops up. Other audience members can throw helpful things at you, but is easy to mistake them for something hurtful, and if you attack those, not only will they flee, but other audience members near them can ''also'' flee as a result.
****
Shy Guys can run backstage to cause stage equipment props to fall down on you or the enemy, enemy. Not only that, but random props can also randomly fall down on someone's head without the need of a Shy Guy and potentially inflict the "Dizzy" status effect, which makes most of the attacks miss.
****
Boos can make you or the enemy invisible to make all attacks miss, and the freezing mist stage effect can freeze your party or the miss for one turn. Good luck if it happens with an enemy frozen solid. While that can charge itself to deal even more damage!
**** Bulky Bob-Ombs take up two seats in
the effects are "fair" since audience, thus reducing the amount of audience members you can have. Not only that, but they can affect either side, you have no control over what happens or randomly light their fuse up and explote after a while, taking out a huge chuck of the audience with them (Especially Punis, who always flee when it happens, frightened).
**** Crazee Dayzees can potentially sing a lullaby and put a huge portion of the audience to sleep, thus reducing the amount of Star Power you can get from the audience.
**** Dull Bones ''never'' give any Star Power no manner how well you do in battle, no only that but they always throw hurtful things at Mario and his friends.
*** Once you reach higher ranks, the nozzles on the front of the stage will sometimes spew ice jets, fire, or explosions at the combatants. Unlike other stage elements, these all deal more than one damage,
and the wrong effect at ice jets can potentially freeze you while the wrong time fire and explosion jets can be disastrous. There's no way to guard against them either, unlike every other make Bulky Bob-omb enemies explode instantly so that you either die from their explosions or get weakened enough that another attack can kill you.
*** The worst offender
in this regard is the stage fog. It can appear without previous warning, lasts two turns and reduces everyone's accuracy to a 50/50 chance. While Bobbery's explosions and Flurrie's Gale Force can immediately get rid of the fog, it still causes them to waste their turn if the attack misses. What's worse is that [[GuideDangIt the game (save for one, from a boss that's meant to be overly hard), meaning never tells you that you can be utterly dominating a match but thanks to a random freeze effect be rendered helpless and ''killed before it wears off''.
get rid of the fog this way]].
** Speaking of random, the Glitz Pit's ruling of applying some random manner of handicap on you at the beginning of a match turns many of the already difficult higher level bouts into unfair and sometimes unwinnable battles if you want to increase your rank. It's unbelievably frustrating to lose a match you normally could have won to boost your rank just because the RandomNumberGod decided you were not allowed to attack for the first three turns or restricted you from using your jump against an aerial foe. Since it's random, it's even possible to be told you can't use your partner or [=FP=] Points Flower Points, which are needed to execute certain abilities, against The Armored Harriers, a battle where the ''only'' way to damage them is with Yoshi Kid's [=FP Point-costing=] Mini-Yoshi's Gulp ability ability, which costs 4 Flower Points (which will ensure a rematch against them and the possibility to ''get one of those two handicaps again'').again'').
** Enemies always pursue you in an attempt of initiating a fight regardless of your strength level, which is not helped by their long vision range. This makes backtracking and exploring early-game areas in order to complete sidequests incredibly annoying unless you have equipped either the First Attack or Bump Attack badges (which allow you to skip low-level encounters), as there will always be at least one random enemy from whom you only get ''one'' experience point for defeating constantly harrassing you in every place you visit.
** Enemies can hold items and use them in battle. You let that enemy holding a Stopwatch live longer than intendeed? Get ready to get frozen in time and be pelted with attacks for a long time! What's worse, if an enemy is holding a Life Shroom they can either revive a fallen enemy, or ''themselves'' upon defeat, meaning that there is no way to prevent them from using it unless you have [[OptionalPartyMember Ms. Mowz]] steal said enemy's item... which she can't do if the enemy is airborne or has another type of protection (such as being made of fire or surronded with spikes).
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** 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. Particularly hard are Mario's "Get a Perfect Game", which had you win ''without the opponent getting a single hit'', and Baby Mario's "catch a booted ball", which is a LuckBasedMission where you need to get a batted ball to hit him and then catch it before it touches the ground.

