History ThatOneLevel / SuperMarioBros

4th Jan '17 5:47:07 AM malter
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** The Second Fortress in World 7. Have fun having to constantly time jumps on pipes, which of course are inhabited by Piranha Plants and Venus Fire Traps. The pipes make for tiny platforms, giving you a hectic time to juggle between between timing jumps and avoiding shots from the Fire Traps, and waiting for the Piranha Plants to retreat. The level also throws a tricky jump involving a Thwomp, and to make matters worse, the stage throws Boos at you to give you even more obstacles and distractions to manage.

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** The Second Fortress in World 7. Have fun having to constantly time jumps on pipes, which of course are inhabited by Piranha Plants and Venus Fire Traps. The pipes make for tiny platforms, giving you a hectic time to juggle between between timing jumps and avoiding shots from the Fire Traps, and waiting for the Piranha Plants to retreat. The level also throws a tricky jump involving a Thwomp, and to make matters worse, the stage throws Boos at you to give you even more obstacles and distractions to manage. This is the level you've been [[TooAwesomeToUse saving up those Hammer Bro suits for]].
9th Dec '16 8:50:25 AM KingBowser9001
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* Dark Bloo Inn. The level has you finding six ghost toads and helping them by doing fetch quests. The problem is that one of the toads can only be found in a specific time frame, the toads are invisible and can only be found by painting them and it is slightly difficult to tell where they are (you have to look for something moving on it's own) and some of the fetch quests are annoying. Finally, the level is actually a TimedMission and will [[GroundhogDayLoop reset it you take too long]] and [[GuideDangIt the game does not tell you this until after the loop occurs once.]]

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* Dark Bloo Inn.Inn, although to a lesser extent than the following ones. The level has you finding six ghost toads and helping them by doing fetch quests. The problem is that one of the toads can only be found in a specific time frame, the toads are invisible and can only be found by painting them and it is slightly difficult to tell where they are (you have to look for something moving on it's own) and some of the fetch quests are annoying. Finally, the level is actually a TimedMission and will [[GroundhogDayLoop reset it you take too long]] and [[GuideDangIt the game does not tell you this until after the loop occurs once.]]



* Violet Passage. Featuring an UnexpectedGameplayChange where you take control of a ship and complete a series of tasks that require precise timing with controls that make this harder than it should be. Additionally, your hints for what to do use nautical terms and are a little vague at times. Thankfully, there is a MercyMode if you fail too many times.

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* Violet Passage.Passage, probably the most irritating of the three. Featuring an UnexpectedGameplayChange where you take control of a ship and complete a series of tasks that require precise timing with controls that make this harder than it should be. Additionally, your hints for what to do use nautical terms and are a little vague at times. Thankfully, there is a MercyMode if you fail too many times.
4th Dec '16 1:10:02 PM mario0987
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* Dark Bloo Inn. The level has you finding six ghost toads and helping them by doing fetch quests. The problem is that one of the toads can only be found in a specific time frame, the toads are invisible and can only be found by painting them and it is slightly difficult to tell where they are (you have to look for something moving on it's own) and it is a little difficult to tell what you have to do with some of the fetch quests. Finally, the level is actually a TimedMission and will [[GroundhogDayLoop reset it you take too long]] and [[GuideDangIt the game does not tell you this until after the loop occurs once.]]

to:

* Dark Bloo Inn. The level has you finding six ghost toads and helping them by doing fetch quests. The problem is that one of the toads can only be found in a specific time frame, the toads are invisible and can only be found by painting them and it is slightly difficult to tell where they are (you have to look for something moving on it's own) and it is a little difficult to tell what you have to do with some of the fetch quests.quests are annoying. Finally, the level is actually a TimedMission and will [[GroundhogDayLoop reset it you take too long]] and [[GuideDangIt the game does not tell you this until after the loop occurs once.]]
4th Dec '16 1:08:36 PM mario0987
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Added DiffLines:

[[folder:Paper Mario: Color Splash]]
* Dark Bloo Inn. The level has you finding six ghost toads and helping them by doing fetch quests. The problem is that one of the toads can only be found in a specific time frame, the toads are invisible and can only be found by painting them and it is slightly difficult to tell where they are (you have to look for something moving on it's own) and it is a little difficult to tell what you have to do with some of the fetch quests. Finally, the level is actually a TimedMission and will [[GroundhogDayLoop reset it you take too long]] and [[GuideDangIt the game does not tell you this until after the loop occurs once.]]
* Colbalt Base revolves around a memory game. Completing it normally is not too difficult but in order to get the Thing that is in the level (which is required to defeat Wendy) you have to complete the whole thing flawlessly. Hope you have a good memory and you also need to have the right cards to answer the questions. These are given to you by a friendly blue Sniffit at the start of the level but he is easy to miss and will not give you the cards if you do not have space for 30 cards.
* Violet Passage. Featuring an UnexpectedGameplayChange where you take control of a ship and complete a series of tasks that require precise timing with controls that make this harder than it should be. Additionally, your hints for what to do use nautical terms and are a little vague at times. Thankfully, there is a MercyMode if you fail too many times.
[[/folder]]
25th Nov '16 9:11:49 AM KingBowser9001
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* The entirety of Chapter 4 can be very annoying, due to being a SpaceZone chapter that uses UnexpectedShmupLevel in both 4-1 and 4-3. 4-1 is also TheMaze, and all the rooms look very similar to each other, and 4-3 is nothing but a fetch quest that deprives you of your ability to attack until you complete it. While 4-2 doesn't use either of those elements, it's still annoying for being a long, space physics platforming level that forces you to go all the way to the end to get a required item, then backtrack ''all the way back to the beginning'' just to proceed. It says something when 4-4, a GravityScrew TheMaze level is probably the least annoying level in the Chapter.

