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** [[VideoGame/{{Electroplankton}} Hanenbow]] is seen as one of the most baffling stages, both for its obscurity and its bizarre layout. It's basically a bunch of constantly shifting platforms, spaced just far apart enough to be hard to get to. Most of the things you'd expect to be ledges flat-out aren't, the map is very large while the platforms you fight on are very small, and there's a bunch of water below that (unlike all other water in the game) [[SuperDrowningSkills you sink like a rock in]].


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** Auto-scrolling stages in general are rarely popular, since they effectively [[UnexpectedGameplayChange turn the game's format]] from "fighting game" to "competitive platformer", but the king of this is Pac-Land in the UsefulNotes/WiiU version. It's a remarkably dead-on recreation of ''Pac-Land'''s aesthetics - it's just that those aesthetics happen to be butt-ugly, with the typical comparison being to an MS Paint drawing. The fact that the 3DS's ''VideoGame/PacMan'' arcade-style stage is a much more standard layout with much nicer design based on a much more popular game doesn't help matters. The reaction to it arriving in ''Ultimate'' rather than the arcade version provoked quite a bit of confusion.
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* Kenpachi's Story Mode path in ''Manga/{{Bleach}}: Blade of Fate'' is built around two-on-one battles. Of course, he's the one who's outnumbered, since he's too much of a {{Badass}} to have a partner. The first match is Byakuya Kuchiki and Renji Abarai. Byakuya can hit you from anywhere on the screen, and Renji has a massive number of distance attacks. Kenpachi? He has ''nothing'' that hits at long range. The best you can do is rush in and pray you don't get flanked. The second fight is against Hitsugaya and Hinamori, two of the game's biggest projectile users. Again, you can only rush in and hope you're not flanked.

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* Kenpachi's Story Mode path in ''Manga/{{Bleach}}: Blade of Fate'' is built around two-on-one battles. Of course, he's the one who's outnumbered, since he's too much of a {{Badass}} badass to have a partner. The first match is Byakuya Kuchiki and Renji Abarai. Byakuya can hit you from anywhere on the screen, and Renji has a massive number of distance attacks. Kenpachi? He has ''nothing'' that hits at long range. The best you can do is rush in and pray you don't get flanked. The second fight is against Hitsugaya and Hinamori, two of the game's biggest projectile users. Again, you can only rush in and hope you're not flanked.
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* ''VideoGame/WarOfTheMonsters'' have two levels, both of them because they are effectively DuelBoss levels due to a serious case of GangUpOnTheHuman:
** The Airfield level pits you against two Raptros, in a small enclosed space with a lot of throwable items (which the A.I. in the game ''love'' to use) and health pick-ups nearby, which the A.I. is smart enough to immediately dash for if their health drops low enough.
** Metro City has Preytor and a mecha Congar. Preytor in particular is a FragileSpeedster with {{Flight}}, allowing her to zip through the level with ease, meaning she can pick up health quickly and climb on top of buildings to throw weapons at you. As you're dealing with the hard-hitting Congar on the ground, naturally.
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* The Arctic Level in ''TwistedMetal'' ''2''. While having huge chunks of the glacier fall away during the battle was a VERY cool idea, playing this level in multiplayer can be a pain. The chunks fall off bit by bit, leaving you and your friends fighting on a tiny bit of glacier. There's no way to set the level to not break away the pieces to give you and your friends a larger multiplayer level to play on.
** Mean Juggernauts Death Match from the 2012 reboot of the game is the most insane mission of the game. You have to slay two Juggernauts that have been beefed up with higher stats and spawn cars every 60-30 seconds to rip you apart. The enemies are all highly aggressive, and the juggernauts are both exceptionally difficult to find because the level you're in is so damn massive.

