History ThatOneLevel / PlatformGame

13th Jan '18 11:28:35 PM Piterpicher
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* The Genesis version of ''TheLostVikings'' has a level "RVTS" which has a lot of tricky jumps combined with moving platforms, conveyor belts and so on. One mistake and like always, back to the beginning of the level.

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* The Genesis version of ''TheLostVikings'' ''VideoGame/TheLostVikings'' has a level "RVTS" which has a lot of tricky jumps combined with moving platforms, conveyor belts and so on. One mistake and like always, back to the beginning of the level.
13th Jan '18 4:50:41 PM nombretomado
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* KidChameleon has the infamous Bloody Swamp. An entirely circumventable level, if you do have the misfortune of going to it, you will die. A lot. It is about 3/4ths of the way through the game and can easily take you down from a huge number of lives and continues to game over. It is an AdvancingWallOfDoom level from hell, with bouncing blocks that catapult you to death, moving platforms which crush you or prevent you from moving on fast enough to survive, and various other nonsense that makes it a miserable, miserable experience. Ironically, one of the ways to get there is via a shortcut which wise players will never, ever use just to avoid this place.

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* KidChameleon ''VideoGame/KidChameleon'' has the infamous Bloody Swamp. An entirely circumventable level, if you do have the misfortune of going to it, you will die. A lot. It is about 3/4ths of the way through the game and can easily take you down from a huge number of lives and continues to game over. It is an AdvancingWallOfDoom level from hell, with bouncing blocks that catapult you to death, moving platforms which crush you or prevent you from moving on fast enough to survive, and various other nonsense that makes it a miserable, miserable experience. Ironically, one of the ways to get there is via a shortcut which wise players will never, ever use just to avoid this place.
7th Jan '18 8:00:41 PM ironcommando
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* [[BubblegloopSwamp Splot]], the entire third world from ''VideoGame/{{Bug}}''. There's ''several'' [[GoddamnedBats irritating]] and [[DemonicSpiders dangerous]] enemies with tricky to avoid attacks (Lightning bugs swept a large area with their electricity and [[AirborneMook flew out of reach]] from most attacks) or were irritating to fight (swamp moths advanced towards Bug and dropped mothballs that rolled across the ground, meaning that Bug had to do a low enough jump to avoid the moth and ball), and the level-exclusive hazard was water. Bug instantly died if he [[SuperDrowningSkills fell into the water]], MercyInvincibility be damned -- and several of the enemies and platforming sections could easily land him in there. Finally, the boss of the level was [[ThatOneBoss far tougher than any other boss in the game]], being a boat/platform-based UnderwaterBossBattle with no room for error where getting hit at all would cause Bug to fall off the platform into the water for an instant death.

