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* [[{{VideoGame/IL2Sturmovik}} IL-2 Sturmovik]]: Birds of Prey's Hornet's Nest mission. Prior to this, the game ramps up nicely in difficulty. Hornet's nest tosses you into a night battle seeking out transport planes and preventing them from landing at the airstrip while avoiding wings of enemy fighters and the A-A guns on the group.

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* [[{{VideoGame/IL2Sturmovik}} IL-2 Sturmovik]]: Birds of Prey's Hornet's Nest mission. Prior to this, the game ramps up nicely in difficulty. Hornet's nest tosses you into a night battle seeking out transport planes and preventing them from landing at the airstrip while avoiding wings of enemy fighters and the A-A guns on the group.ground.
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* [[{{VideoGame/IL2Sturmovik}} IL-2 Sturmovik]]: Birds of Prey's Hornet's Nest mission. Prior to this, the game ramps up nicely in difficulty. Hornet's nest tosses you into a night battle seeking out transport planes and preventing them from landing at the airstrip while avoiding wings of enemy fighters and the A-A guns on the group.
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** In ''TraumaTeam'', Tomoe's final mission is [[spoiler:searching through a collapsed mall for people trapped in the rubble.]] The way the stage is set up, it's _very_ hard to keep track of what you're looking for, and every time you find one, you get sent back to the start - at which point the level changes shape. It's essentially a 3D maze from hell.

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** In ''TraumaTeam'', Tomoe's final mission is [[spoiler:searching through a collapsed mall for people trapped in the rubble.]] The way the stage is set up, it's _very_ very hard to keep track of what you're looking for, and every time you find one, you get sent back to the start - at which point the level changes shape. It's essentially a 3D maze from hell.
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** In New Leaf, you can actually look for the mistakes in the forgeries yourself making it a little more justifiable, but how many gamers (Not to mention the percentage of little kids playing) are masters of art?
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** Deftera. While most missions are ultimately tests of skill primarily, Deftera is nearly 90% luck. If two pairs of Deftera hit like colors at the beginning of the second stage, you might as well ragequit. Either the tumors will kill the patient outright, or you'll finish with the tumors just in time to fight MORE tumors when like colors meet AGAIN- never having the opportunity to attack Deftera itself.

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** Deftera. While most missions are ultimately tests of skill primarily, Deftera is nearly 90% luck. If two pairs of Deftera hit like colors at the beginning of the second stage, you might as well ragequit. Either the tumors will kill the patient outright, or you'll finish with the tumors just in time to fight MORE tumors when like colors meet AGAIN- never having the opportunity to attack Deftera itself. Deftera can be blocked off by antibiotic gel spread in its path like a wall. This is hinted at in one sentence in the manual that doesn't even directly reference Deftera -- only that the gel can repel parasites. ''Good luck making that connection when [[AwesomeSeries Zombie Cancer]] is eating your patient.''
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*** ''Zero'' had "Valley of Kings" which made you brave a gauntlet of Anti-Aircraft Artillery, Surface-to-Air Missiles and Pillboxes just to get ''to'' the tunnel. Flying above 2000 feet would lead to a missile warning: if you didn't get below that in time, [[TheComputerIsACheatingBastard you'd have a missile launched at you from out of nowhere and automatically hit you]]. Did I mention the bridges in the way? Finally, if you're not using the FAE Bomb or the MPBM [[hottip:*:While taking them seems to be a no-brainer, remember that due to plot reasons you're stuck with the same plane and weapon for the last three missions. This means that, if you do take those bombs, you're stuck with just the regular missiles for the mission before Valley of Kings, which contains what might be the most difficult dogfight in the entire game.]] you'll need to make multiple tunnel runs since you have to destroy all of the joint locks for each V2 controller before the controller itself can be hit. ''''Consolation'''': at least if you enter the tunnel through the south, the named ace in the tunnel who appears after you destroy the first two controllers is flying away from you and thus makes possibly the game's easiest non-bomber kill.