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* The Arctic Level in ''TwistedMetal'' ''2''.''VideoGame/TwistedMetal2''. While having huge chunks of the glacier fall away during the battle was a VERY cool idea, playing this level in multiplayer can be a pain. The chunks fall off bit by bit, leaving you and your friends fighting on a tiny bit of glacier. There's no way to set the level to not break away the pieces to give you and your friends a larger multiplayer level to play on.
** Mean Juggernauts Death Match from [[VideoGame/TwistedMetal2012 the 2012 reboot of the game game]] is the most insane mission of the game. You have to slay two Juggernauts that have been beefed up with higher stats and spawn cars every 60-30 seconds to rip you apart. The enemies are all highly aggressive, and the juggernauts are both exceptionally difficult to find because the level you're in is so damn massive.



* ''MortalKombat Armageddon'' features a few. Most notable is against Kahn's statue. Though to be fair, it is near the end of the game. Arctika can be one as well, particularly if you're looking for the [[AndYourRewardIsClothes gods' armor]].
* Raiden's chapter in MortalKombat9 is downright ''brutal''. Completely ignoring the fights against [[spoiler: Liu Kang and an even stronger Shao Khan]], the marathon fight in Netherrealm is enough to make you tear your hair out. If you're not proficient in Raiden (who isn't the easiest to master to begin with), his chapter is, appropriately enough, a living hell.

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* ''MortalKombat Armageddon'' ''VideoGame/MortalKombatArmageddon'' features a few. Most notable is against Kahn's statue. Though to be fair, it is near the end of the game. Arctika can be one as well, particularly if you're looking for the [[AndYourRewardIsClothes gods' armor]].
* Raiden's chapter in MortalKombat9 ''VideoGame/MortalKombat9'' is downright ''brutal''. Completely ignoring the fights against [[spoiler: Liu Kang and an even stronger Shao Khan]], the marathon fight in Netherrealm is enough to make you tear your hair out. If you're not proficient in Raiden (who isn't the easiest to master to begin with), his chapter is, appropriately enough, a living hell.
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* In the original ''SuperSmashBros'', the Fighting Polygon Team is ThatOneLevel. You're always outnumbered 3 to 1 with each of those 3 being hard to hit and having an easy time outprioritizing you. As if that wasn't bad enough, you have to go through THIRTY enemies. At least the Fighting Wireframe Team in Melee were big targets (making them easy to kill) and there were only 15 of them that you go through quickly as long as you could deal with the low gravity in their case.
* ''SuperSmashBros Melee'' has Icicle Mountain. The random, often high speed, scrolling in both directions is a killer, especially for people that jump badly; it's good for your opponents, but not for you. You can often barely get in a hit either.

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* In the original ''SuperSmashBros'', ''VideoGame/SuperSmashBros'', the Fighting Polygon Team is ThatOneLevel. You're always outnumbered 3 to 1 with each of those 3 being hard to hit and having an easy time outprioritizing you. As if that wasn't bad enough, you have to go through THIRTY enemies. At least the Fighting Wireframe Team in Melee were big targets (making them easy to kill) and there were only 15 of them that you go through quickly as long as you could deal with the low gravity in their case.
* ''SuperSmashBros ''VideoGame/SuperSmashBros Melee'' has Icicle Mountain. The random, often high speed, scrolling in both directions is a killer, especially for people that jump badly; it's good for your opponents, but not for you. You can often barely get in a hit either.



* ''SuperSmashBros. Brawl'' has a brutal level at the end of the Subspace Emissary which combines small portions every single other level. The player also had to go through and beat every single character they had unlocked yet (all but Sonic, Jigglypuff, Toon Link, and Wolf) and all bosses they had fought yet (all but Tabuu), making for a total of 43 fights. This level took up roughly 2 hours of play time on Easy mode. Luckily, you're able to save in the middle of the level, and switching characters also removed all damage.

