History ThatOneLevel / SuperMarioBros

17th Feb '18 4:00:36 PM DCorp123
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* Pretty much any level where you have a limited amount of bombs to blow up several walls. Running out of bombs and having the reload the section can get tedious really fast.


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** Case in point: Tiny-Huge Island, especially the tiny island.


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* World 8-Castle is one of the most difficult final levels in the entire series, but not because of enemies or tricky platforming. The entire level is a confusing, gravity-flipping maze that feels incredibly out of place in a Mario game where you are timed. The level is so long and confounding that Nintendo even extended the timer for this level alone, but you'd probably still be racing against the clock near the end of the castle.


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* Levels like Bouncing Down Cake Lane and Matter Splatter Galaxy will be absolute torture if you can't use the [[ScrappyMechanic spring mushroom.]]


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* 3-Castle is very difficult when you have to deal with the ice-covered snake blocks. It's even worse in multiplayer!


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* Slimy Spring Galaxy subjects you to large amounts of swimming without being able to get any air, which can be a huge pain when you juggle dodging dozens of enemies and trying not to drown.


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* 8-2 (Magma River Cruise) takes the annoying acid moat level from Wii, puts it in a lava world, and adds the most annoying enemies in the game. It's a good thing that you can skip this level, though.
14th Feb '18 7:11:09 PM pgj1997
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[[caption-width-right:350:"If you have a Starman, toss it this way son. I got 99 lives...losing every one"]]

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[[caption-width-right:350:"If [[caption-width-right:350:"[[Music/JayZ If you have a Starman, toss it this way son. I got 99 lives...lives and I'm losing every one"]]
one]]"]]
14th Feb '18 3:35:27 PM N8han11
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[[ThatOneLevel/SuperMarioBrosNonCanon Click here]] for fangame examples.



** [[spoiler: There's also a shortcut halfway through that's almost ''too'' easy to access. All you have to do is keep shaking the controller to get more air during the Glydon segment (which you can do infinitely) and jump into the painting on the wall at the other end. Not only does the painting lead to a relatively easy BreatherLevel that takes you right to the finish, but it also lets you [[EleventhHourSuperpower capture Bowser again]]!]]
14th Feb '18 3:34:04 PM BeeKirbysNewComputer
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* Finally, as in the last few games, Super Mario Odyssey has its own BrutalBonusLevel at the end. Named Culmina Crater and based on the Darker Side of the Moon, the level is a lengthy series of challenges based on all the Captures you've used throughout the game with absolutely [[CheckPointStarvation no checkpoints whatsoever]]. It's like Grandmaster Galaxy or Champion's Road all over again!

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* Finally, as in the last few games, Super Mario Odyssey has its own BrutalBonusLevel at the end. Named Culmina Crater and based on the Darker Side of the Moon, the level is a lengthy series of challenges based on all the Captures you've used throughout the game with absolutely [[CheckPointStarvation no checkpoints whatsoever]]. It's like Grandmaster Galaxy or Champion's Road all over again!again! Though this time they were at least merciful enough to grant you the occasional Heart.
** [[spoiler: There's also a shortcut halfway through that's almost ''too'' easy to access. All you have to do is keep shaking the controller to get more air during the Glydon segment (which you can do infinitely) and jump into the painting on the wall at the other end. Not only does the painting lead to a relatively easy BreatherLevel that takes you right to the finish, but it also lets you [[EleventhHourSuperpower capture Bowser again]]!]]
22nd Jan '18 4:36:03 AM Cryoclaste
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* The original ''SuperMarioBros'' had many gamers' first[[note]]If they don't consider 2-3 to be hard, or used the Warp Zone[[/note]] ThatOneLevel: World 4-1. You can't warp around it. And it presents Mario with his first encounter with [[DemonicSpiders Lakitu]], who is hard to kill, throws infinite enemies on you, and if you do kill him, he respawns ten seconds later. In an interview, Shigeru Miyamoto suggested that World 4 would have been the first world in ''Super Mario Bros.'' if they hadn't rearranged things late in the development. This is a truly scary thought.

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* The original ''SuperMarioBros'' ''VideoGame/SuperMarioBros1'' had many gamers' first[[note]]If they don't consider 2-3 to be hard, or used the Warp Zone[[/note]] ThatOneLevel: World 4-1. You can't warp around it. And it presents Mario with his first encounter with [[DemonicSpiders Lakitu]], who is hard to kill, throws infinite enemies on you, and if you do kill him, he respawns ten seconds later. In an interview, Shigeru Miyamoto suggested that World 4 would have been the first world in ''Super Mario Bros.'' if they hadn't rearranged things late in the development. This is a truly scary thought.
7th Jan '18 5:42:44 PM cookiefonster
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* "Wall Kicks Will Work/Mario's Super Wall Kick" is a brutally hard star to get, especially if it's in one of the Starter Levels (Cool Cool Mountain). You have to activate a cannon, which is in the middle of a chairlift section, which is easy to fall off. Afterwards, you must fire yourself onto a small island. If you fire too low or too high, you risk falling off. And learning to wall-jump can be a pain, especially if you accidentally land in a bottomless pit. Fortunately, there's a SequenceBreaking trick involving a Spindrift that allows you to bypass the cannon section. The DS version also makes it slightly easier by widening the platform to the star.