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*** ''Zero'' had "Valley of Kings" which made you brave a gauntlet of Anti-Aircraft Artillery, Surface-to-Air Missiles and Pillboxes just to get ''to'' the tunnel. Flying above 2000 feet would lead to a missile warning: if you didn't get below that in time, [[TheComputerIsACheatingBastard you'd have a missile launched at you from out of nowhere and automatically hit you]]. Did I mention the bridges in the way? Finally, if you're not using the FAE Bomb or the MPBM [[hottip:*:While [[note]]While taking them seems to be a no-brainer, remember that due to plot reasons you're stuck with the same plane and weapon for the last three missions. This means that, if you do take those bombs, you're stuck with just the regular missiles for the mission before Valley of Kings, which contains what might be the most difficult dogfight in the entire game.]] [[/note]] you'll need to make multiple tunnel runs since you have to destroy all of the joint locks for each V2 controller before the controller itself can be hit. ''''Consolation'''': at least if you enter the tunnel through the south, the named ace in the tunnel who appears after you destroy the first two controllers is flying away from you and thus makes possibly the game's easiest non-bomber kill.



** Then, in the sequel, ''Secret Missions of WWII'', there are lot of infuriating levels (especially where you have to use a tailgunner), but "Flashlight to a Gunfight" is the most annoying. You have no weapons at all, so you have to use a weapon that blinds enemies and leads to them crashlanding into an iceberg. But the big problem is, you have to practically almost crash into an iceberg for them to even ''think'' about crashing. It basically turns into a LuckBasedMission, and you've got to kill at least 10 enemies with this "weapon". Obligitory mention goes to "Target: Red Square", since it's a defense level that includes an army of enemies, followed by a boss that can easily destroy the Red Square very quickly, and "Rendezvous", where you have to kill 10 enemies while you're under watch, who shoot you if you do anything, followed by an EscortMission with ''tons'' of turrets to take down. [[hottip:+: Take down the turrets ''before'' you start the escort, it'll make it ''much'' easier for you. At least during the escort, anyways.]]

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** Then, in the sequel, ''Secret Missions of WWII'', there are lot of infuriating levels (especially where you have to use a tailgunner), but "Flashlight to a Gunfight" is the most annoying. You have no weapons at all, so you have to use a weapon that blinds enemies and leads to them crashlanding into an iceberg. But the big problem is, you have to practically almost crash into an iceberg for them to even ''think'' about crashing. It basically turns into a LuckBasedMission, and you've got to kill at least 10 enemies with this "weapon". Obligitory mention goes to "Target: Red Square", since it's a defense level that includes an army of enemies, followed by a boss that can easily destroy the Red Square very quickly, and "Rendezvous", where you have to kill 10 enemies while you're under watch, who shoot you if you do anything, followed by an EscortMission with ''tons'' of turrets to take down. [[hottip:+: Take [[note]] Taking down the turrets ''before'' you start the escort, it'll escort will make it ''much'' easier for you. At least during the escort, anyways.]][[/note]]
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* Yes it is an EndlessGame, but that doesn't mean DwarfFortress doesn't have a few. Namely the evil biomes where giant smogs can cover the land, giving horrible diseases to everything under them. A near constant cycle of undeads rising from corpses, which only get worse the more and more you kill. And that is not even getting into Husks...Also for a newbie, building a fort near an aquifer can be pretty dangerous since you can easily flood your fort if you are not careful. Oh yeah, and the less said about hell the better.
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** The Popcorn recipe- that is, the actual cooking part. Imagine this: there's a bar with a meter that slowly moves right. Shaking the Wiimote moves it to the left some. Getting ''any'' bit outside of the bar fails the part. Sounds easy? Now here's the catch: the bar's acceptable area slowly shrinks, and as time winds down the shrink rate ''accelerates''. Passing normally is extremely difficult.
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** All of these levels ''blush'' when compared to Joint Assault's ''Grand Flight''. It's a canyon mission where you're flying an airliner, which means you are unarmed and have no means of fighting back against the metric ton of anti-air. If you somehow make it through the canyon, there's also an ambush on the way out. Remember, airliner = no weapons. Good luck.