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* ''SuperSmashBros.''VideoGame/SuperSmashBros. Brawl'' has a brutal level at the end of the Subspace Emissary which combines small portions every single other level. The player also had to go through and beat every single character they had unlocked yet (all but Sonic, Jigglypuff, Toon Link, and Wolf) and all bosses they had fought yet (all but Tabuu), making for a total of 43 fights. This level took up roughly 2 hours of play time on Easy mode. Luckily, you're able to save in the middle of the level, and switching characters also removed all damage.
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** Classic mode has the 2-on-2 battles. They could be tough in the past, but Smash 4's takes the cake and shoves it down your throat. On higher difficulties, the odds are stacked so far against you that it frequently becomes a LuckBasedMission. Your ally may as well be a dead fish, as it frequently does "nothing at all", and don't think about using it as bait - as if being dumb wasn't enough, it's also handicapped to the point where it can die at 0%. They can actually prove ''worse'' than useless, particularly if you have the First Striker equipment. So what was intended to be a 2-on-2 fight is actually a 2 vs. 1, where your opponents both have frame-perfect reflexes as well as large handicaps that make them individually stronger than you. Your only hope in most cases is to avoid them and wait for an item to spawn next to you - if it spawns anywhere else, the AI will almost certainly grab it first, sometimes ''on the exact frame it appears in midair''. So remember to cherish that second life you get, always.

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** Classic mode has the 2-on-2 battles. They could be tough in the past, but Smash 4's takes the cake and shoves it down your throat. On higher difficulties, the odds are stacked so far against you that it frequently often becomes a LuckBasedMission. Your ally may as well be a dead fish, as it frequently does "nothing ''nothing at all", all'', and don't think about using it as bait - as if being dumb wasn't enough, it's also handicapped to the point where it can die at 0%. They can actually prove ''worse'' than useless, particularly if you have the First Striker equipment. So what was intended to be in actuality, these fights are a 2-on-2 fight is actually a 2 vs. 1, 2-on-1, where your opponents both have frame-perfect reflexes as well as large handicaps that make them individually stronger than you. Your only hope in most cases is to avoid them and wait for an item to spawn next to you - if it spawns anywhere else, the AI will almost certainly grab it first, sometimes ''on the exact frame it appears in midair''. So remember to cherish that second life you get, always.
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** Classic mode has the 2-on-2 battles. They could be tough in the past, but Smash 4's takes the cake and shoves it down your throat. On higher difficulties, the odds are stacked so far against you that it frequently becomes a LuckBasedMission. Your ally may as well be a dead fish, as it frequently does "nothing at all", and don't think about using it as bait - as if being dumb wasn't enough, it's also handicapped to the point where it can die at 0%. They can actually prove ''worse'' than useless, particularly if you have the First Striker equipment. So what was intended to be a 2-on-2 fight is actually a 2 vs. 1, where your opponents both have frame-perfect reflexes as well as large handicaps that make them individually stronger than you. Your only hope in most cases is to avoid them and wait for an item to spawn next to you - if it spawns anywhere else, the AI will almost certainly grab it first, sometimes ''on the exact frame it appears in midair''. So remember to cherish that second life you get, always.
*** What makes this even more ridiculous is that the other matches are pitifully easy in comparison. Giant opponents can be juggled to near-death with extreme ease, and you're often given two allies, who are smarter than the one you get in the 2-on-2's. Metal opponents always seem to have Halberd or Daybreak pieces spawn in their fights, and they never even try to grab them.
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** Spirit Train on the 3DS version can be an absolute nightmare, depending on your luck and how long the match takes. For starters there's the train tracks; touching the tracks in front of the train just means getting knocked against the train, while touching the tracks behind it means getting dragged almost instantly off the screen to your death - and given how low the back end of the train is, it's very easy to get knocked onto them. Then there's all the obnoxious CameraScrew where the view pans far to the left, obscuring the right side of the stage so a new section can be loaded. But the worst part by far is when a bomb drops onto the train. When it explodes, roughly 75% percent of the stage detaches and flies away, killing anyone who was standing on it. The only part that doesn't fly away is the front of the train, which happens to be the part that the bomb lands ''right next to''. A player who doesn't know this is obviously going to get as far away from the bomb as possible, but in order to survive, most of the time, you have to [[ViolationOfCommonSense do the exact opposite.]] ''What the hell.''
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* The final level in Chronicles of the Sword in SoulCalibur III. Your units can't heal, and if they're [=KOed=], they're taken out of the level entirely. Adding insult to injury, the boss can regain health by attacking you. For someone without a good handle on anti-AI moves (or who doesn't want to use them), that level is an absolute nightmare.