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* [[BubblegloopSwamp Splot]], the entire third world from ''VideoGame/{{Bug}}''. There's ''several'' [[GoddamnedBats irritating]] and [[DemonicSpiders dangerous]] enemies with tricky to avoid attacks (Lightning bugs swept a large area with their electricity and [[AirborneMook flew out of reach]] from most attacks) or were irritating to fight (swamp moths advanced in towards Bug and dropped mothballs that rolled across the ground, meaning that Bug had to do a low enough jump to avoid the moth ball while not bumping into the moth) or were irritating to fight (Lightning bugs swept a large area with their electricity and ball), [[AirborneMook flew out of reach]] from most attacks), and the level-exclusive hazard was water. Bug instantly died if he [[SuperDrowningSkills fell into the water]], MercyInvincibility be damned -- and several of the enemies and platforming sections could easily land him in there. Finally, the boss of the level was [[ThatOneBoss far tougher than any other boss in the game]], being a boat/platform-based UnderwaterBossBattle with no room for error where getting hit at all would cause Bug to fall off the platform into the water for an instant death.
7th Jan '18 7:57:50 PM ironcommando
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* [[BubblegloopSwamp Splot]], the entire third world from ''VideoGame/{{Bug}}''. There's ''several'' [[GoddamnedBats irritating]] and [[DemonicSpiders dangerous]] enemies with tricky to avoid attacks (Lightning bugs swept a large area with their electricity and [[AirborneMook flew out of reach]] from most attacks) or were irritating to fight (swamp moths advanced towards Bug and dropped mothballs that rolled across the ground, meaning that Bug had to do a low enough jump to avoid the moth and ball), and the level-exclusive hazard was water. Bug instantly died if he [[SuperDrowningSkills fell into the water]], MercyInvincibility be damned -- and several of the enemies and platforming sections could easily land him in there. Finally, the boss of the level was [[ThatOneBoss far tougher than any other boss in the game]], being a boat/platform-based UnderwaterBossBattle with no room for error where getting hit at all would cause Bug to fall off the platform into the water for an instant death.
7th Jan '18 2:31:43 PM nombretomado
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* Orbitus 2 in ''VideoGame/JazzJackrabbit'' is a major example of this, largely because of a single section of it that due to a GameBreakingBug turns what was supposed to be a fun [[CrowningMoment/VideoGameLevels Crowning Level of Awesome]] into PlatformHell of the sort that would do KaizoMarioWorld proud. It's NintendoHard '''even if you use slowdown'''. You must squeeze the title character into a tiny passage at the very bottom of a chasm. Then you must jump out of the end of the passage, all the while pushing against a force field that is propelling you forward, and trying to actually jump despite the fact that you're in a tiny passage with a low ceiling and only the last pixel of space that you can occupy without falling actually allows you to jump. And the destination of your jump has a force field just like the one that was in the aforementioned tiny passage. From which you must jump onto the wall directly above you and wall jump forward into ANOTHER TINY PASSAGE. And directly above the passages are one-way paths that will force you upward and away from the passages, forcing you to repeat the whole process, AND the ground beneath said passages are trampolines that bounce you into the one-way paths. [[http://www.youtube.com/watch?v=1rbNMnC_zXY This run of the level]] should give you an idea just how bad this is, considering that it forced the [[LetsPlay Let's Player]] to ''cheat'' in order to beat it. And he even points out about three quarters of the way into the video that "Not even VideoGame/IWannaBeTheGuy was that hard."

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* Orbitus 2 in ''VideoGame/JazzJackrabbit'' is a major example of this, largely because of a single section of it that due to a GameBreakingBug turns what was supposed to be a fun [[CrowningMoment/VideoGameLevels Crowning Level of Awesome]] into PlatformHell of the sort that would do KaizoMarioWorld ''VideoGame/KaizoMarioWorld'' proud. It's NintendoHard '''even if you use slowdown'''. You must squeeze the title character into a tiny passage at the very bottom of a chasm. Then you must jump out of the end of the passage, all the while pushing against a force field that is propelling you forward, and trying to actually jump despite the fact that you're in a tiny passage with a low ceiling and only the last pixel of space that you can occupy without falling actually allows you to jump. And the destination of your jump has a force field just like the one that was in the aforementioned tiny passage. From which you must jump onto the wall directly above you and wall jump forward into ANOTHER TINY PASSAGE. And directly above the passages are one-way paths that will force you upward and away from the passages, forcing you to repeat the whole process, AND the ground beneath said passages are trampolines that bounce you into the one-way paths. [[http://www.youtube.com/watch?v=1rbNMnC_zXY This run of the level]] should give you an idea just how bad this is, considering that it forced the [[LetsPlay Let's Player]] to ''cheat'' in order to beat it. And he even points out about three quarters of the way into the video that "Not even VideoGame/IWannaBeTheGuy was that hard."
5th Jan '18 12:16:59 PM greenestbanana
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** 10-2 is excruciating. Not only is the level rather long and requires a ton of waiting and backtracking, it's [[FakeLongetivity laggy as hell.]] The fire effects are all over the place, which slow the game down to less than half its normal speed.

