History ThatOneLevel / SonicTheHedgehog

10th Aug '17 9:55:42 AM SolidSonicTH
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** Team Chaotix in general is prone to this because of their unconventional objectives (which involve collecting certain things as opposed to simply racing to the end of a stage). If you miss one, you keep looping through the level whenever you reach the endpoint and it can get very frustrating if you don't know where to look.
10th Aug '17 9:51:26 AM SolidSonicTH
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* Final Rush takes place almost entirely over open space, so there's a lot of opportunity to plunge to your death. That said, if you master this stage it lives up to its name as all the grinding above the Earth's atmosphere is exhilarating. Shadow's equivalent level, Final Chase, replaces most of the metallic grind ribbons with cylinders you can run up (similar to the rotating cylinders from Carnival Night Zone in ''3'), which can induce GravityScrew.

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* Final Rush takes place almost entirely over open space, so there's a lot of opportunity to plunge to your death. That said, if you master this stage it lives up to its name as all the grinding above the Earth's atmosphere is exhilarating. Shadow's equivalent level, Final Chase, replaces most of the metallic grind ribbons with cylinders you can run up (similar to the rotating cylinders from Carnival Night Zone in ''3'), ''3''), which can induce GravityScrew.
10th Aug '17 9:50:57 AM SolidSonicTH
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* Final Rush takes place almost entirely over open space, so there's a lot of opportunity to plunge to your death. That said, if you master this stage it lives up to its name as all the grinding above the Earth's atmosphere is exhilarating.

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* Final Rush takes place almost entirely over open space, so there's a lot of opportunity to plunge to your death. That said, if you master this stage it lives up to its name as all the grinding above the Earth's atmosphere is exhilarating. Shadow's equivalent level, Final Chase, replaces most of the metallic grind ribbons with cylinders you can run up (similar to the rotating cylinders from Carnival Night Zone in ''3'), which can induce GravityScrew.
10th Aug '17 9:49:23 AM SolidSonicTH
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* Final Rush takes place almost entirely over open space, so there's a lot of opportunity to plunge to your death. That said, if you master this stage it lives up to its name as all the grinding above the Earth's atmosphere is exhilarating.
11th Jul '17 1:45:15 PM ElloMe
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* The levels Final Rush and Final Chase of ''VideoGame/SonicAdventure2'' are some of the most irritating levels ever made:
** You play Final Rush as Sonic, and you start out having to grind and jump between floating surfaces. The kicker: it's almost always over a bottomless pit, there is always CameraScrew at the worst possible moment, some of the surfaces will let you go RIGHT THROUGH THEM, and gravity can change its mind several times a second!
** It gets even worse in the fourth mission (time limit). The level is set up in such a way that it actively encourages you to try taking faster routes. However, these routes frequently invoke the camera screw and can really make gravity pull SIDEWAYS! Even worse, it's a long level with tons of bottomless pits, so one slip-up and you die and have to restart from the beginning.
** You play Final Chase as Shadow, and you start out grinding before coming to a platform. The bulk of the mission is about going between spinning gravity drums and platforms. Again, bottomless pits abound, and the most common enemies on the level are DemonicSpiders (the Artificial Chaos robots).
** The level itself isn't too hard on the first mission (reach the goal). However, when you do it with a time limit, all the problems from Final Rush come into play except for the multiple pathways. There are still the issues with falling to your death, CameraScrew, capricious gravity, and the DemonicSpiders. Not to mention the sheer length of the level and the fact that dying means you have to redo the whole damn thing.
** These levels themselves in some ways though mildly avert this trope. They are partially only as hard as you make them, so if you are cautious and go by the default and easiest path, they aren't too hard. However, God help you if you should attempt to use an alternate route.
11th Jul '17 1:43:34 PM ElloMe
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* Death Egg Zone is also infamous for being the shortest level, but consisting of two boss fights where you're a OneHitPointWonder.
* [[BonusLevel Special Stage]] [[BrutalBonusLevel 6]] is ''flooded'' with bombs and difficult-to-follow ring trails, all topped with a stupidly strict ring requirement. You're going to see "NOT ENOUGH RINGS" a '''lot''' here.