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* The final level in Chronicles of the Sword in SoulCalibur III.''VideoGame/SoulCalibur III''. Your units can't heal, and if they're [=KOed=], they're taken out of the level entirely. Adding insult to injury, the boss can regain health by attacking you. For someone without a good handle on anti-AI moves (or who doesn't want to use them), that level is an absolute nightmare.
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* The 20th Floor of the Tower of Lost Souls in ''SoulCalibur IV'' easily qualifies with enemies that are equipped with auto guard impact S, auto negate throw (one of them has S rank) and one of them healing after guard impacts. The only way to win is to spam unblockable moves (best way is with auto unblockable).

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* The 20th Floor of the Tower of Lost Souls in ''SoulCalibur ''VideoGame/SoulCalibur IV'' easily qualifies with enemies that are equipped with auto guard impact S, auto negate throw (one of them has S rank) and one of them healing after guard impacts. The only way to win is to spam unblockable moves (best way is with auto unblockable).
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** Ironically, Final Destination is starting to get this treatment in some circles, despite being [[FixedFloorFighter the blandest and most featureless stage]] in the series.

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** Ironically, Final Destination is starting to get this treatment in some circles, despite being [[FixedFloorFighter [[FixedFloorFighting the blandest and most featureless stage]] in the series.

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* In the original ''SuperSmashBros'', the Fighting Polygon Team is ThatOneLevel. You're always outnumbered 3 to 1 with each of those 3 being hard to hit and having an easy time outprioritizing you. As if that wasn't bad enough, you have to go through THIRTY enemies. At least the Fighting Wireframe Team in Melee were big targets (making them easy to kill) and there were only 15 of them that you go through quickly as long as you could deal with the low gravity in their case.
* ''SuperSmashBros Melee'' has Icicle Mountain. The random, often high speed, scrolling in both directions is a killer, especially for people that jump badly; it's good for your opponents, but not for you. You can often barely get in a hit either.
** Cruel Melee is rather infamous for being one of the hardest, if not the hardest, level in the game. The enemies are very powerful and can KO you in one shot, plus they all gang up on you.
** The fields ''Big Blue'' and ''Poke Floats'' are both fast paced and jump heavy; in the case of the former you have to stay on cars - if you touch the ground you'll get swooped away.



* In the original ''SuperSmashBros'', the Fighting Polygon Team is ThatOneLevel. You're always outnumbered 3 to 1 with each of those 3 being hard to hit and having an easy time outprioritizing you. As if that wasn't bad enough, you have to go through THIRTY enemies. At least the Fighting Wireframe Team in Melee were big targets (making them easy to kill) and there were only 15 of them that you go through quickly as long as you could deal with the low gravity in their case.
* ''SuperSmashBros Melee'' has Icicle Mountain. The random, often high speed, scrolling in both directions is a killer, especially for people that jump badly; it's good for your opponents, but not for you. You can often barely get in a hit either.
** Cruel Melee is rather infamous for being one of the hardest, if not the hardest, level in the game. The enemies are very powerful and can KO you in one shot, plus they all gang up on you.
** The fields ''Big Blue'' and ''Poke Floats'' are both fast paced and jump heavy; in the case of the former you have to stay on cars - if you touch the ground you'll get swooped away.