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** All of these levels ''blush'' when compared to Joint Assault's ''Grand Flight''. It's a canyon mission where you're flying an airliner, which means you are unarmed and have no means of fighting back against the metric ton of anti-air. If you somehow make it through the canyon, there's also an ambush on the way out. Remember, airliner = no weapons. Oh, and it has the steering of a brick and can't be tuned, either. Good luck.
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** All of these levels ''blush'' when compared to Joint Assault's ''Grand Flight''. It's a canyon mission where you're flying an airliner, which means you are unarmed and have no means of fighting back against the metric ton of anti-air. If you somehow make it through the canyon, there's also an ambush on the way out. Remember, airliner = no weapons. Good luck.
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* If you really want a challenge in ''[[{{Creator/Sierra}} Aces of the Pacific]]'', volunteer to fly in a US Navy TBD Devastator torpedo plane squadron during the Midway campaign. The TBD is easily the worst airplane in the game: it's very slow, almost totally unmaneuverable, and you have only a single small-caliber machine gun to defend yourself with. Your missions will involve flying into the teeth of the Japanese Navy, hitting one of their ships with a torpedo, and making it back to your carrier without getting shot down by anti-aircraft fire or the swarms of enemy fighters protecting the fleet. Good luck!
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** That excludes the ''HarvestMoonAWonderfulLife'' mines, which are just little sites which are extremely easy.

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** That excludes the ''HarvestMoonAWonderfulLife'' ''VideoGame/HarvestMoonAWonderfulLife'' mines, which are just little sites which are extremely easy.
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* This may seem like a strange place for it, but in Catherine, getting the true freedom ending is hell. Not only because keeping your karma meter in the direct center is difficult, but also because you have to answer the final three questions based not the actual answers, but based on the side of the rope required to pull. Not mention the damn hard puzzles.

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*** ''Zero'' had "Valley of Kings" which made you brave a gauntlet of Anti-Aircraft Artillery, Surface-to-Air Missiles and Pillboxes just to get ''to'' the tunnel. Flying above 2000 feet would lead to a missile warning: if you didn't get below that in time, [[TheComputerIsACheatingBastard you'd have a missile launched at you from out of nowhere and automatically hit you]]. Did I mention the bridges in the way? Finally, if you're not using the FAE Bomb or the MPBM you'll need to make multiple tunnel runs since you have to destroy all of the joint locks for each V2 controller before the controller itself can be hit. (''''Consolation'''': at least if you enter the tunnel through the south, the named ace in the tunnel who appears after you destroy the first two controllers is flying away from you and thus makes possibly the game's easiest kill; it's certainly the easier named ace in an ''Ace Combat'' game to shoot down.)
*** ''5'' introduced the twisty-turvy tunnel later used in ''Zero'' but with multiple altitude changes along the way (not just at the entrance and exit of the tunnel), had enemy fighters in the tunnel in front of you headed in your direction, and whereas you can just slow down in all other tunnel missions and use autopilot to stabilize your flight path, here you have an enemy fighter hot on your tail the whole time!