* Metallic Madness, the final zone, where you are very much in danger of time running out due to its multitude of one-way doors, timed (or simply time-consuming) set pieces, and hitting Sonic with a shrink ray which only really makes him [[FakeDifficulty harder to control]].
** Special mention goes to the Past version of Zone 2, which is UnwinnableByMistake. A spring intended to launch the player up to a platform is placed too low for it to be useful; as the platform which leads to the goal for that variant of the act, the player can't complete the Past version of the Zone. How much of an impact it is to the player's performance depends on how much time the player has left on the clock (as mentioned, it's easy to run out of time) and how many "Future" goalposts the player can locate and use, so they can use it to warp back to the Present in order to complete the level (if there aren't any left...you're screwed). This only exists in the original game, however; the PC port (which is included in ''Sonic Gems Collection'') and the 2011 remake thankfully address this by moving the spring high enough for the player to access the platform.
** And don't forget Zone 3, where it is harder to actually ''get to the final boss than to beat it''. Seriously. The Psyco-Egg itself is a pushover, but to get to it, you have to make your way across one of the few bottomless pits in the game, which more or less comes down to a leap of faith.



* Carnival Night Zone Act 2 when playing as Sonic; this Act is great fun [[GuideDangIt/{{PlatformGames}} up until you get stuck between two red and white barrels... and you will.]] (On the Website/GameFAQs message board, [[FanNickname it's known as]] the [[DoomyDoomsOfDoom Barrel of Doom]].) It's actually quite easy to get past them if you know how, but the game gives you absolutely no indication on how to, causing many players to get completely stuck. One of the few GuideDangIt moments in the Sonic series. This led to the rise of a video game urban legend -- back around the time of the game's release, when you called Sega's help line (Remember those?), the line's automated greeting was supposedly along the lines of "Welcome to the Sega help line! To get past the red and white swirly things in Carnival Night Act 2...."
** Another thing about Carnival Night Zone Act 2 is that the level is [[MarathonLevel designed to waste time]]; with all the bumpers and the sheer length of the level, odds are when you reach the boss, you'll only have 3 minutes or so left on the clock. And of ''course'' this boss is one who uses a strategy where you can only get a hit on him once every 30 seconds or so. So unless you can somehow get a lot of hits on him at once (which is only possible if you've learned the timing on Sonic's insta-shield attack, or you're willing to bleed rings in order to get those extra hits in while you have MercyInvincibility, or if you managed to hold on to a lightning shield -- which is tricky with all the water in the level), then odds are you'll time out before finishing the fight.
* The beginning of [=Hydrocity=] Zone Act 2 -- while most of the act is fast and easy, the first few sections have you outrunning an AdvancingWallOfDoom that terrified many players in their youth.

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* Carnival Night Zone Act 2 when playing as Sonic; 2: this Act is great fun [[GuideDangIt/{{PlatformGames}} up until you get stuck between two red and white barrels... and you will.]] (On the Website/GameFAQs message board, [[FanNickname it's known as]] the [[DoomyDoomsOfDoom Barrel of Doom]].) It's actually quite easy to get past them if you know how, but the game gives you absolutely no indication on how to, causing many players to get completely stuck. One of the few GuideDangIt moments in the Sonic series. This led to the rise of a video game urban legend -- back around the time of the game's release, when you called Sega's help line (Remember those?), the line's automated greeting was supposedly along the lines of "Welcome to the Sega help line! To get past the red and white swirly things in Carnival Night Act 2...."
** Another thing about Carnival Night Zone Act 2 is that the
level is [[MarathonLevel designed to waste time]]; with all the bumpers and the sheer length of the level, odds are when you reach the boss, you'll only have 3 minutes or so left on the clock. And of ''course'' this boss is one who uses a strategy where you can only get a hit on him once every 30 seconds or so. So unless you can somehow get a lot of hits on him at once (which is only possible if you've learned the timing on Sonic's insta-shield attack, or you're willing to bleed rings in order to get those extra hits in while you have MercyInvincibility, or if you managed to hold on to a lightning shield -- which is tricky with all the water in the level), then odds are you'll time out before finishing the fight.
* The beginning of [=Hydrocity=] Zone Act 2 -- while most of the act is fast and easy, the first few sections have you outrunning an AdvancingWallOfDoom that terrified many players in their youth.
fight.