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** Ironically, Final Destination is starting to get this treatment in some circles, despite being [[FixedFloorFighter the blandest and most featureless stage]] in the series.
*** Points of contention include its [[DiscreditedMeme memetic overuse]] among professional and [[StopHavingFunGuy wannabe-professional]] players, and many arguments from tournament-goers that it's actually ''not'' the most balanced stage; the lack of platforms means that fast characters and projectile users have an advantage that they wouldn't have on, say, Battlefield. This may even explain why [[BreadEggsBreadedEggs fast projectile users]] like Fox and Falco have dominated the tier lists in ''Melee'' and ''Project M,'' and even make a strong showing in vanilla ''Brawl''.
*** What may have finally brought Final Destination's issues to the fore in the fandom is the addition of Omega stages in ''[=3DS/Wii U=]'', which renders ''every single stage'' (even Battlefield) into a Final Destination clone, and is the only option when playing For Glory online. It doesn't help that [[TierInducedScrappy Little Mac]] also seems built to exploit Final Destination's flaws despite being considered a mediocre character in other situations.
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** The event matches give us "Kirby's Crazy Appetite". You play as Kirby with a very high damage percentage on The Great Cave Offensive (itself another contender for That One Level) against three tiny King Dededes. The goal is to reduce your damage to 0%, which is easier said than done when all there is to heal is food which spawns in random locations and you have three different enemies trying to knock you into one of the stage's many lava pits which are instant death at over 100% damage. And if you take too long, two more Dededes spawn. Have fun.
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** Combining the above two is Pyrosphere. The layout of the stage is fine, but the problem comes in the form of Ridley. Ridley is huge, even on this relatively large stage, and his attacks can easily clear out the entire battlefield in a few seconds. And then, he'll begin fighting for whoever damages him most, much like Flying Man above, meaning he'll now be laying waste to the entire battlefield except one person. Ridley is the type that can easily decide the outcome of a match by himself.
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* ''VideoGame/AkatsukiBlitzkampf'' has an Extra mode known as ''SUGUROKOU'', where the player must complete a sort-of "steps and ladders" game via clearing different stages. Some of the "FIGHT" parts can be really damn annoying, like a "?" one that has [[DeadlyGaze Sai]], [[DarkActionGirl Marilyn Sue]] ''and'' [[TheBrute Wei]] fighting the player character '''at the same time''': Sai is a BadassinANiceSuit able to give the enemy {{curse}}s, Marilyn is a very fast and skilled LadyOfWar, and Wei can use {{Super Mode}}s to power himself up at will. If a player has the bad luck of getting there with a low lifebar or super bar ''and'' doesn't have bonus cards to counter these disadvantages, well...
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** In All-Star Mode, the 1994-98 segment (third in the [=WiiU=] version, fifth in 3DS) will give you major headaches. Shiek is very fast and loves spamming Burst Grenade with unusually good accuracy, Charizard loves to use Flare Blitz at the exact moment you let your guard down (which is almost certainly a KO), and Ganondorf hits like a train, but the worst are the evil trio of Diddy Kong, Ness, and Pikachu. These three ''will'' give you hell if you can't KO them very quickly, as they're all fast and small with annoying projectile attacks- but especially Pikachu, who just won't stop spamming Thunder Jolt and Quick Attack to keep you from attacking while Ness and Diddy Kong keep up their assault. It's a nasty, nasty segment, and don't be afraid to use a healing item for this.
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It\'s not great practice to just plug random people on pages apropos of nothing.


** There are some that can be bad on Intense, such as Battlefield Fortress, but the Canyon and Entrance to Subspace take the cake. Both of them are short, which would be a good thing, but what happens when the levels are made to be so short? Just ask undercoverfilmer00v if you get the chance. Don't get the picture? Well, what is going on is that there are [[CheckPointStarvation no doors to serve as checkpoints]], so the stages each have to be cleared in one shot. Oh, but here's the best part: at the end of both stages are ''[[DemonicSpiders Giant Primids teamed with tough enemies]]''. You can abuse the terrain on Canyon to get around this problem, but not so much at Entrance to Subspace.