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*** ''Zero'' had "Valley of Kings" which made you brave a gauntlet of Anti-Aircraft Artillery, Surface-to-Air Missiles and Pillboxes just to get ''to'' the tunnel. Flying above 2000 feet would lead to a missile warning: if you didn't get below that in time, [[TheComputerIsACheatingBastard you'd have a missile launched at you from out of nowhere and automatically hit you]]. Did I mention the bridges in the way? Finally, if you're not using the FAE Bomb or the MPBM [[hottip:*:While taking them seems to be a no-brainer, remember that due to plot reasons you're stuck with the same plane and weapon for the last three missions. This means that, if you do take those bombs, you're stuck with just the regular missiles for the mission before Valley of Kings, which contains what might be the most difficult dogfight in the entire game.]] you'll need to make multiple tunnel runs since you have to destroy all of the joint locks for each V2 controller before the controller itself can be hit. (''''Consolation'''': ''''Consolation'''': at least if you enter the tunnel through the south, the named ace in the tunnel who appears after you destroy the first two controllers is flying away from you and thus makes possibly the game's easiest kill; it's certainly the easier named ace in an ''Ace Combat'' game to shoot down.)
non-bomber kill.
*** ''5'' introduced the twisty-turvy tunnel later used in ''Zero'' but with multiple altitude changes along the way (not just at the entrance and exit of the tunnel), had enemy fighters in the tunnel in front of you headed in your direction, and whereas you can just slow down in all other tunnel missions and use autopilot to stabilize your flight path, here you have an enemy fighter hot on your tail the whole time!time! Fortunately, it's generally the widest of these tunnels, so crashing isn't the real issue.



**** Actually... It isn't impossible to shoot them down while they have the cloak. If you're UNBELIVABLY good/lucky, you can shoot down ALL FOUR FENRIRS WHILE THE CLOAK IS UP.** I have to bring up Four Horsemen again for two reasons: you ''have to play it at least once'' to unlock the Flanker line of jets, and it also contains one of the hangars you have to destroy to unlock the [[GameBreaker ADF-01 FALKEN]]. [[strike:Have fun.]]

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**** Actually... It isn't impossible to shoot them down while they have the cloak. If you're UNBELIVABLY good/lucky, you can shoot down ALL FOUR FENRIRS WHILE THE CLOAK IS UP.UP.
** I have to bring up Four Horsemen again for two reasons: you ''have to play it at least once'' to unlock the Flanker line of jets, and it also contains one of the hangars you have to destroy to unlock the [[GameBreaker ADF-01 FALKEN]]. [[strike:Have fun.]]
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* ''VideoGame/AceCombat'' primarily has these in levels where the mission/parameters have nothing to do with the Difficulty setting; the "game stopper" was ''[=AC5=]'''s "Four Horsemen," mission 12b. It's only one of the two paths, but [[GuideDangIt you're given no clue that your answer to a wingman's question in mission 10 will have any consequence]]. Things aren't so bad on the other path, or even in the other mission on this path, while this mission requires you to perform four consecutive timed destructions of radar sites, which means that you have to take into account your weapon's travel time ''and'' your own travel time -- go past the radar site and you fail, while if you get in position too early you'll have to break/slow down, which can cause a stall or wasted time (especially if you have to turn around to reposition yourself for another attack run), and you have less time between each radar site. Did I mention that your wingmen may mess up ''their'' approaches against their own targets which you don't see and cause everyone to have to abort their attack run and try again?

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* ''VideoGame/AceCombat'' ''AceCombat'' primarily has these in levels where the mission/parameters have nothing to do with the Difficulty setting; the "game stopper" was ''[=AC5=]'''s "Four Horsemen," mission 12b. It's only one of the two paths, but [[GuideDangIt you're given no clue that your answer to a wingman's question in mission 10 will have any consequence]]. Things aren't so bad on the other path, or even in the other mission on this path, while this mission requires you to perform four consecutive timed destructions of radar sites, which means that you have to take into account your weapon's travel time ''and'' your own travel time -- go past the radar site and you fail, while if you get in position too early you'll have to break/slow down, which can cause a stall or wasted time (especially if you have to turn around to reposition yourself for another attack run), and you have less time between each radar site. Did I mention that your wingmen may mess up ''their'' approaches against their own targets which you don't see and cause everyone to have to abort their attack run and try again?