** E.G.G. Station Zone. A BossRush level filled with the previous game's bosses, all in the "[[TurnsRed pinch mode]]" when you engage them. They lead up to the game's final boss, who is not only [[ThatOneBoss ridiculously hard to beat]], but when almost defeated has the gall to pull a LastDitchMove that will kill you if you don't attack him at ''just the right moment'' first. [[BlatantLies The best part of it all]] is that one of the game's trophies/achievements takes the difficulty of this stage UpToEleven by having you beat the entire stage [[NoDamageRun without getting hit.]]



** The A-rank emblems, which require you to catch a fish weighing at least 2000 grams before catching Froggy, are just painful. Not only are these fish ''extremely'' difficult to catch, they're even '''''more''''' difficult to ''find'' in the first place!
*** This gets even worse when you realize that the regular species of giant fish can fall between 1600 and 2400 grams and all are just as hard to catch as they are to find. It's all too common to struggle to catch a giant fish, only to find out it's only 1900-1950 grams and have to look for a new fish to try to catch.



* Attempting to complete some of the A-Rank missions as Sonic or Knuckles can be downright nightmarish. As an example, the very first level of Sonic's, Emerald Coast, is straightforward for the C and B-Rank missions. Getting through it in the two-minute time limit for the A-Rank, however, is difficult. And some levels just get worse, like the aforementioned Sky Deck and Lost World. You'll need to spam the spin-dash and ''memorize'' the level layouts to stand a chance.
** Actually, Knuckles is easy if you're willing to sacrifice a life. Get the emerald pieces like you normally would until you're about to get the third one, restart, and get to those same spots as quickly as possible. The game doesn't give the pieces new spots, and thus makes it really easy to reach them within a minute (or 2 minutes on the last one).



* Final Fortress: Let's see: Loads of platforms that fall out from under you if you linger on them for too long, fights with hordes of tough enemies on small platforms over bottomless pits, and last but not least, the laser dodging section at the end, which forces you to rail jump (another one of this game's less-than-refined mechanics) and comes with nice dose of CameraScrew, preventing you from seeing which rail is going to be hit by the laser, if you're lucky enough to land on a rail at all.
* Any level becomes this if you're trying to access the Special Stages, which turn the playthrough into a NoDamageRun. Special Stages are tied to golden keys, which the player needs to have when they get to the goal ring. There is only one key in each level (placed within a breakable safe, which are positioned away from the main paths within the levels), and if the player is hit ''just once'', the key disappears, unable to be retrieved again.