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** 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. Particularly hard are Mario's "Get a Perfect Game", which had you win ''without the opponent getting a single hit'', hit''[[note]]Actually, scratch that, you can't allow the opponent to even ''get on base''[[/note]], and Baby Mario's "catch a booted ball", which is a LuckBasedMission where you need to get a batted ball to hit him and then catch it before it touches the ground.
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** Levels will no longer be deleted no matter how badly they're rated, just not placed in popular lists or Endless mode.

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** Levels will no longer be deleted no matter how badly they're rated, just not placed in popular lists or Endless mode. It is not necessary to earn hearts in order to upload more levels, either.

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Various edits


[[folder:2-D Platform Games]]

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[[folder:2-D [[folder:[=2D=] Platform Games]]



[[folder:3-D Platform Games]]

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[[folder:3-D [[folder:[=3D=] Platform Games]]



** Bob-Omb tossing in this game is annoying due to how inconsistent it is to aim, along with the bombs' long, 11-second fuse length that can't be shortened in any way. While waiting for the bombs to blow up can be tedious on its own, it's when you have to blow up an entire planetoid's worth of trash using bombs in ''only 30 seconds'' when most people will find themselves frustrated with the mechanic.

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** Bob-Omb Bob-omb tossing in this game is annoying due to how inconsistent it is to aim, along with the bombs' long, 11-second fuse length that can't be shortened in any way. While waiting for the bombs to blow up can be tedious on its own, it's when you have to blow up an entire planetoid's worth of trash using bombs in ''only 30 seconds'' when most people will find themselves frustrated with the mechanic.



[[folder:Mario Kart]]

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[[folder:Mario Kart]][[folder:''Mario Kart'']]



** This game introduced the [[HotPotato Thunder Cloud]] which caused a lot of misery for players. When you get it, it automatically activates, placing a cloud above your racer and slightly boosting your speed while letting you ignore the regular speed penalty for going off-road. The downside is that after a short period of time has elapsed, the cloud zaps you with lightning, shrinking you; the only defense is to pass it to another racer by bumping into them, but they can send it right back the same way. 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.

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** This game introduced marks the first appearance of the [[HotPotato Thunder Cloud]] which caused in a lot home console ''Mario Kart'' -- and to date, the last appearance of misery for players.the Thunder Cloud in a home console ''Mario Kart''. When you get it, it automatically activates, placing a cloud above your racer and slightly boosting your speed while letting you ignore the regular speed penalty for going off-road. The downside is that after a short period of time has elapsed, the cloud zaps you with lightning, shrinking you; the only defense is to pass it to another racer by bumping into them, but they can send it right back the same way. The contempt for this item is so great that a lot of fans are glad that it hasn't it's been in any other Mario Kart exclusive to arcades since then.



* In ''VideoGame/MarioKart8'', you can now no longer claim a new item from an item box while dragging another item 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 they would get some useless coins instead. The introduction of the second item box in ''[=MK8=] Deluxe'' mitigates this quite a bit.
** In this game, items' distribution is not based on your current position, but on your distance to the first racer. It is supposed to help against a run-away leader, as the other players will have better items against it. In reality however, there will be a big pack of racers with nothing but stars, triple mushrooms or triple shells and they will use it against each other, still allowing the leader to escape from the mayhem.
** Crazy Eight is a special item: get it and eight items will fastly rotate around you. While fun, it is hard to choose which items to use at the right time and worst of all: there is Bob-omb among them and it will definitely explode on your face if you crash into someone. The best tactics? Just throw everything as fast as possible.