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** 10-2 is excruciating. Not only is the level rather long and requires a ton of waiting and backtracking, it's [[FakeLongetivity [[FakeLongevity laggy as hell.]] The fire effects are all over the place, which slow the game down to less than half its normal speed.
4th Jan '18 11:37:33 PM Vir
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** The first real indication of the game's [[NintendoHard difficulty]] is level 9, Native Fortress, which concludes the first island. It is much longer than any level before it, has omnipresent BottomlessPits, a sections where you ascend vertically and have to spin timed platforms to set them, and should you fall down, you need to start over that part, and is full of enemies. The gem is really nasty one, because besides obligatory NoDeathRun, you have to acquire red gem first to get access to some boxes, and [[GuideDangIt others are hidden behind the background]] where you can jump on certain points.

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** The first real indication of the game's [[NintendoHard difficulty]] is level 9, Native Fortress, which concludes the first island. It is much longer than any level before it, has omnipresent BottomlessPits, a sections where you ascend vertically and have to spin timed platforms to set them, and should you fall down, you need to start over that part, and is full of enemies. The gem is really nasty one, because because, besides the obligatory NoDeathRun, you have to acquire the red gem first to get access to some boxes, and [[GuideDangIt others are hidden behind the background]] where you can jump on certain points.



** This game also has a streak of difficult levels in the third island: "The High Road" (level 19), "Jaws Of Darkness" (level 22), "The Lab" (level 24), and "Fumbling In The Dark" (level 27, or secret level 2). They have [[GoddamnedBats annoying enemies]], [[FakeDifficulty hard jumps]], [[BlackoutBasement dark areas]], [[PrideBeforeAFall and bottomless pits everywhere.]] If you can even ''beat'' these levels, let alone get the gems from these areas, you should be proud of yourself for accomplishing one of the hardest goals in a game ever.
** Slippery Climb, level 20. It has little fixed ground and thus you'll be mostly walking and jumping between platforms floating in every possible direction and [[GoombaSpringboard moving oversized birds]]. Even stationary ground is mostly covered by [[SurpriseSlideStaircase Surprise Slide Staircases]] with {{Spikes Of Doom}} or {{Bottomless Pit}} at their end. The worst is second part which has platforms floating in erratic pattern with varying speed, timing jump on which can be difficult. And this fairly long level has only [[CheckpointStarvation one checkpoint]] (two if you collected all bonus round tokens).
** Like Sunset Vista, Slippery Climb also had a removed level version, this one being a "sequel" to the level named Stormy Ascent. On one hand, it does have three checkpoints. On the other, everything that made Slippery Climb a horrible level to get through is squared in this one, complete with long bits that you ''have'' to complete in one go because pausing for a single second means plummeting. These include stretches where the only things saving you from hitting spikes are birds that can go below them and die when bounced on, platforms that move insanely fast, and extremely erratic platform movement on the last third. This one was removed precisely because of its horrible difficulty, though it's still possible to access through Gameshark; those who have played it report it might just be the hardest level in ''the series as a whole''. This level was eventually released as a level proper in ''Crash Bandicoot: N.Sane Trilogy'', as DLC. And it's definitely deserving of that reputation. Reports claim that Vicarious Visions had one of their best players lose no less than '''sixty''' lives trying to clear it, and ''even the very person who DESIGNED Stormy Ascent in the first place had trouble with it''.

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** This game also has a streak of difficult levels in the third island: "The High Road" (level 19), "Jaws Of of Darkness" (level 22), "The Lab" (level 24), and "Fumbling In The in the Dark" (level 27, or secret level 2). They have [[GoddamnedBats annoying enemies]], [[FakeDifficulty hard jumps]], [[BlackoutBasement dark areas]], [[PrideBeforeAFall and bottomless pits everywhere.]] If you can even ''beat'' these levels, let alone get the gems from these areas, you should be proud of yourself for accomplishing one of the hardest goals in a game ever.
** Slippery Climb, level 20. It has little fixed ground and thus you'll be mostly walking and jumping between platforms floating in every possible direction and [[GoombaSpringboard moving oversized birds]]. Even stationary ground is mostly covered by [[SurpriseSlideStaircase Surprise Slide Staircases]] with {{Spikes Of Doom}} SpikesOfDoom or {{Bottomless Pit}} Pit}}s at their end. The worst is the second part part, which has platforms floating in erratic pattern with varying speed, timing jump on which can be difficult. And this fairly long level has only [[CheckpointStarvation one checkpoint]] (two if you collected all bonus round tokens).
** Like Sunset Vista, Slippery Climb also had a removed level version, this one being a "sequel" to the level named Stormy Ascent. On one hand, it does have three checkpoints. On the other, everything that made Slippery Climb a horrible level to get through is squared in this one, complete with long bits that you ''have'' to complete in one go because pausing for a single second means plummeting. These include stretches where the only things saving you from hitting spikes are birds that can go below them and die when bounced on, platforms that move insanely fast, and extremely erratic platform movement on the last third. This one was removed precisely because of its horrible difficulty, though it's still possible to access through Gameshark; those who have played it report it might just be the hardest level in ''the series as a whole''. This level was eventually released as a level proper in ''Crash Bandicoot: N.Sane Trilogy'', ''VideoGame/CrashBandicootNSaneTrilogy'', as DLC. And it's definitely deserving of that reputation. Reports claim that Vicarious Visions had one of their best players lose no less than '''sixty''' lives trying to clear it, and ''even the very person who DESIGNED Stormy Ascent in the first place had trouble with it''.