* Radical Train. Here's [[http://www.youtube.com/watch?v=LQn8CKtBQtQ pokecapn's epic struggle]] upon it, which lasted an ''hour'' of absolute [[ScrappyMechanic mach speeding]], switch-busting, rail-hating, train-raping, loading-masturbating '''anguish'''.
** In case you don't want to spend an hour seeing why Radical Train sucks, here's the explanation; Radical Train is the perfect representation of all the terrors of Sonic 06 (except, mercifully enough, [[MarathonLevel Sonic 06's horrid level length problems]]) in a single level. The camera fucks with you ''constantly'' in the platforming segments where you need to bound jump up to higher platforms. Your controls will rebel against you at the worst times when trying to jump to springs. The level is poorly designed to where, if you enter the loopty loop after the first train bomb too far to the right, you ''will'' overshoot past the loop and be launched to your demise. The level is unforgiving and unfair as well, because you cannot reasonably be expected to find the last two switches in time on your first go. If you can't be expected to succeed, even with high levels of skill, at your first try at a level, the level is poorly made. Oh, but that's all ignoring the elephant in the room. ''The Mach Speed section'' is true and utter hell. The worst in the game, in fact, because it makes ''ample'' use of the two worst mechanics regarding mach speed; turning and jumping. At least Crisis City, hell that it is, was straight; in Radical Train, you will fling yourself off the side all the goddamn time because you pressed just a little too far to the left or right, you will be sent careening into train platforms because you ever-so-slightly misjudged your jump, you will miss boosters you need to hit because you're moving too fast to account for them, and you will be cursing everything you know and love because the entire section is unforgiving. Make ''one'' mistake, and you are very likely dead. And even after the platform hell that is the first half of the Mach Speed section, you'll still want to be cautious as hell; the train's explosions are almost impossible to dodge, so you better get every fucking ring you can in between each blast, and you better hit the boosters at the end, ''which you have barely any time to see, by the way,'' or hope you glitch out and run around the train like the LP link above shows, or you'll need to start the Mach Speed section all over again. It might not be as bad as End of the World, but if you needed a level to define Sonic 06 in a nutshell, this is it.
* And even Radical Train pales in comparison with End of the World: combine mysterious sucking instant-death spheres with brutal platforming, and you have a recipe for pain. Some of the combinations of characters and stages for End of the World are ridiculous. Tails in Crisis City? Silver in a quicksand-heavy portion of Dusty Desert? The former also has the instant-death spheres hanging over a pit that you have to fly over. And they're the vacuum variety. Argh! It's also a really good thing you can glide over most of the stage in both Knuckles' and Rouge's sections, as they're nigh unplayable if you try to beat them "legit". And then in Shadow's section (the very last one, making it immensely irritating to S rank), the orbs can appear literally in the middle of the thin paths you're on and require some well-timed and well-aimed jumps.

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* Radical Train. Here's [[http://www.youtube.com/watch?v=LQn8CKtBQtQ pokecapn's epic struggle]] upon it, which lasted an ''hour'' of absolute [[ScrappyMechanic mach speeding]], switch-busting, rail-hating, train-raping, loading-masturbating '''anguish'''.
** In case you don't want to spend an hour seeing why Radical Train sucks, here's the explanation; Radical Train
*"Radical Train" is the perfect representation of all the terrors of Sonic 06 (except, mercifully enough, [[MarathonLevel Sonic 06's horrid level length problems]]) in a single level. The camera fucks with you ''constantly'' in the platforming segments where you need to bound jump up to higher platforms. Your controls will rebel against you at the worst times when trying to jump to springs. The level is poorly designed to where, if you enter the loopty loop after the first train bomb too far to the right, you ''will'' overshoot past the loop and be launched to your demise. The level is unforgiving and unfair as well, because you cannot reasonably be expected to find the last two switches in time on your first go. If you can't be expected to succeed, even with high levels of skill, at your first try at a level, the level is poorly made. Oh, but that's all ignoring the elephant in the room. ''The Mach Speed section'' is true and utter hell. The worst in the game, in fact, because it makes ''ample'' use of the two worst mechanics regarding mach speed; turning and jumping. At least Crisis City, hell that it is, was straight; in Radical Train, you will fling yourself off the side all the goddamn time because you pressed just a little too far to the left or right, you will be sent careening into train platforms because you ever-so-slightly misjudged your jump, you will miss boosters you need to hit because you're moving too fast to account for them, and you will be cursing everything you know and love because the entire section is unforgiving. Make ''one'' mistake, and you are very likely dead. And even after the platform hell that is the first half of the Mach Speed section, you'll still want to be cautious as hell; the train's explosions are almost impossible to dodge, so you better get every fucking ring you can in between each blast, and you better hit the boosters at the end, ''which you have barely any time to see, by the way,'' or hope you glitch out and run around the train like the LP link above shows, or you'll need to start the Mach Speed section all over again. It might not be as bad as End of the World, but if you needed a level to define Sonic 06 in a nutshell, this is it.
* And even Radical Train pales in comparison with End of the World: combine mysterious sucking instant-death spheres with brutal platforming, and you have a recipe for pain. Some of the combinations of characters and stages for End of the World are ridiculous. Tails in Crisis City? Silver in a quicksand-heavy portion of Dusty Desert? The former also has the instant-death spheres hanging over a pit that you have to fly over. And they're the vacuum variety. Argh! It's also a really good thing you can glide over most of the stage in both Knuckles' and Rouge's sections, as they're nigh unplayable if you try to beat them "legit". And then in Shadow's section (the very last one, making it immensely irritating to S rank), the orbs can appear literally in the middle of the thin paths you're on and require some well-timed and well-aimed jumps.



