History ThatOneLevel / PlatformGame

24th Sep '17 3:14:31 PM nombretomado
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* Circus Park. Circus ''flipping'' Park. This set of stages from ''BillyHatcherAndTheGiantEgg'' can be a right royal pain in the arse, having super thin slides containing numerous jets of fire, [[SpikesOfDoom spikes]], [[BottomlessPit holes in the middle of the path]], and jumps - ''often in quick sucession'', as well as having an abundance of rails where you must let go of the egg, Egg Rings that ''swing'' and require perfect timing in order to not have Billy or his chums fall to their doom, and normal Egg Rings which are often used to cross long gaps which need ridiculous timing to get right. Oh, and they're often used with the swinging Egg Rings, thus giving you a strange perspective, making the normally-fairly simple act of jumping into an Egg Ring a nightmare.

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* Circus Park. Circus ''flipping'' Park. This set of stages from ''BillyHatcherAndTheGiantEgg'' ''VideoGame/BillyHatcherAndTheGiantEgg'' can be a right royal pain in the arse, having super thin slides containing numerous jets of fire, [[SpikesOfDoom spikes]], [[BottomlessPit holes in the middle of the path]], and jumps - ''often in quick sucession'', as well as having an abundance of rails where you must let go of the egg, Egg Rings that ''swing'' and require perfect timing in order to not have Billy or his chums fall to their doom, and normal Egg Rings which are often used to cross long gaps which need ridiculous timing to get right. Oh, and they're often used with the swinging Egg Rings, thus giving you a strange perspective, making the normally-fairly simple act of jumping into an Egg Ring a nightmare.
24th Sep '17 2:55:50 PM PeppermintTwist
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* SogwoodForest in ''VideoGame/TheLegendaryStarfy'' is a surprising pain in the butt. The level features lots of GrimyWater poison traps that will get on your nerves and bobbing chestnut platforms with slightly dubious physics, but the real kicker is the dewdrop sections. In some areas, you'll have to swim upward through clouds of constantly-falling dewdrops. Not only do you have to swim against the current of them falling down, you have to jump out of them in an unusual way to get enough height to make it to the next drop, and some of them are ''timed.'' Mess up and the dewdrops will stop falling, making you fall all the way back down.
6th Aug '17 4:17:27 PM Spanks
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* The bits in ''VideoGame/SuperPrincessPeach'' where before a boss level, you have to get past a short obstacle course using the stylus. To elaborate further, some of them are UnexpectedGameplayChange where you lose control of Peach and have [[EscortMission to protect her]] from an onslaught on oncoming enemies obstacles. Get hit a single time, and you're doing the ''whole sequence'' over again.

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* The bits in ''VideoGame/SuperPrincessPeach'' where before a boss level, you have to get past a short obstacle course using the stylus. To elaborate further, some of them are UnexpectedGameplayChange where you lose control of Peach and have [[EscortMission to protect her]] from an onslaught on oncoming enemies and obstacles. Get hit a single time, just ''one'' single time and you're doing the ''whole sequence'' over again.again. These sequences are particularly lengthy too, adding to the frustration.
3rd Aug '17 4:07:53 PM MyFinalEdits
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** 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''.
*** ...And then Stormy Ascent got 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''. That One Level indeed.

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** 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''.
*** ...And then Stormy Ascent got
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''. That One Level indeed.
2nd Aug '17 11:55:52 AM RandomNumberReactor
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** On [[HarderThanHard Exterminator Diffculty]], Scoring with The Blarg. It is basically a railshooter segment where you use a [[SpiderTank Landstalker]] while it is moving on a predefined path, and you have to survive and shoot enough targets to beat a score. Here, on Exterminator, the score is very tight, but the enemies doing insane amount of damage (there is an [[DemonicSpiders Exterminator]] ''near the start''), which you need to eliminate too, make this way worse than any other challenge, even on Exterminator difficulty.

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** On [[HarderThanHard Exterminator Diffculty]], Scoring with The Blarg. It is basically a railshooter rail-shooter segment where you use a [[SpiderTank Landstalker]] while it is moving on a predefined path, and you have to survive and shoot enough targets to beat a score. Here, on Exterminator, the score is very tight, but the enemies doing insane amount of damage (there is an [[DemonicSpiders Exterminator]] Executioner]] ''near the start''), which you need to eliminate too, make this way worse than any other challenge, even other rail-shooting segments, even on Exterminator difficulty.



** 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 some 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 not-really-a circle with different speed, timing jump on which can be difficult. Finally, the level has only [[CheckpointStarvation one checkpoint]] (two if you collected all bonus round tokens), while being fairly lengthy.

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** 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 some 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 not-really-a circle erratic pattern with different varying speed, timing jump on which can be difficult. Finally, the And this fairly long level has only [[CheckpointStarvation one checkpoint]] (two if you collected all bonus round tokens), while being fairly lengthy.tokens).