** The ''N Sane Trilogy'' thanks in due part to the change in jumping physics, has made two levels that weren't considered that hard in the original Crash 1 into ThatOneLevel: ''Road To Nowhere'' and ''The High Road''. Simply put, it is now ''much'' easier to fall inbetween the gaps in the bridge, forcing the players' jumps to be ''absolutely'' precise. This [[http://www.eurogamer.net/articles/2017-07-04-fans-may-know-why-jumping-is-harder-in-the-crash-bandicoot-n-sane-trilogy article]] explains why.

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** The ''N ''N. Sane Trilogy'' thanks in due part to the change in jumping physics, has made two levels that weren't considered that hard in the original Crash 1 into ThatOneLevel: ''Road To to Nowhere'' and ''The High Road''. Simply put, it is now ''much'' easier to fall inbetween in between the gaps in the bridge, forcing the players' jumps to be ''absolutely'' precise. This [[http://www.eurogamer.net/articles/2017-07-04-fans-may-know-why-jumping-is-harder-in-the-crash-bandicoot-n-sane-trilogy article]] explains why.



** Diggin' It, Level 17, is this if you're going for {{Hundred Percent Completion}}. Like Cold Hard Crash, it has split path Death Route containing some boxes, which means {{Backtracking}}. But here it is ''not'' a sidescroller, so you'll have to run [[CameraScrew towards the camera]] at least on one occassion. To top if off, you'll have to do this through the segments with bees (see below). And yes, bees always start chasing Crash even if he comes ''from opposite direction'', meaning the sound will be your only clue to spin them off. Oh, and [[MookMaker beehives]] cannot be destroyed.

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** Diggin' It, Level 17, is this if you're going for {{Hundred Percent Completion}}. OneHundredPercentCompletion. Like Cold Hard Crash, it has a split path Death Route containing some boxes, which means {{Backtracking}}. But here it is ''not'' a sidescroller, so you'll have to run [[CameraScrew towards the camera]] at least on one occassion.occasion. To top if off, you'll have to do this through the segments with bees (see below). And yes, bees always start chasing Crash even if he comes ''from the opposite direction'', meaning the sound will be your only clue to spin them off. Oh, and [[MookMaker beehives]] cannot be destroyed.



** ANY of the motorcycle levels. We have level 8 (Hog Ride), level 14 (Road Crash), level 22 (Orange Asphalt), and level 28 (Area 51?). All of them make you ride a motorcycle and race against several other vehicles (cars in the first three, [=UFOs=] in the fourth), all of them require you to come in first place just to get the crystal (except for level 28, which gives you a gem instead), all of them have [[CheckPointStarvation exactly zero checkpoints]], and all of them prevent you from going backward if you happened to miss a crate. Also, with each successive race, the levels become longer, the obstacles become more difficult and more numerous, and the margin of error becomes smaller. You have to drive practically PERFECTLY to get first place in level 28. [[VideoGame/CrashBandicootTheWrathOfCortex The fourth game]] had a few racing levels as well, but they tended to be ''much'' easier.
** "Mad Bombers". Unforgiving even for being in the last warp hub. You're flying Crash on a biplane and your objective is to destroy five planes. Unlike in previous flying level with Coco, however, shooting blindly at vehicle itself is not enough. To destroy the plane, you have to snipe two tiiiiny engines on each before the plane falls to its doom. Consider the awkward targeting and you have a pretty frustrating level at your hand. Not even starting with the fact that the enemy planes do much more damage here and can shred your plane to scrap in seconds.