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* Even ''CookingMama'' has an example: In the Hot Dog and Taco recipes of ''Cooking Mama: Cook Off'', you must catch the ingredients in the bun/taco shell, which would be fine if it wasn't for the fact that you can only hold it on the sides of the screen. And the meat falls down in the middle, so you must time it so that it falls on the bun/taco shell ''in the middle of moving from one side to the other''. Hard enough to ''pass'', ''hell'' to get a Gold Medal on.
* ''AceCombat'' primarily has these in levels where the mission/parameters have nothing to do with the Difficulty setting; the "game stopper" was ''[=AC5=]'''s "Four Horsemen," mission 12b. It's only one of the two paths, but [[GuideDangIt you're given no clue that your answer to a wingman's question in mission 10 will have any consequence]]. Things aren't so bad on the other path, or even in the other mission on this path, while this mission requires you to perform four consecutive timed destructions of radar sites, which means that you have to take into account your weapon's travel time ''and'' your own travel time -- go past the radar site and you fail, while if you get in position too early you'll have to break/slow down, which can cause a stall or wasted time (especially if you have to turn around to reposition yourself for another attack run), and you have less time between each radar site. Did I mention that your wingmen may mess up ''their'' approaches against their own targets which you don't see and cause everyone to have to abort their attack run and try again?

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* Even ''CookingMama'' ''VideoGame/CookingMama'' has an example: In the Hot Dog and Taco recipes of ''Cooking Mama: Cook Off'', you must catch the ingredients in the bun/taco shell, which would be fine if it wasn't for the fact that you can only hold it on the sides of the screen. And the meat falls down in the middle, so you must time it so that it falls on the bun/taco shell ''in the middle of moving from one side to the other''. Hard enough to ''pass'', ''hell'' to get a Gold Medal on.
* ''AceCombat'' ''VideoGame/AceCombat'' primarily has these in levels where the mission/parameters have nothing to do with the Difficulty setting; the "game stopper" was ''[=AC5=]'''s "Four Horsemen," mission 12b. It's only one of the two paths, but [[GuideDangIt you're given no clue that your answer to a wingman's question in mission 10 will have any consequence]]. Things aren't so bad on the other path, or even in the other mission on this path, while this mission requires you to perform four consecutive timed destructions of radar sites, which means that you have to take into account your weapon's travel time ''and'' your own travel time -- go past the radar site and you fail, while if you get in position too early you'll have to break/slow down, which can cause a stall or wasted time (especially if you have to turn around to reposition yourself for another attack run), and you have less time between each radar site. Did I mention that your wingmen may mess up ''their'' approaches against their own targets which you don't see and cause everyone to have to abort their attack run and try again?



* Collecting all the paintings in ''AnimalCrossing''. Yeah, you heard me. Other rare sets can take literally a year or more to complete, but at least you can't forge a bug or fossil. Damn you, Crazy Redd!
* ''[[TraumaCenter Trauma Center: Under The Knife]]'', as an Atlus game, is ''hard''- so much so that a previous version of this page listed ''every mission'' as ThatOneLevel. However, most fall into the "tough but fair" catagory, with two exceptions:

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* Collecting all the paintings in ''AnimalCrossing''.''VideoGame/AnimalCrossing''. Yeah, you heard me. Other rare sets can take literally a year or more to complete, but at least you can't forge a bug or fossil. Damn you, Crazy Redd!
* ''[[TraumaCenter ''[[VideoGame/TraumaCenter Trauma Center: Under The Knife]]'', as an Atlus game, is ''hard''- so much so that a previous version of this page listed ''every mission'' as ThatOneLevel. However, most fall into the "tough but fair" catagory, with two exceptions:



* Any mine in any ''HarvestMoon'' game ever.

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* Any mine in any ''HarvestMoon'' ''VideoGame/HarvestMoon'' game ever.