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* The entirety of Chapter 4 can be very annoying, due to being a SpaceZone chapter that uses UnexpectedShmupLevel in both 4-1 and 4-3. 4-1 is also TheMaze, and all the rooms look very similar almost identical to each other, and other. On the other hand, 4-3 is nothing but a pointless fetch quest that deprives you of your ability to attack until you complete it. While 4-2 doesn't use either of those elements, it's still annoying for being annoying, as it is a long, long level with space physics platforming level that forces physics. And once you to go all the way to reach the end to get a required key item, then you're forced to backtrack ''all the way back to the beginning'' just to proceed. It says something when To put the annoyance into perspective, 4-4, a GravityScrew TheMaze level MarathonLevel, is probably the least annoying level in the Chapter.Chapter. As a bonus, your guide through the chapter is a {{Jerkass}} who treats your characters like dirt, only adding to the annoyance.
25th Nov '16 9:07:17 AM KingBowser9001
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* S7-Castle. It is INSANELY hard, frustrating, and the absolute farthest thing from "fun" or "enjoyable", being the first level to have both a 30-second time limit AND a Cosmic Clone (and a giant one to boot). If that isn't already enough to start [[GoMadFromTheRevelation giving you nightmares]], knowing that you actually have to let the clone go ahead of you to smash through pillars (and then jump and go ''under'' it when it jumps!) might. And the less said about the star coins, the better.

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* S7-Castle. It is INSANELY hard, frustrating, and the absolute farthest thing from "fun" or "enjoyable", being the first level to have both a 30-second time limit AND a Cosmic Clone (and ([[GotBigger and a giant one to boot).boot]]). If that isn't already enough to start [[GoMadFromTheRevelation giving you nightmares]], knowing that you actually have to let the clone go ahead of you to smash through pillars (and then jump and go ''under'' it when it jumps!) might. And the less said about the star coins, the better.



* S8-3. It's a rehash of 5-Castle. 5-Castle wasn't so bad, huh? Well, [[ScrappyLevel S8-3]] is. You start out with only 30 seconds on the clock, and you can't stop or turn around because a [[IGotBigger Giant]] Cosmic Mario is chasing you. And the star coins (and time bonuses, to a lesser extent) are VERY inconveniently placed, more enemies are added, and all item blocks are no more. [[RageQuit You're gonna cry.]]
* S8-Castle has everything a level could have to make you wanna murder the creators of the game. Let's see... [[TimedMission 30-second timer]]? Check. no Powerups? Double check. [[CheckPointStarvation no checkpoint]]? Triple check. {{Lava Pit}}s that make every jump a potential instant death? ''Quadruple check''. [[DemonicSpiders Hammer Bros. who somehow know to throw hammers over each others' heads]] so you can't beat them without being hurt easily? ''Quintuple check''. [[BossBattle Dry Bowser still being in the level]]? '''CHECK'''. The lack of shadow Mario does little to mitigate the possibility that you'll have plenty of deaths anyways.

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* S8-3. It's a rehash of 5-Castle. 5-Castle wasn't so bad, huh? Well, [[ScrappyLevel S8-3]] is. You start out with only 30 seconds on the clock, and you can't stop or turn around because a [[IGotBigger Giant]] Cosmic Mario Clone is chasing you. And the star coins (and time bonuses, to a lesser extent) are VERY inconveniently placed, more enemies are added, and all item blocks are no more. [[RageQuit You're gonna cry.]]
* S8-Castle has everything a level could have to make you wanna murder the creators of the game. Let's see... [[TimedMission 30-second timer]]? Check. no Powerups? No powerups? Double check. [[CheckPointStarvation no No checkpoint]]? Triple check. {{Lava Pit}}s that make every jump a potential instant death? ''Quadruple check''. [[DemonicSpiders Hammer Bros. who somehow know to throw hammers over each others' heads]] so you can't beat them without being hurt easily? ''Quintuple check''. [[BossBattle Dry Bowser still being in the level]]? '''CHECK'''. The lack of shadow Mario the Cosmic Clone does little to mitigate the possibility that you'll have plenty of deaths anyways.
19th Nov '16 2:30:33 PM TheRoguePenguin
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* Soda Lake is an underwater level that features Torpedo Ted, a type of enemy that is (thankfully) only seen in this stage. There are several spots that spawn them, they're quite fast (much faster than a swimming Mario, at any rate), there's almost no room to dodge them, and some spots ''require'' you to swim right through where they spawn. Those spots often require the utmost perfect timing to get through without taking a hit. And to even unlock this level, you have to reach the Cheese Bridge secret exit: It's a [[KaizoTrap Kaizo]] ''exit'', and you have to fly ''[[GuideDangIt under]]'' [[GuideDangIt the normal exit]], or float under it with Yoshi and jump off him, sacrificing the poor creature.