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** There are some that can be bad on Intense, such as Battlefield Fortress, but the Canyon and Entrance to Subspace take the cake. Both of them are short, which would be a good thing, but what happens when the levels are made to be so short? Just ask undercoverfilmer00v if you get the chance. Don't get the picture? Well, what is going on is that there are [[CheckPointStarvation no doors to serve as checkpoints]], so the stages each have to be cleared in one shot. Oh, but here's the best part: at the end of both stages are ''[[DemonicSpiders Giant Primids teamed with tough enemies]]''. You can abuse the terrain on Canyon to get around this problem, but not so much at Entrance to Subspace.
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** Once the fanbase got over their initial excitement and started actually playing the stage, Wily's Castle in the fourth game drew some flack for this. The chief complaint is that the Yellow Devil's attacks are simply too difficult to dodge (yes, even compared to the source material), and the boss takes up too much of the stage, leaving very little room for people to actually play. Worse, while the stage looks just fine visually, the actual layout is a bit lackluster compared to some of the more dynamic stages.
** The ''Smash 4'' version of Mute City, mostly for taking the moving platform design of the first Mute City stage and splitting it to two platforms that drift apart and together seemingly at random. There are also two cars underneath them that will often zoom offscreen very suddenly and kill anyone unlucky enough to be standing on them. It also doesn't help that the two upper platforms, which are the safest to stand on in the stage, are fall-through, meaning it's very easy to accidentally drop through them and slam into the road while going for a down attack.
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* [[DissidiaFinalFantasy The Omega forms of Ultimecia's Castle and Pandemonium]] are a pain to play in, especially against the computer. The former, because of the lack of solid ground and the computer is obsessed with going up and down the rails in the middle, meaning there's battles where you'll be standing there waiting for them to stop playing around so you can just finish the fight; and when it goes into Time Compression, half the solid ground will turn deadly with the gears. The latter because compared to every other level (except Chaos's arena), it's ''very'' cramped with many corridors, meaning there's both little room to dodge, and the camera will screw you up; and this one's twist is that the Stage Bravery is only increased when the red-ground spikes hit a character. Of course, the computer's reflexes are not going to let ''it'' get nailed, which means practically the only way to get the Stage Bravery high is when it hits you.
** The [[FinalFantasyVI Phantom Train]] stage introduced in the sequel might also qualify, as it is even more cramped than Pandemonium, consisting of a single, rather long train car. It's difficult to move around and, while the camera has been improved, it's still rather prone to swinging to bad angles where you might not see your enemy about to hit you.

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* [[DissidiaFinalFantasy [[VideoGame/DissidiaFinalFantasy The Omega forms of Ultimecia's Castle and Pandemonium]] are a pain to play in, especially against the computer. The former, because of the lack of solid ground and the computer is obsessed with going up and down the rails in the middle, meaning there's battles where you'll be standing there waiting for them to stop playing around so you can just finish the fight; and when it goes into Time Compression, half the solid ground will turn deadly with the gears. The latter because compared to every other level (except Chaos's arena), it's ''very'' cramped with many corridors, meaning there's both little room to dodge, and the camera will screw you up; and this one's twist is that the Stage Bravery is only increased when the red-ground spikes hit a character. Of course, the computer's reflexes are not going to let ''it'' get nailed, which means practically the only way to get the Stage Bravery high is when it hits you.
** The [[FinalFantasyVI [[VideoGame/FinalFantasyVI Phantom Train]] stage introduced in the sequel might also qualify, as it is even more cramped than Pandemonium, consisting of a single, rather long train car. It's difficult to move around and, while the camera has been improved, it's still rather prone to swinging to bad angles where you might not see your enemy about to hit you.

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** The Ruins. Bad enough on Normal, ridiculous on Hard or above. Nearly every single [[GoddamnedBats Goddamned Bat]] makes an appearance somewhere, as do a good proportion of the DemonicSpiders in the game. You've got the auto scrolling section with the mites knocking you back into the scrolling screen of death as you try to break down barriers of bricks in the path, a relatively annoying puzzle section with switches, a four battle platform ride where the terrain and enemies go from bad to worse, and well... it's downright annoying. At least there's an easy end battle and decent music thought. Also, agreeing with Entrance to Subspace, which is basically a DemonicSpider BossRush.
** Intense is ThatOneLevel. The Great Maze is actually pretty easy compared to, levels like the Meta-Ridley level. WHYYYYYYYYYYYY. Why did it take me 3 times to get past the first stage in that level. Oh right, [[DemonicSpiders Autolances and Metal Primids]]