* The first RollerCoasterTycoon and its expansions each had one of these:

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* The first RollerCoasterTycoon ''VideoGame/RollerCoasterTycoon'' and its expansions each had one of these:



* Looking for fireflies in ''TheSims Castaways'' is this to many players. Fireflies are found at random and only appear at night.
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* Looking for fireflies in ''TheSims ''VideoGame/TheSims Castaways'' is this to many players. Fireflies are found at random and only appear at night.
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**** Actually... It isn't impossible to shoot them down while they have the cloak. If you're UNBELIVABLY good/lucky, you can shoot down [[BeyondTheImpossible ALL FOUR FENRIRS WHILE THE CLOAK IS UP.]]
** I have to bring up Four Horsemen again for two reasons: you ''have to play it at least once'' to unlock the Flanker line of jets, and it also contains one of the hangars you have to destroy to unlock the [[GameBreaker ADF-01 FALKEN]]. [[strike:Have fun.]]

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**** Actually... It isn't impossible to shoot them down while they have the cloak. If you're UNBELIVABLY good/lucky, you can shoot down [[BeyondTheImpossible ALL FOUR FENRIRS WHILE THE CLOAK IS UP.]]
** I have to bring up Four Horsemen again for two reasons: you ''have to play it at least once'' to unlock the Flanker line of jets, and it also contains one of the hangars you have to destroy to unlock the [[GameBreaker ADF-01 FALKEN]]. [[strike:Have fun.]]
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** ''New Blood'' chimes in with Lost In The Flames, an operation to treat a burns victim. The mission isn't particularly hard in theory, and there's nothing that will lower the patient's vitals apart from gradual attrition and player mistakes, the greatest threat here is the time limit. What makes it tough is the player has to cover a burn with four piece of donor skin to treat each one, when a) the skin is time-consuming to produce, b) if the burn starts bleeding (at random) any skin already there will fall off, and c) it's painfully easy to put a piece of skin on the wrong burn, virtually guaranteeing the target burn will start to bleed before the player can get more ready. It's virtually impossible to let the patient die here, but even a perfect run will run down the clock horrifyingly fast.
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* Looking for fireflies in ''TheSims Castaways'' is this to many players. Fireflies are found at random and only appear at night.
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** This is only hard if you are attempting to get the bonus for not being detected. It's quite possible to just load up a badass assault mech and blast your way through the level.
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* The first RollerCoasterTycoon and its expansions each had one of these:
** The original had Rainbow Valley, the penultimate scenario. It pales in comparison to many of the expansion scenarios, but at the time, being unable to remove trees or alter the landscape made it by far the most annoying original scenario, much harder than final level Thunder Rock.
** Corkscrew Follies raised the bar for scenario difficulty overall, but Fiasco Forest easily takes the cake. Though scenarios where you had to clean up the mess and turn a bad park into a good one was nothing new, the aptly named Fiasco Forest took it to ridiculous extremes, with a water slide that's about to crash the moment you load the scenario, unfinished path layouts, and for some reason, inexplicably charging for toilets. To top it off, the win condition is to have as much as 900 guests at the end of the first year, and you're not allowed to advertise. Fiasco Forest isn't even among the final scenarios of the expansion.
** Loopy Landscapes introduced several new scenario types to the game, like finishing a set of pre-built, half-finished coasters, or having infinite money but never letting the park rating drop below 700. Micro Park, the very final scenario of the expansion and also the game as a whole, is the only Loopy Landscapes scenario to use the old park value win condition, which means you have to keep your park's value up by building lots of rides and other attractions. This is made harder than usual because Micro Park lives up to its name, being a ''15x15 square of land and nothing more''. Enjoy!
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** The recent Assault Horizon seems to ''LOVE'' this trope. From the mission where you need to destroy an ICBM while it is launched, to the navy mission that requires the usage of attacker aircraft (which has been badly nerfed compared to previous iterations), to the final mission where you take on Akula, it's astounding that the game has actually been beaten on Elite.
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**** Actually... It isn't impossible to shoot them down while they have the cloak. If you're UNBELIVABLY good/lucky, you can shoot down [[BeyondTheImpossible: ALL FOUR FENRIRS WHILE THE CLOAK IS UP.]]