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* In ''VideoGame/MarioKart8'', you ''VideoGame/MarioKart8''
** You
can now no longer claim a new item from an item box while dragging another item 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 they would get some useless coins instead. The introduction of the second item box slot in ''[=MK8=] Deluxe'' mitigates this quite a bit.
** In this game, items' distribution is not based on your current position, but on your distance to the first racer. It In theory, this is supposed to help against a run-away leader, as the other players racers will have better items against it. to attack them with. In reality however, there will be practice, this just ends with a big pack of racers with nothing but stars, triple mushrooms Stars, Triple Mushrooms or triple shells and they will use it against Triple Shells beating up each other, still allowing other with them, while the leader to escape from first-place racer stays far ahead of the mayhem.
** Crazy Eight is a special item: get it and eight items will fastly quickly rotate around you. While fun, it is hard to choose which items to use at the right time time, and worst of all: there is there's a Bob-omb among them and it which will definitely explode on in your face if you crash into someone. The best tactics? tactic? Just throw everything as fast as possible.



[[folder:Mario Party]]

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[[folder:Mario Party]][[folder:''Mario Party'']]



* ''Mario Party 9'' also has at least one obstacle per board (aside from Toad Road) that will remove half of your Mini-Stars, which might as well be a death sentence for anyone who wants to win. If that wasn’t bad enough, Bowser might ''DOUBLE'' the Mini Stars of whomever’s in last, handing them the win.

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* ''Mario Party 9'' also has at least one obstacle per board (aside from Toad Road) that will remove half of your Mini-Stars, which might as well be a death sentence for anyone who wants to win. If that wasn’t bad enough, Bowser might ''DOUBLE'' the Mini Stars of whomever’s whomever's in last, handing them the win.



* 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 the NDCube games (with the exception of ''Mario Party: Star Rush'' which only had three minigames available by default), and a happy medium was found in ''Super Mario Party'', which had most of the minigames pre-unlocked outside of just 20.

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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 other party games allow the players to jump into the minigames right out of the gate.) This was fixed in the NDCube [=NDCube=] games (with the exception of ''Mario Party: Star Rush'' which only had three minigames available by default), and a happy medium was found in ''Super Mario Party'', which had most of the minigames pre-unlocked outside of just 20.



** 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. For the most part, you can get away with ignoring Giant Bowser's fire breath, but the Fawful Express is too short to hit with punches, which makes for ThatOneBoss when combined with the strict turn limit.
** 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.[[note]]Talk to Toadbert after doing the safe codes jigsaw puzzle. He'll mention a code that speeds up the healing process: "A B X Y L R Y X B A". Like anyone's going to know to talk to Toadbert, or make the connection about what this code does or when to use it.[[/note]]



** 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.
* 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/PaperMario64'' and ''VideoGame/PaperMarioTheThousandYearDoor'' have an inventory that only lets you carry ten items. Therefore, it is very common to end up being forced to throw a useful item away to pick up another item that is just as useful. ''The Thousand Year Door'' at least has the Strange Sack which doubles the item capacity but you need to get to the 50th floor of the Pit of 100 Trials to get it.

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** That The microphone in the original game. The player must blow on it to breathe fire during the Giant Bowser battles. If your microphone isn't up to snuff, it can cost you, especially during a boss battle. For the most part, you can get away with ignoring Giant Bowser's fire breath, but the Fawful Express is too short to hit with punches, which makes for ThatOneBoss when combined with the strict turn limit. The 3DS remake instead changes it to tapping the touch screen when Bowser's charged his fire breath fully, bringing that showing of the attack out of this territory.
** The
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.
** Waiting ten ''real-time'' 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 button code (A, B, X, Y, L, R, Y, X, B, A) that speeds up the process, but it's only mentioned by one character (Toadbert at the information booth in Toad Square) at a very specific point in the game (after completing the Memory Banks sequence).
* In ''VideoGame/MarioAndLuigiDreamTeam'', the ring puzzles and mole hunting. The former are irritating puzzle mini games minigames 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/PaperMario64'' and ''VideoGame/PaperMarioTheThousandYearDoor'' ''VideoGame/PaperMarioTheThousandYearDoor'':
** Both games
have an inventory that only lets you carry ten items. Therefore, it is very common to end up being forced to throw a useful item away to pick up another item that is just as useful. ''The Thousand Year Thousand-Year Door'' at least has the Strange Sack which doubles the item capacity your carrying capacity, but you need to get to the 50th floor of the Pit of 100 Trials to get it.