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** The Ruins. Bad enough on Normal, ridiculous on Hard or above. Nearly every single [[GoddamnedBats Goddamned Bat]] makes an appearance somewhere, as do a good proportion of the DemonicSpiders in the game. You've got the auto scrolling section with the mites knocking you back into the scrolling screen of death as you try to break down barriers of bricks in the path, a relatively annoying puzzle section with switches, a four battle platform ride where the terrain and enemies go from bad to become even worse, and well... it's downright annoying. At least there's an easy end battle and decent music thought. Also, agreeing with Entrance to Subspace, which is basically a DemonicSpider BossRush.
though.
** Intense is ThatOneLevel. The Great Maze is actually pretty easy compared to, levels like the Meta-Ridley level. WHYYYYYYYYYYYY. Subspace Bomb Factory. Why did it take me 3 so times to get past the first stage in that level. level? Oh right, [[DemonicSpiders Autolances and Metal Primids]]Primids]].



* ''SuperSmashBros Melee'' has Icicle Mountain. The random, often high speed, scrolling in both directions is a killer, especially for people that jump badly; it's good for your opponents, but not for you. You can often barely get in a hit either.
** Cruel Melee is rather infamous for being one of the hardest, if not the hardest, level in the game. The enemies are very powerful and can KO you in one shot, plus they all gang up on you.
** The fields ''Big Blue'' and ''Poke Floats'' are both fast paced and jump heavy; in the case of the former you have to stay on cars - if you touch the ground you'll get swooped away.
* ''Super Smash Bros. 3DS'' has Magicant. The actual stage layout is quite non-threatening and there aren't many stage hazards, so what makes this stage so annoying? ''[[DemonicSpiders The Flying Man.]]'' Shortly after the match begins, a Flying Man spawns on the far right of the stage. The first player to reach him has a tremendous advantage. The Flying Man has incredibly powerful homing melee attacks that will easily KO a player even at low damage. Now the the player who reached him can just sit back and avoid the fight while the Flying Man [=KOs=] everyone. Although only five Flying Men appear during a match, most matches won't last enough to see more than one or two. Probably because the Flying Man [=KOed=] everyone. Fortunately, set the stage to Omega Form and you'll never worry about the Flying Man.



* ''SuperSmashBros Melee'' has Icicle Mountain. The random, often high speed, scrolling in both directions is a killer, especially for people that jump badly; it's good for your opponents, but not for you. You can often barely get in a hit either.
** Cruel Melee is rather infamous for being one of the hardest, if not the hardest, level in the game. The enemies are very powerful and can KO you in one shot, plus they all gang up on you. The fields ''Big Blue'' and ''Poke Floats'' are both fast paced and jump heavy; in the case of the former you have to stay on cars - if you touch the ground you'll get swooped away.
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** Mean Juggernauts Death Match from the 2012 reboot of the game is the most insane mission of the game. You have to slay two Juggernauts that have been beefed up with higher stats and spawn cars every 60-30 seconds to rip you apart. The enemies are all highly aggressive, and the juggernauts are both exceptionally difficult to find because the level you're in is so damn massive.
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Added another MK 9 example.

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** Level 300 in the Challenge Tower counts as well, as it pits the player in an endurance fight against Goro, Kintaro, Mileena and Shao Kahn - with a ''single lifebar''. Have fun.
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* Stage 7 of the Final Tower from JumpUltimateStars. You have to KO more than your opponent, but [[AIRoulette you have an incompetent AI for a partner]], two of your four opponents are [[Manga/{{Bleach}} Bankai Ichigo]] and [[Manga/GinTama Gintoki]], two of the best characters in the game, your opponents have ridiculously powerful supports, and you only have 30 seconds to win. And if you get a tie, there's no tiebreaker; you lose automatically. And you ''have'' to clear this stage if you want to unlock the last portion of the game.