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**** Actually... It isn't impossible to shoot them down while they have the cloak. If you're UNBELIVABLY good/lucky, you can shoot down [[BeyondTheImpossible: [[BeyondTheImpossible ALL FOUR FENRIRS WHILE THE CLOAK IS UP.]]
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**** These actually go back to [=AC3=] and maybe [=AC2=] (but I can't recall). The [=AC3=] mission definitely has altitude changes and closing doors which serves to make it a "twisty" tunnel.

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**** These actually go back to [=AC3=] and maybe [=AC2=] (but I can't recall). The [=AC3=] ''[=AC2=]'', which had a similar final mission definitely has to ''04''. ''[=AC3=]'' also had a similar mission, with altitude changes and closing doors which serves to make it a "twisty" tunnel.



*** The 'don't fly above (insert low altitude here)' missions are annoying, but on some games in the series the missiles don't spawn so close to you. This enables you to outrun them (or at least keep them from hitting you till they detonate) while flying the overpowered Mig-25/31. Unfortunately this creates an {{Unwinnable}} situation, since they respawn one after another. So after descending back to an altitude that will let you complete the mission, the speed that's required to outrun the one that inevitably spawns above you prevents you from maneuvering through the narrow confines of the level. That the dragster-like Migs were built for intercepting versus dogfighting doesn't help.

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*** The 'don't fly above (insert low altitude here)' missions are annoying, but on some games in the series the missiles don't spawn so close to you. This enables you to outrun them (or at least keep them from hitting you till they detonate) while flying the overpowered Mig-25/31.[=MiG=]-25/31. Unfortunately this creates an {{Unwinnable}} situation, since they respawn one after another. So after descending back to an altitude that will let you complete the mission, the speed that's required to outrun the one that inevitably spawns above you prevents you from maneuvering through the narrow confines of the level. That the dragster-like Migs [=MiGs=] were built for intercepting versus dogfighting doesn't help.
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**** Actually... It isn't impossible to shoot them down while they have the cloak. If you're UNBELIVABLY good/lucky, you can shoot down [[BeyondTheImpossible: ALL FOUR FENRIRS WHILE THE CLOAK IS UP.]]

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** To be fair, the mine in A(nother) Wonderful Life wasn't bad.

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** To be fair, That excludes the mine in A(nother) Wonderful Life wasn't bad.''HarvestMoonAWonderfulLife'' mines, which are just little sites which are extremely easy.


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** They also just had to have animals trying to kill you, and hundreds upon hundreds of levels. It's especially bad if you want to marry Keria.
** The ''Magical Melody'' mines weren't that bad.. If you exclude the random times when you go ''up'' instead of down (which happens a lot once you reach a certain point), and the rocks having nasty effects sometimes.
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** DS and DSCute weren't as bad in the fact that dropping a level didn't kill most of your stamina. It just gets annoying when you have to drop ONE LEVEL AT A TIME through digging up stairs, like you have to in Island of Happiness and Sunshine Islands.
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* {{Mechwarrior}} IV: Mercenaries has [[http://www.youtube.com/watch?v=BgWdxxZmvt4 Talon/Wernke - Night Op]]. You're meant to pilot a light, fast 'mech, trying to be as stealthy as possible, trying to sneak past several 'mechs that can stomp you in a heartbeat, and there's generally enough enemy 'mechs that it's suicide to take anything heavier. For contrast, there's a ludicrously easy stealth mission elsewhere in the game.
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These levels are almost as hard as they are in RealLife...[[ThatOneLevel if not harder]].
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<<|ThatOneLevel|>>

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