** There are many kinds of random events and hazards that occur during battle due to the theme of the fights taking place on a stage. Shy Guys can run backstage to cause stage equipment to fall down on you or the enemy, Boos can make you or the enemy invisible to make attacks miss, and the freezing mist stage effect can freeze your party or the enemy frozen solid. While the effects are "fair" since they can affect either side, you have no control over what happens, when it happens, and the wrong effect at the wrong time can be disastrous. There's no way to guard against them either, unlike every other attack in the game (save for one, from a boss that's meant to be overly hard), meaning you can be utterly dominating a match but thanks to a random freeze effect be rendered helpless and ''killed before it wears off''.
** Speaking of random, the Glitz Pit's ruling of applying some random manner of handicap on you at the beginning of a match turns many of the already difficult higher level bouts into unfair and sometimes unwinnable battles if you want to increase your rank. It's unbelievably frustrating to lose a match you normally could have won to boost your rank just because the RandomNumberGod decided you were not allowed to attack for the first three turns or restricted you from using your jump against an aerial foe. Since it's random, it's even possible to be told you can't use your partner or [=FP=] Points against The Armored Harriers: a battle where the ''only'' way to damage them is with Yoshi's [=FP Point-costing=] Gulp ability (which will ensure a rematch against them and the possibility to ''get one of those two handicaps again'').

to:

** There are many kinds of random events and hazards that occur during battle due to the theme of the fights taking place on a stage. Shy Guys can run backstage to cause stage equipment to fall down on you or the enemy, Boos can make you or the enemy invisible to make attacks miss, and the freezing mist stage effect can freeze your party or the enemy frozen solid. While the effects are "fair" since they can affect either side, you have no control over what happens, happens or when it happens, and the wrong effect at the wrong time can be disastrous. There's no way to guard against them either, unlike every other attack in the game (save for one, from a boss that's meant to be overly hard), meaning you can be utterly dominating a match but thanks to a random freeze effect be rendered helpless and ''killed before it wears off''.
** Speaking of random, the Glitz Pit's ruling of applying some random manner of handicap on you at the beginning of a match turns many of the already difficult higher level bouts into unfair and sometimes unwinnable battles if you want to increase your rank. It's unbelievably frustrating to lose a match you normally could have won to boost your rank just because the RandomNumberGod decided you were not allowed to attack for the first three turns or restricted you from using your jump against an aerial foe. Since it's random, it's even possible to be told you can't use your partner or [=FP=] Points against The Armored Harriers: Harriers, a battle where the ''only'' way to damage them is with Yoshi's Yoshi Kid's [=FP Point-costing=] Gulp ability (which will ensure a rematch against them and the possibility to ''get one of those two handicaps again'').



* ''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. Particularly hard were Mario's "Get a Perfect Game" which had you win ''without the opponent getting a single hit'' or Baby Mario's "catch a booted ball" which is a LuckBasedMission consisting in him getting a batted ball to hit him and then catching it before it touches the ground.

to:

* ''Mario Superstar Baseball'':
''VideoGame/MarioSuperstarBaseball'':
** 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. Particularly hard were are Mario's "Get a Perfect Game" Game", which had you win ''without the opponent getting a single hit'' or hit'', and Baby Mario's "catch a booted ball" ball", which is a LuckBasedMission consisting in him getting where you need to get a batted ball to hit him and then catching catch it before it touches the ground.



* ''Mario Super Sluggers'':

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* ''Mario Super Sluggers'':''VideoGame/MarioSuperSluggers'':



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

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



** 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. And 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.''

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** The As you go further in into the game you get, game, the Boos become more very annoying to capture capture, since their health is now in escalates to the triple digits and they can potentially escape into a room you Luigi either can't enter yet. And at any time in the game, it's possible for a Boo to escape through a wall into a place where Luigi must go yet or can only access through an incredibly convoluted path to enter and chase after it, including escaping path. This can include going 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.''