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** ANY of the motorcycle levels. We have level 8 (Hog Ride), level 14 (Road Crash), level 22 (Orange Asphalt), and level 28 (Area 51?). All of them make you ride a motorcycle and race against several other vehicles (cars in the first three, [=UFOs=] in the fourth), all of them require you to come in first place just to get the crystal (except for level 28, which gives you a gem instead), all of them have [[CheckPointStarvation [[CheckpointStarvation exactly zero checkpoints]], and all of them prevent you from going backward if you happened to miss a crate. Also, with each successive race, the levels become longer, the obstacles become more difficult and more numerous, and the margin of error becomes smaller. You have to drive practically PERFECTLY to get first place in level 28. [[VideoGame/CrashBandicootTheWrathOfCortex The fourth game]] had a few racing levels as well, but they tended to be ''much'' easier.
** "Mad Bombers". Unforgiving even for being in the last warp hub. You're flying Crash on a biplane and your objective is to destroy five planes. Unlike in the previous flying level with Coco, however, shooting blindly at vehicle vehicles itself is not enough. To destroy the plane, you have to snipe two tiiiiny engines on each before the plane falls to its doom. Consider the awkward targeting and you have a pretty frustrating level at your hand. Not even starting with the fact that the enemy planes do much more damage here and can shred your plane to scrap in seconds.



** [[UnderTheSea Coral Canyon]], level 19. Underwater levels in Crash Bandicoot games tend to be on the annoying side already (thank goodness they all play entirely in 2D), but this one is probably the worst of the bunch, though it's not as evil as some of the other examples here. It is full of dangers that can seemingly come out of nowhere if you haven't memorized the level layout (the submarine can be killed by [[GlassCannon contact with a fish]], for crying out loud), and it is ''long''. The sheer length makes this one one of the most annoying levels in the game to do on Time Trial mode. At least [[CrowningMusicofAwesome the background music is pretty nice-sounding]].

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** [[UnderTheSea Coral Canyon]], level 19. Underwater levels in Crash Bandicoot ''Crash Bandicoot'' games tend to be on the annoying side already (thank goodness they all play entirely in 2D), but this one is probably the worst of the bunch, though it's not as evil as some of the other examples here. It is full of dangers that can seemingly come out of nowhere if you haven't memorized the level layout (the submarine can be killed by [[GlassCannon contact with a fish]], for crying out loud), and it is ''long''. The sheer length makes this one one of the most annoying levels in the game to do on Time Trial mode. At least [[CrowningMusicofAwesome [[SugarWiki/AwesomeMusic the background music is pretty nice-sounding]].



** Smokey and the Bandicoot is, somehow, more difficult than Area 51 in Warped. The relic challenge is easier, but that is the only mercy given here. The jeep you are given handles like a shopping cart that is filled with rocks, which makes even getting the crystal a challenge, and the recommended strategy for getting the gem is to go as slow as possible. And the handling ensures that you'll ''still'' miss some boxes. And this is Level 13!

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** Smokey and the Bandicoot is, somehow, more difficult than Area 51 in Warped.''Warped''. The relic challenge is easier, but that is the only mercy given here. The jeep you are given handles like a shopping cart that is filled with rocks, which makes even getting the crystal a challenge, and the recommended strategy for getting the gem is to go as slow as possible. And the handling ensures that you'll ''still'' miss some boxes. And this is Level 13!