* ''Videogame/CrashBandicoot3Warped'': 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". Okay, it's the level in the final Hub but it is still pretty unforgiving. You're flying Crash on a biplane and your objective is to destroy five biplanes. 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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* ''Videogame/CrashBandicoot3Warped'': ''Videogame/CrashBandicoot3Warped'':
**
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". Okay, it's the level Unforgiving even for being in the final Hub but it is still pretty unforgiving. last warp hub. You're flying Crash on a biplane and your objective is to destroy five biplanes.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.



** The Blue Gem pathway, filled as it is with ''single-block-wide'' platforms above instant-kill water arranged in such a way that you often have to jump ''diagonally'' from one to the next), among other things.

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** The Blue Gem pathway, filled as it is with ''single-block-wide'' platforms above instant-kill water arranged in such a way that you often have to jump ''diagonally'' from one to the next), among other things. The Red Gem pathway is almost just as bad, being filled with ''tons'' of Nitro crates instead.



** "Crashteroids" or level 18. It's basically [[VideoGame/CrashBandicoot3Warped Mad Bombers]] [[RecycledInSpace in space]], as in you have to destroy specific parts of your targets (here it's necessary to shoot three shield generators of each of three space stations, then to shoot the stations themselves) and enemies have [[MoreDakka rapid-fire attacks]] that can destroy you fast. What makes is even worse is, [[ExactlyWhatItSaysOnTheTin of course]], omnipresent asteroids, which deal massive damage or outright [[OneHitKO destroy your ship]].

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** "Crashteroids" Crashteroids or level 18. It's basically [[VideoGame/CrashBandicoot3Warped Mad Bombers]] [[RecycledInSpace in space]], as in you have to destroy specific parts of your targets (here it's necessary to shoot three shield generators of each of three space stations, then to shoot the stations themselves) and enemies have [[MoreDakka rapid-fire attacks]] that can destroy you fast. What makes is even worse is, [[ExactlyWhatItSaysOnTheTin of course]], omnipresent asteroids, which deal massive damage or outright [[OneHitKO destroy your ship]].
20th Jul '17 4:08:47 PM Neosonic97
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*** ...And then Stormy Ascent got released as a level proper in ''The 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.

to:

*** ...And then Stormy Ascent got released as a level proper in ''The ''Crash Bandicoot: N.Sane Trilogy.'', 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 ''even the very person who DESIGNED Stormy Ascent in the first place had trouble with it.it''. That One Level indeed.
20th Jul '17 4:06:55 PM Neosonic97
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*** ...And then Stormy Ascent got released as a level proper in ''The 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.
16th Jul '17 4:39:23 AM Spanks
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* The bits in ''VideoGame/SuperPrincessPeach'' where before a boss level, you have to get past a short obstacle course using the stylus.

to:

* The bits in ''VideoGame/SuperPrincessPeach'' where before a boss level, you have to get past a short obstacle course using the stylus. To elaborate further, some of them are UnexpectedGameplayChange where you lose control of Peach and have [[EscortMission to protect her]] from an onslaught on oncoming enemies obstacles. Get hit a single time, and you're doing the ''whole sequence'' over again.
15th Jul '17 8:11:15 PM Wingnut
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** As far as {{Brutal Bonus Level}}s go, [[spoiler:the Secret Path]] from ''VideoGame/KirbysBlowoutBlast'' pushes the boundaries UpToEleven. [[spoiler:It's split up into five sections, [[CheckpointStarvation which you have to do all over again if you die]], all the previously fought bosses are back for revenge, and there's a shortage of health powerups. This is your reward for earning a gold medal on all levels, people. The final battle with Dedede can be a pain as well, but if you know what you're doing, it's debatably easier by comparison.]]

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** * As far as {{Brutal Bonus Level}}s go, [[spoiler:the Secret Path]] from ''VideoGame/KirbysBlowoutBlast'' pushes the boundaries UpToEleven. [[spoiler:It's split up into five sections, [[CheckpointStarvation which you have to do all over again if you die]], all the previously fought bosses are back for revenge, and there's a shortage of health powerups. This is your reward for earning a gold medal on all levels, people. The final battle with Dedede can be a pain as well, but if you know what you're doing, it's debatably easier by comparison.]]
15th Jul '17 3:16:15 PM SenorCornholio
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** The above trilogy collection also, at least, fixes a few things with the stages by making it so that you can retry a special stage as many times as you'd like with deaths within them not counting, and the most important part: boxes broken before the checkpoint still count even after you die...for the most part. Clear gems are now less of an issue, and levels like ''Native Fortress'', ''Sunset Vista'', and the "Elite Four" all described above now no longer have a no-death limit, though they're still quite difficult. The color gems, however, though they track your boxes even after you die...you still aren't allowed to die. The levels containing them only give you the gem if you break all the boxes without a single death, just like in the original game, except very deliberately programmed that way. As such, ''Lost City'', ''Generator Room'', ''Lights Out'', and the above-mentioned levels ''Toxic Waste'', ''Slippery Climb'', and ''The Lab'' retain their original difficulty and become this in comparison to most of the other levels.
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