* Unlocking secret paths in the Super Mario Bros. edition of Puzzle and Dragons. You need to clear orbs of an element not normally found in the course by using a Skill to turn a different orb into the appropriate element. The problem is skills become usable after spending a certain number of turns building up combos '''and''' attacking meaning you can't just build up combos at the branch point. The branch points generally come very early in a stage requiring you to use weak attacks and hope you don't accidentally set off a huge combo and the skills often take a lot of turns to build up without reducing the number with semi-rare and random items. That's all without mentioning that most of the secret courses don't open a way to the next normal stage even if cleared. All in all, it can be a major exercise in frustration.

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* Unlocking secret paths in the Super ''Super Mario Bros. Bros.'' edition of Puzzle and Dragons. You need to clear orbs of an element not normally found in the course by using a Skill to turn a different orb into the appropriate element. The problem is skills become usable after spending a certain number of turns building up combos '''and''' attacking meaning you can't just build up combos at the branch point. The branch points generally come very early in a stage requiring you to use weak attacks and hope you don't accidentally set off a huge combo and the skills often take a lot of turns to build up without reducing the number with semi-rare and random items. That's all without mentioning that most of the secret courses don't open a way to the next normal stage even if cleared. All in all, it can be a major exercise in frustration.
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** The Mega Mushroom from the first game. Initially, it's fun to destroy everything in your way, but if you accidentally destroy a pipe that leads to a Star Coin, then it's time to start the level all over.

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** The Mega Mushroom from the first game. Initially, it's fun to destroy everything in your way, but if you must be careful not to accidentally destroy a pipe that leads leading to a Star Coin, Coin; otherwise, then it's time to start the level all over.
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[[caption-width-right:250:Wow, even Mario doesn't want to [[JustForPun spring]] into action with this power-up. That's a pretty bad sign.]]

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[[caption-width-right:250:Wow, even Mario doesn't want to [[JustForPun [[{{Pun}} spring]] into action with this power-up. That's a pretty bad sign.]]

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** Bob-Omb tossing in this game is annoying due to how inconsistent it is to aim, along with the bombs' long, 11-second fuse length that can't be shortened in any way. While waiting for the bombs to blow up can be tedious on its own, it's when you have to blow up an entire planetoid's worth of trash using bombs in ''only 30 seconds'' when most people will find themselves frustrated with the mechanic.



* 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'', ''Mario Party: Island Tour,'' and ''Mario Party 10,'' but returned in ''Mario Party: Star Rush,'' with the key difference being that three minigames are available by default.

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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'', ''Mario Party: Island Tour,'' and ''Mario Party 10,'' but returned in the NDCube games (with the exception of ''Mario Party: Star Rush,'' with the key difference being that Rush'' which only had three minigames are available by default.default), and a happy medium was found in ''Super Mario Party'', which had most of the minigames pre-unlocked outside of just 20.
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[[quoteright:338:[[VideoGame/SuperMarioGalaxy https://static.tvtropes.org/pmwiki/pub/images/spring_mario_9.png]]]]
[[caption-width-right:338:Wow, even Mario doesn't want to [[JustForPun spring]] into action with this power-up. That's a pretty bad sign.]]

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[[quoteright:338:[[VideoGame/SuperMarioGalaxy [[quoteright:250:[[VideoGame/SuperMarioGalaxy https://static.tvtropes.org/pmwiki/pub/images/spring_mario_9.png]]]]
[[caption-width-right:338:Wow, [[caption-width-right:250:Wow, even Mario doesn't want to [[JustForPun spring]] into action with this power-up. That's a pretty bad sign.]]
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Transparent.


[[quoteright:350:[[VideoGame/SuperMarioGalaxy https://static.tvtropes.org/pmwiki/pub/images/spring_mario.png]]]]
[[caption-width-right:350:Wow, even Mario doesn't want to [[JustForPun spring]] into action with this power-up. That's a pretty bad sign.]]