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* Stage 7 of the Final Tower from JumpUltimateStars.''[[VideoGame/JumpSuperStars Jump Ultimate Stars]]''. You have to KO more than your opponent, but [[AIRoulette you have an incompetent AI for a partner]], two of your four opponents are [[Manga/{{Bleach}} Bankai Ichigo]] and [[Manga/GinTama Gintoki]], two of the best characters in the game, your opponents have ridiculously powerful supports, and you only have 30 seconds to win. And if you get a tie, there's no tiebreaker; you lose automatically. And you ''have'' to clear this stage if you want to unlock the last portion of the game.
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Having actually PLAYED that level, it\'s a lot easier than it initially looked.


* In the Story Mode of ''VideoGame/JojosBizarreAdventureAllStarBattle'', once you complete all episodes in a Part, you unlock [[AnotherSideAnotherStory Another Battle]], which lets you play through the episodes as the other side of the fight. Normally these fights are easy, since the enemy usually had numerous advantages over you in the regular story - which are now given to ''you'' in Another Battle. But then there are fights like the second Polnareff vs. Hol Horse battle in Part 3. In the storyline, this is based on the immediate aftermath of the Hanged Man fight, when Hol Horse finds out his ally J. Geil is dead and decides to book it. As such, Hol Horse is weakened and cannot use any attacks that involve J. Geil (because he's dead). And it lasts one round. Playing this fight as Hol Horse is an exercise in luck.
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* In the Story Mode of ''VideoGame/JojosBizarreAdventureAllStarBattle'', once you complete all episodes in a Part, you unlock [[AnotherSideAnotherStory Another Battle]], which lets you play through the episodes as the other side of the fight. Normally these fights are easy, since the enemy usually had numerous advantages over you in the regular story - which are now given to ''you'' in Another Battle. But then there are fights like the second Polnareff vs. Hol Horse battle in Part 3. In the storyline, this is based on the immediate aftermath of the Hanged Man fight, when Hol Horse finds out his ally J. Geil is dead and decides to book it. As such, Hol Horse is weakened and cannot use any attacks that involve J. Geil (because he's dead). And it lasts one round. Playing this fight as Hol Horse is an exercise in luck.
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* Raiden's chapter in MortalKombat9 is downright ''brutal''. Completely ignoring the fights against [[spoiler: Liu Kang and an even stronger Shao Khan]], the marathon fight in Netherrealm is enough to make you tear your hair out. If you're not proficient in Raiden (who isn't the easiest to master to begin with), his chapter is, appropriately enough, a living hell.
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** Chronicle 10 is pretty bad, too. RecurringBoss Hyle is holed up in the center fortress, and while he was only moderately difficult the two previous times he's fought, here he approaches SNKBoss territory. Your characters' moves are all powered down but his stay the same strength, and he's very difficult to take out in one round. Once he's ''finally'' defeated, you then have to deal with the Hellgenoss, eight powerful enemies that descend on the fortress ''immediately after Hyle dies''. Fortunately they don't all arrive at the same time but it can still be rather overwhelming. Then after ''that'', you have to deal with Kierkess and then Chester, who are both formidable bosses.
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** Mission 56 in ''Heat The Soul 6''. Tessai and [[spoiler:Captain]] Kisuke vs. Aizen. Aizen's HP and spirit bar are hidden, Tessai is a brand new character who, unless you hack the game, you have no experience with, and Aizen has a lot of strong moves. And you lose if even one of your characters go down.

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** Mission 56 in ''Heat The Soul 6''. Tessai and [[spoiler:Captain]] Kisuke vs. Aizen. Aizen's HP and spirit bar are hidden, Tessai is a brand new character who, unless you hack the game, who you have no experience with, and Aizen has a lot of strong moves. And you lose if even one of your characters go down.
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** Rumble Falls is pretty much like Icicle Mountain, except with ladders and spikes with lots of knockback.
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Try this on anything Normal or harder. Suddenly they roll back into place after a throw.


** This is made into a complete joke, however, (and arguably into an AnticlimaxBoss as well) as soon as you realize that all you have to do is grab and throw one to turn it into a OneHitpointWonder. The same thing can be done earlier in the game with the Kirby Team.

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