* Shadow's version of Crisis City has an infamous section where you're supposed to homing attack multiple enemies in a chain, only you'll fail and fall into a bottomless pit until you know to hover slightly higher and skip that enemy to hit the next one. The Chaos Snap can skip this, but is prone to just glitching you into the pit at the other side, for some reason. Luckily, other than that it's mostly a MarathonLevel and not a particularly difficult one, but that one section is a tricky bitch.
* The snowboarding segment of White Acropolis is also horrible, and in the part with the giant snowball, you can get stuck on a wall and can't get out.

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* ** Shadow's version of Crisis City has an infamous section where you're supposed to homing attack multiple enemies in a chain, only you'll fail and fall into a bottomless pit until you know to hover slightly higher and skip that enemy to hit the next one. The Chaos Snap can skip this, but is prone to just glitching you into the pit at the other side, for some reason. Luckily, other than that it's mostly a MarathonLevel and not a particularly difficult one, but that one section is a tricky bitch.
* The snowboarding segment of White Acropolis is also horrible, and in the part with the giant snowball, you can get stuck on a wall and can't get out.
bitch.



* Silver's Kingdom Valley isn't any better. It [[MarathonLevel goes on for an eternity]], and generally has loads of enemy fighting segments, only half of them are the [[DemonicSpiders yellow robots that shoot away dropped rings]], making you easy pickings for other enemies. The very end pits you against several of these and the blue robots who aren't much better as well. The only reprieve you get is that you get to play as Sonic for a short time.

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* ** Silver's Kingdom Valley isn't any better. It [[MarathonLevel goes on for an eternity]], and generally has loads of enemy fighting segments, only half of them are the [[DemonicSpiders yellow robots that shoot away dropped rings]], making you easy pickings for other enemies. The very end pits you against several of these and the blue robots who aren't much better as well. The only reprieve you get is that you get to play as Sonic for a short time.



* There's a side mission where you have to Homing Attack a music note back and forth with Vector... it's much harder than it sounds, especially when the note speeds up and flies to the back of the arena while you've just touched the ground on the opposite side.



** The later zones in the third game, particularly Cyber Track and Chaos Angel, can be pretty damn evil with bottomless pits that are as frequent as the above examples and the level design. In fact, 90% of Chaos Angel Act 3 is a moving platform ride across a colossal pit with a lot of enemies, spikes and other things that will knock you off!
** Also, fuck every single one of the [[BonusLevel special stages]] through the trilogy. They're either tedious to get to, painful to complete, or sometimes ''both''.



** One of the missions for the Sol Emeralds requires a rematch against the final boss, who is powered up. This is normally not an issue, unless the player chooses to change the boss difficulty setting to 'normal'. The boss becomes a whole lot less forgiving, as all of his attacks are much harder to avoid from the start. He starts using weapon combos in terrifying ways, like raining missiles on you whilst simultaneously attacking with laser cannons. Not to mention that you have to guide his attacks toward the (damaging) turret shields, and the turrets themselves are harder to aim this time around.
** And that's just for missions. The regular game gives you the hell that is Sky Babylon Act 2. There is fire everywhere (you need to be careful as Sonic, though Blaze can just run right through it) and all of the hardest obstacles are immediately before the end of the stage, and dying more or less resets your score. This gets even more difficult when you realize that this stage has an obstacle that kills you instantly, in the form of a zig-zaggy purple line, whether or not you're holding rings, ''collecting'' rings, using a shield, or '''invulnerable'''. In most places, this would be less important, as it appears over bottomless pits, but at this point they surround incredibly touch sensitive rising platforms, enemies that both move and shoot, and the usual falling platforms. Even getting a good score on this stage is harder, as score and time requirements are harder than ''the last stage''.