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[[quoteright:350:[[VideoGame/SuperMarioGalaxy [[quoteright:338:[[VideoGame/SuperMarioGalaxy https://static.tvtropes.org/pmwiki/pub/images/spring_mario.org/pmwiki/pub/images/spring_mario_9.png]]]]
[[caption-width-right:350:Wow, [[caption-width-right:338:Wow, even Mario doesn't want to [[JustForPun spring]] into action with this power-up. That's a pretty bad sign.]]
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[[quoteright:350:[[VideoGame/SuperMarioGalaxy https://static.tvtropes.org/pmwiki/pub/images/spring_mario.png]]]]
[[caption-width-right:350:Wow, even Mario doesn't want to [[JustForPun spring]] into action with this power-up. That's a pretty bad sign.]]
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** Just like in ''Super Mario 64'', you have to collect 100 coins in one of the main stages to get another Shine Sprite. Only this time it's worse, as only a particular mission or two in each stage will be able to give Mario the 100-coin Shine, as some missions won't have 100 coins to collect; so it's easy for the player to pick the wrong mission and waste a lot of his/her time. Which mission has it? [[GuideDangIt The game doesn't tell you]].

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** Just like in ''Super Mario 64'', you have to collect 100 coins in one of the main stages to get another Shine Sprite. Only this time it's worse, as only a particular mission or two in each stage will be able to give Mario the 100-coin Shine, as some missions won't have 100 coins to collect; so it's easy for the player to pick the wrong mission and waste a lot of his/her their time. Which mission has it? [[GuideDangIt The game doesn't tell you]].



* In ''VideoGame/MarioKart8'', you can now no longer claim a new item from an item box while dragging another item 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. The introduction of the second item box in ''[=MK8=] Deluxe'' mitigates this quite a bit.
** In this game, items' distribution is not based on your current position, but on your distance to the the first racer. It is supposed to help against a run-away leader, as the other players will have better items against it. In reality however, there will be a big pack of racers with nothing but stars, triple mushrooms or triple shells and they will use it against each other, still allowing the leader to escape from the mayhem.

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* In ''VideoGame/MarioKart8'', you can now no longer claim a new item from an item box while dragging another item 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 they would get some useless coins instead. The introduction of the second item box in ''[=MK8=] Deluxe'' mitigates this quite a bit.
** In this game, items' distribution is not based on your current position, but on your distance to the the first racer. It is supposed to help against a run-away leader, as the other players will have better items against it. In reality however, there will be a big pack of racers with nothing but stars, triple mushrooms or triple shells and they will use it against each other, still allowing the leader to escape from the mayhem.
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** Just like in ''Super Mario 64'', you have to collect 100 coins in one of the main stages to get another Shine Sprite. Only this time it's worse, as only a particular mission or two in each stage will be able to give Mario the 100-coin Shine, as some missions won't have 100 coins to collect; so it's easy for the player to pick the wrong mission and waste a lot of his/her time. Which mission has it? The game doesn't tell you.

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** Just like in ''Super Mario 64'', you have to collect 100 coins in one of the main stages to get another Shine Sprite. Only this time it's worse, as only a particular mission or two in each stage will be able to give Mario the 100-coin Shine, as some missions won't have 100 coins to collect; so it's easy for the player to pick the wrong mission and waste a lot of his/her time. Which mission has it? [[GuideDangIt The game doesn't tell you.you]].
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* ''Mario Party 9'' also has at least one obstacle per board (aside from Toad Road) that will remove half of your Mini-Stars, which might as well be a death sentence for anyone who wants to win. If that wasn’t bad enough, Bowser might ''DOUBLE'' the Mini Stars of whomever’s in last, handing them the win.
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The first part of this addition was removed for no explained reason


* ''VideoGame/SuperMarioSunshine'', ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioGalaxy2'' all share a mechanic that causes you to lose a life when you ''fail a race or minigame''.

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* ''VideoGame/SuperMarioSunshine'', ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioGalaxy2'' all share a mechanic that causes you to lose a life when you ''fail a race or minigame''. Failures like losing a race against Il Piantissimo in ''Sunshine'' or failing to get all 100 Purple Coins in a ''Galaxy'' level where you have to reach the end with all of them since you cannot backtrack in case you missed any is lethal.
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** 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 it's time to start the level all over.