* "High Seas Hijinx" in ''Videogame/CrashTwinsanity''. Firstly, it takes approximately thirty years to complete. It opens with large and annoying fields of nitro crates on slippy slidey ice (and when a life crate is opened, even if this was because you hit a nitro crate and were instantly reduced to shrapnel, the life is lost until your next replay). After this, it moves on to crossing a series of semi-rotating platforms while rhinos that do CollisionDamage swing around, seemingly just because that way they can be a nuisance; there are two life crates that can be accessed, but doing so will probably cost you at least three lives due to accessing the detonator crate to get a stack of nitros out of the way. After this, things settle down to merely annoying until you come to a water room with a huge axle just under the surface; you have to walk along the rotating bulges without falling into the water, and this will almost certainly lead to a nice time falling into the drink and dying instantly. After you've managed that you have to take on N. Gin himself by making him destroy his own crow's nest; the battle consists mainly of running in circles, and then being knocked over the edge by an explosion when you run afoul of the one gap in the spiked wall around the circumference of the battlefield and are unable to escape his rains of missiles. When Gin eventually plummets, you have to run away from a SuperPersistentPredator walrus chef along a massive field where no life crates you pick up will be worth what it does to your time, and by which point your thumb will hurt enough to interfere with your ability to control Crash. And when you've finally managed that? There's ''another'' boss fight that just comes out of nowhere on an iceberg that gets fractured before you've really gotten started. And if you run out of lives, you have to do it all over again from the slidey ice with nitros area.

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* "High Seas Hijinx" in ''Videogame/CrashTwinsanity''. Firstly, it takes approximately thirty years to complete. It opens with large and annoying fields of nitro crates on slippy slidey slippy-slidey ice (and when a life crate is opened, even if this was because you hit a nitro crate and were instantly reduced to shrapnel, the life is lost until your next replay). After this, it moves on to crossing a series of semi-rotating platforms while rhinos that do CollisionDamage swing around, seemingly just because that way they can be a nuisance; there are two life crates that can be accessed, but doing so will probably cost you at least three lives due to accessing the detonator crate to get a stack of nitros out of the way. After this, things settle down to merely annoying until you come to a water room with a huge axle just under the surface; you have to walk along the rotating bulges without falling into the water, and this will almost certainly lead to a nice time falling into the drink and dying instantly. After you've managed that you have to take on N. Gin himself by making him destroy his own crow's nest; the battle consists mainly of running in circles, and then being knocked over the edge by an explosion when you run afoul of the one gap in the spiked wall around the circumference of the battlefield and are unable to escape his rains of missiles. When Gin eventually plummets, you have to run away from a SuperPersistentPredator walrus chef along a massive field where no life crates you pick up will be worth what it does to your time, and by which point your thumb will hurt enough to interfere with your ability to control Crash. And when you've finally managed that? There's ''another'' boss fight that just comes out of nowhere on an iceberg that gets fractured before you've really gotten started. And if you run out of lives, you have to do it all over again from the slidey ice with nitros area.
3rd Jan '18 10:24:25 PM MrEightThreeOne
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** Bonus points for the Genesis version, since the hitbox of the stars is smaller, making them harder to collect, and unlike in the SNES version, the batteries in the first of the two such levels (the second has them just lying on the street) go flying all over the place no matter how lightly you hit Buzz.

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** Bonus points for the Genesis version, since the hitbox of the stars is smaller, making them harder to collect, and unlike in the SNES version, the batteries in the first of the two such levels (the second has them just lying on the street) go flying all over the place no matter how lightly you hit Buzz. ''Double'' bonus points for the PC version, where the bad controls are somehow made ''even worse'', and any single tap of any direction will make the RC go flying all over the place.
3rd Jan '18 1:19:24 PM TheTundraTerror
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** The reason for this? Rental market. [[WordofGod Louis Castle]] himself has stated that the reason for the second level being so hard was by order of Disney who wanted to make the game near impossible for people to beat during a rental period, thereby increasing sales of the game.
2nd Jan '18 2:50:36 PM RandomNumberReactor
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** Higher Ground opened after Vindicator Tournament. Its basically Tower of Power turned UpToEleven, now including grind-rail segments (which frequently toss you up into enemies, rather annoying if you didn't level up Dual Vipers), swingshot jumps that you can barely make (and one of which ends on platform that turns and burns) and other jumps that require millimeter precision.
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