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* Soda Lake is an underwater level that features Torpedo Ted, a type of enemy that is (thankfully) only seen in this stage. Torpedo Ted is a giant Bullet Bill that's invincible and underwater. There are several spots that spawn them, they're quite fast (much faster than a swimming Mario, at any rate), there's almost no room to dodge them, and some spots ''require'' you to swim right through where they spawn. Those spots often require the utmost perfect timing to get through without taking a hit. And to even unlock this level, you have to reach the Cheese Bridge secret exit: It's a [[KaizoTrap Kaizo]] ''exit'', and you have to fly ''[[GuideDangIt under]]'' [[GuideDangIt the normal exit]], or float under it with Yoshi and jump off him, sacrificing the poor creature.



** Tiny-Huge Island has by far the largest number of coins out of any level in the game (191. For perspective on that, the second-highest coin count is 154, in a game where every course must have at least 100). In a world completely infested with bottomless pits. Plus, there are two additional coins that are impossible to obtain by normal means, [[http://kotaku.com/the-super-mario-64-coin-that-took-18-years-to-collect-1617679248 one of which took 18 years to be reached, and only by a glitch.]]

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** Tiny-Huge Island has by far the largest number of coins out of any level in the game (191. game: 191. For perspective on that, the second-highest coin count is 154, in a game where every course must have at least 100).100. In a world completely infested with bottomless pits. Plus, there are two additional coins that are impossible to obtain by normal means, [[http://kotaku.com/the-super-mario-64-coin-that-took-18-years-to-collect-1617679248 one of which took 18 years to be reached, and only by a glitch.]]



** The Manta Ray's Reward: You have to trail behind a manta ray and [[PassThroughTheRings swim through the rings]] that he releases as he moves through the water. To get the star, you have to swim through five consecutive rings, which due to your inability to turn on a dime while in the water, and the fact that they vanish after a couple of seconds and if you miss just one you have to start over, is really amazingly fricking frustrating.

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** The Manta Ray's Reward: You have to trail behind a manta ray and [[PassThroughTheRings swim through the rings]] that he releases as he moves through the water. To get the star, you have to swim through five consecutive rings, which due to your inability to turn on a dime while in the water, and the fact that they vanish after a couple of seconds and if you miss just one you have to start over, is really amazingly fricking frustrating.frustrating for something that sounds really simple.
8th Nov '16 11:35:20 PM Jdb1984
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* Chocolate Island 3. The level itself isn't that bad, but the first exit (the one you'll probably use first) will just lead you in a circle that puts you right back on the level. You need to fly up past the first exit and then fly across a gap to the second exit that will allow you to progress. Guess how many clues you get to the existence of the second goal.
26th Oct '16 11:08:12 PM SheldonDinkleburg
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** Tiny-Huge Island has by far the largest number of coins out of any level in the game (191. For perspective on that, the second-highest coin count is 154, in a game where every course must have at least 100). In a world completely infested with bottomless pits.

to:

** Tiny-Huge Island has by far the largest number of coins out of any level in the game (191. For perspective on that, the second-highest coin count is 154, in a game where every course must have at least 100). In a world completely infested with bottomless pits. Plus, there are two additional coins that are impossible to obtain by normal means, [[http://kotaku.com/the-super-mario-64-coin-that-took-18-years-to-collect-1617679248 one of which took 18 years to be reached, and only by a glitch.]]
24th Oct '16 3:55:16 PM nombretomado
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* If you don't just hop on GameFAQs, Chapter 2-3 is the ultimate in Scrappy levels. To wit - you have to play out extremely long, unbearably boring minigames to run up 1,000,000 Rubees to pay for a vase. Even though you really only need about 10,000 (the rest can be found once you've got that), it takes forever and a year just to get that much, and if a player does not talk to people much, then it is theoretically possible to go for the full million. Thankfully, every bit of that minigame work can be skipped over if you just hop on the Internet and figure out how to get the hidden stash of them without worrying about paying [=NPCs=] to tell you.

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* If you don't just hop on GameFAQs, Website/GameFAQs, Chapter 2-3 is the ultimate in Scrappy levels. To wit - you have to play out extremely long, unbearably boring minigames to run up 1,000,000 Rubees to pay for a vase. Even though you really only need about 10,000 (the rest can be found once you've got that), it takes forever and a year just to get that much, and if a player does not talk to people much, then it is theoretically possible to go for the full million. Thankfully, every bit of that minigame work can be skipped over if you just hop on the Internet and figure out how to get the hidden stash of them without worrying about paying [=NPCs=] to tell you.
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