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** The Mega Mushroom from the first game. Initially, it's fun to destroy everything in your way, but if you accidentally destroy a pipe that leads to a Star Coin, then it's time to start the level all over.

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** The NES version of ''Super Mario Bros. 2'' is the only Mario game aside from the first ''VideoGame/SuperMarioLand'' to enforce a limit on how many times you are allowed to continue after getting a GameOver. While ''Super Mario Land'' allows you to get a continue with every 100,000 points you earn, ''Super Mario Bros. 2'' gives you a hard limit of two, with no way to earn any extras. This means that if you GameOver three times over the course of the game, [[ContinuingIsPainful it's back to 1-1]]. While this isn't as much of a problem if you use {{Warp Zone}}s, players who prefer to see everything that the game has to offer may end up with a lot of pressure on their hands to use the best character for every level and stockpile lives. Luckily, both the ''VideoGame/SuperMarioAllStars'' and ''Super Mario Advance'' [[VideoGameRemake remakes]] incorporate [[AntiFrustrationFeatures saving and unlimited continues]].



* ''VideoGame/SuperMarioLand2SixGoldenCoins'' is not a particularly difficult game, as there are many different ways for Mario to earn lives. The door to Mario's Castle requires the (what else?) [[ExactlyWhatItSaysOnTheTin 6 Golden Coins]] in order to enter, and each one is earned by beating the boss of the Zone that the coin corresponds to. In the event that Mario loses all of his lives, he will find out the hard way that ContinuingIsPainful, as a game over ''removes every single coin that you have earned''. The only way to get them back is to replay ''all'' of the boss levels and beat them again. This punishment can be especially damning in the final stage, Mario's Castle itself, as it is the notable MarathonLevel and DifficultySpike of the game where lives can easily be lost - lose one too many and you've got ''six'' more stages to beat before you can give it another shot.

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* ''VideoGame/SuperMarioLand2SixGoldenCoins'' is not a particularly notoriously difficult game, as there are many different ways for Mario to earn lives. The door to Mario's Castle requires the (what else?) [[ExactlyWhatItSaysOnTheTin 6 Golden Coins]] in order to enter, and each one is earned by beating the boss of the Zone that the coin corresponds to. In the event that Mario loses all of his lives, he will find out the hard way that ContinuingIsPainful, as a game over GameOver ''removes every single coin that you have earned''. The only way to get them back is to replay ''all'' of the boss levels and beat them again. [[note]]If you're feeling sneaky, you can also press A+B+Start+Select right when you lose your last life to soft reset your Game Boy before the GameOver screen appears and load your save.[[/note]] This punishment can be especially damning in the final stage, Mario's Castle itself, as it is the notable MarathonLevel and DifficultySpike of the game where lives can easily be lost - lose one too many and you've got ''six'' more stages to beat before you can give it another shot.
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Whatever details might have been there are gone now.


* Wario's Battle Canyon and Peach's Birthday Cake from the first game 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 latter forces the players to pay coins to play a lottery when they reach the board's only split path to determine whether they meet Toad or Bowser. There are more details about Peach's Birthday Cake on [[ThatOneLevel/MarioParty this page]].

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* Wario's Battle Canyon and Peach's Birthday Cake from the first game 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 latter forces the players to pay coins to play a lottery when they reach the board's only split path to determine whether they meet Toad or Bowser. There are more details about Peach's Birthday Cake on [[ThatOneLevel/MarioParty this page]].
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** In this game, items' distribution is not based on your current position, but on your distance to the the first racer. It is supposed to help against a run-away leader, as the other players will have better items against it. In reality however, there will be a big pack of racers with nothing but stars, triple mushrooms or triple shells and they will use it against each other, still allowing the leader to escape from the mayhem.
** Crazy Eight is a special item: get it and eight items will fastly rotate around you. While fun, it is hard to choose which items to use at the right time and worst of all: there is Bob-omb among them and it will definitely explode on your face if you crash into someone. The best tactics? Just throw everything as fast as possible.
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** ''All'' moves you can perform on the battlefield are done with stickers. Stickers have a ''finite'' carrying capacity (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]]. To make matters worse, you cannot choose targets, cancel attacks, or even skip turns, so you will be forced to waste stickers or take damage if the battle does not go exactly how you predicted at the start of your turn. If you do win a battle, but still have unused stickers left in your cue, they’re lost all the same.