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** One of the missions for the Sol Emeralds requires a rematch against the final boss, who is powered up. This is normally not an issue, unless the player chooses to change the boss difficulty setting to 'normal'. The boss becomes a whole lot less forgiving, as all of his attacks are much harder to avoid from the start. He starts using weapon combos in terrifying ways, like raining missiles on you whilst simultaneously attacking with laser cannons. Not to mention that you have to guide his attacks toward the (damaging) turret shields, and the turrets themselves are harder to aim this time around.
** And that's just for missions. The regular game gives you the hell that is
* Sky Babylon Act 2. There is fire everywhere (you need to be careful as Sonic, though Blaze can just run right through it) and all of the hardest obstacles are immediately before the end of the stage, and dying more or less resets your score. This gets even more difficult when you realize that this stage has an obstacle that kills you instantly, in the form of a zig-zaggy purple line, whether or not you're holding rings, ''collecting'' rings, using a shield, or '''invulnerable'''. In most places, this would be less important, as it appears over bottomless pits, but at this point they surround incredibly touch sensitive rising platforms, enemies that both move and shoot, and the usual falling platforms. Even getting a good score on this stage is harder, as score and time requirements are harder than ''the last stage''.
9th Jul '17 9:39:09 PM wanderlustwarrior
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* While the emerald hunting levels in ''Sonic Adventure 2'' are unpopular with many, Mad Space, an extremely large level with [[TheComputerIsALyingBastard uncooperative hints]] and SelectiveGravity, deserves a special mention. Trying to get an A-Rank on it is pain incarnate. There's a reason it took Nintendo to finally [[VideoGame/SuperMarioGalaxy get gravity mechanics right in a platformer]], and even then it was one console generation later.

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* While the emerald hunting levels in ''Sonic Adventure 2'' are unpopular with many, Mad Space, an extremely large level with [[TheComputerIsALyingBastard uncooperative hints]] and SelectiveGravity, deserves a special mention. Trying to get an A-Rank on it is pain incarnate. There's a reason it took Nintendo to finally [[VideoGame/SuperMarioGalaxy get gravity mechanics right in a platformer]], and even then it was one console generation later.
29th May '17 6:07:59 AM mario0987
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* Terminal Velocity Act 1 in the Wii version. The level involves dodging all of those robots that have chased you throughout past levels. The primary problem is there are [[CheckpointStarvation no checkpoints]] and the hardest part near the end has you dodging the fists or lasers of one robot while a bunch of other robots obstruct your path.
22nd May '17 9:57:52 PM ImperialMajestyXO
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* Power Plant is normally easy unless you are playing as either Team Sonic or Team Dark. There is a section involving [[RisetotheChallenge rising "energy"]] that you have to escape. Because this section involves extensive use of the Homing Attack, which is particularly wonky in this game, plenty of players had a ''lot'' of trouble with that.

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* Power Plant is normally easy unless you are playing as either Team Sonic or Team Dark. There is a section involving [[RisetotheChallenge [[RiseToTheChallenge rising "energy"]] that you have to escape. Because this section involves extensive use of the Homing Attack, which is particularly wonky in this game, plenty of players had a ''lot'' of trouble with that.
22nd May '17 9:54:07 PM ImperialMajestyXO
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** The level is actually about the right size to make the time limit a challenge but not unfair. What really tips the scales against you, however, is that the level introduces emerald shards located behind locked safes. The only way to unlock them is to become acquainted with a fairly complicated switch system.

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** The level is actually about the right size to make the time limit a challenge but not unfair. What really tips the scales against you, however, is that the level introduces emerald shards Chaos Emeralds located behind locked safes. The only way to unlock them is to become acquainted with a fairly complicated switch system.
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