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** ''All'' moves you can perform on the battlefield are done with stickers. Stickers have a ''finite'' carrying capacity (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]]. To make matters worse, you cannot choose targets, cancel attacks, or even skip turns, so you will be forced to waste stickers or take damage if the battle does not go exactly how you predicted at the start of your turn. If you do win a battle, but still have unused stickers left in your cue, attack queue, they’re lost all the same.
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** ''All'' moves you can perform on the battlefield are done with stickers. Stickers have a ''finite'' carrying capacity (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 ''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. The coins themselves aren't even that helpful, since they're mostly just for buying more stickers, but you can find a ton of stickers just by exploring levels, so you really only need to replenish your stickers if you just spent a bunch fighting enemies.

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** ''All'' moves you can perform on the battlefield are done with stickers. Stickers have a ''finite'' carrying capacity (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]]. To make matters worse, you cannot choose targets, cancel attacks, or even skip turns, so you will be forced to waste stickers or take damage if the battle does not go exactly how you predicted at the start of your turn. If you do win a battle, but still have unused stickers left in your cue, they’re lost all the same.
** 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. The coins themselves aren't even that helpful, since they're mostly just for buying more stickers, but you can find a ton of stickers just by exploring levels, so you really only need to replenish your stickers if you just spent a bunch fighting enemies. Combined with all the issues of the sticker/card system, players quickly learned that it was better to avoid battle whenever possible since they gained nothing of value from non-mandatory fights.
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** The P-Balloon, 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.

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** The P-Balloon, 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. Luckily, when ''Super Mario Maker 2'' brought it back with a post-release update, it was reworked to make it much easier to use.
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Added a Super Mario Land 2 example.

Added DiffLines:

* ''VideoGame/SuperMarioLand2SixGoldenCoins'' is not a particularly difficult game, as there are many different ways for Mario to earn lives. The door to Mario's Castle requires the (what else?) [[ExactlyWhatItSaysOnTheTin 6 Golden Coins]] in order to enter, and each one is earned by beating the boss of the Zone that the coin corresponds to. In the event that Mario loses all of his lives, he will find out the hard way that ContinuingIsPainful, as a game over ''removes every single coin that you have earned''. The only way to get them back is to replay ''all'' of the boss levels and beat them again. This punishment can be especially damning in the final stage, Mario's Castle itself, as it is the notable MarathonLevel and DifficultySpike of the game where lives can easily be lost - lose one too many and you've got ''six'' more stages to beat before you can give it another shot.
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** Rolling the Star Ball in the the Rolling Green 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.

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** Rolling the Star Ball in the the Rolling Green 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.
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** 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.

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** Rolling the Star Ball in the the Rolling Greens Green 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.
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** ''Yoshi'', of all things, manages to amount to a massive one of these. Firstly not only does Yoshi die in one hit if he touches water (which is ''everywhere''), but he also dies if he goes too long without eating fruit. This turns every Yoshi mission into a TimedMission where one slip up costs you Yoshi and forces you to start over. Secondly nearly every Yoshi mission simply involves relying on Yoshi to reach one of the F.L.U.D.D.-less levels as mentioned above. While riding Yoshi feels like a rewarding powerup in most Mario games, in Sunshine it simply feels like an awkward difficult chore.

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** ''Yoshi'', of all things, manages to amount to a massive one of these. Firstly Firstly, not only does Yoshi die in one hit if he touches water (which is ''everywhere''), but he also dies if he goes too long without eating fruit. This turns every Yoshi mission into a TimedMission where one slip up costs you Yoshi and forces you to start over. Secondly Secondly, nearly every Yoshi mission simply involves relying on Yoshi to reach one of the F.L.U.D.D.-less levels as mentioned above. While riding Yoshi feels like a rewarding powerup in most Mario games, in Sunshine it simply feels like an awkward difficult chore.

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