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* "Wall Kicks Will Work/Mario's Super Wall Kick" is a brutally hard star to get, especially if it's in one of the Starter Levels (Cool Cool Mountain).get. You have to activate a cannon, which is in the middle of a chairlift section, which is easy to fall off. Afterwards, you must fire yourself onto a small island. If you fire too low or too high, you risk falling off. And learning to wall-jump can be a pain, especially if you accidentally land in a bottomless pit. Fortunately, there's a SequenceBreaking trick involving a Spindrift that allows you to bypass the cannon section. The DS version also makes it slightly easier by widening the platform to the star.
31st Dec '17 5:20:47 PM WildKatGirl
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** Even that's not foolproof, though. The shine is through a grate, meaning you need to get off Yoshi to collect it. Mario always jumps a small distance when you get off Yoshi, and the platform with the shine is quite small, so it's entirely possible to get all the way to she shine and then fall off. Even if you melt the fat covering the shine before falling, you can't get back there without Yoshi because the platforms are too high to reach with the Hover Nozzle and too far away to reach with the Rocket Nozzle, meaning you effectively have to do the entire level again.

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** Even that's not foolproof, though. The shine is through a grate, meaning you need to get off Yoshi to collect it. Mario always jumps a small distance when you get off Yoshi, and the platform with the shine is quite small, so it's entirely possible to get all the way to she the shine and then fall off.off when getting off Yoshi. Even if you melt the fat covering the shine before falling, you can't get back there without Yoshi because the platforms are too high to reach with the Hover Nozzle and too far away to reach with the Rocket Nozzle, meaning you effectively have to do the entire level again.
31st Dec '17 5:17:20 PM WildKatGirl
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** Even that's not foolproof, though. The shine is through a grate, meaning you need to get off Yoshi to collect it. Mario always jumps a small distance when you get off Yoshi, and the platform with the shine is quite small, so it's entirely possible to get all the way to she shine and then fall off. Even if you melt the fat covering the shine before falling, you can't get back there without Yoshi because the platforms are too high to reach with the Hover Nozzle and too far away to reach with the Rocket Nozzle, meaning you effectively have to do the entire level again.
6th Dec '17 4:54:03 PM DecafGrub47393
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[[ThatOneLevel/SuperMarioBrosNonCanon Click here]] for fangame examples.
18th Nov '17 6:02:45 PM KingArgorok
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* World 4-4, the first of three maze castles. In the original version, there is no indication that you are taking an incorrect path other than seeing the same layouts again and again. Thankfully, the ''All-Stars'' remake and the ''Deluxe'' port put in audio cues to inform you if you're on the right or wrong path.

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* World 4-4, the first of three maze castles. In the original version, there is no indication that you are taking an incorrect path other than seeing the same layouts again and again. Thankfully, the ''All-Stars'' remake version and the ''Deluxe'' port put in audio cues to inform you if you're on the right or wrong path.



* The mini-fortress in World 8. [[OneOfTheseDoorsIsNotLikeTheOther So many doors...]] If that weren't enough, the boss is found through a door that is only accessible for a brief time by using a P-Switch. There is no indication of this, so first-timers will often time out. Even worse in the SNES remake, where the two sides of the fortress are the same colour. Many a player has saved a Jugem's Cloud for the whole game just to skip this level.

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* The mini-fortress in World 8. [[OneOfTheseDoorsIsNotLikeTheOther So many doors...]] If that weren't enough, the boss is found through a door that is only accessible for a brief time by using a P-Switch. There is no indication of this, so first-timers will often time out. Even worse in the SNES remake, version, where the two sides of the fortress are the same colour. Many a player has saved a Jugem's Cloud for the whole game just to skip this level.



** "Endless World of Yoshis/Crazy Maze Days" from the GBA remake. The first part isn't so bad, although it does have fast auto scrolling. However, the maze part is worse. Not only is there a long shaft filled with instant death spikes you have to dodge with split second timing (entirely blind), but to get 100% completion, you need to beat this section THREE TIMES. There's just one midway ring after it, meaning that if you mess up before the cave (and given the confusing layout of the place, you probably will), you'll have to do a significant amount of the level over. After that, there's a cave with some rather mean tricks as well as a replica of the intro with Kamek attacking Yoshi throughout. It's also a MarathonLevel. And the last flower is literally right before the goal, so if you forget about it/run out, you're playing the whole thing over.

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** "Endless World of Yoshis/Crazy Maze Days" from the GBA remake.port. The first part isn't so bad, although it does have fast auto scrolling. However, the maze part is worse. Not only is there a long shaft filled with instant death spikes you have to dodge with split second timing (entirely blind), but to get 100% completion, you need to beat this section THREE TIMES. There's just one midway ring after it, meaning that if you mess up before the cave (and given the confusing layout of the place, you probably will), you'll have to do a significant amount of the level over. After that, there's a cave with some rather mean tricks as well as a replica of the intro with Kamek attacking Yoshi throughout. It's also a MarathonLevel. And the last flower is literally right before the goal, so if you forget about it/run out, you're playing the whole thing over.



* Tall, Tall Mountain is mostly a cakewalk and even the trickier platforming segments and the monkey star are more irritating than truly hard, but the hardest star to get on it is Blast to the Lonely Mushroom due to the trial and error involved in it. You have to use a cannon to reach a very far off star floating above a giant mushroom on the outskirts of the level. Your aim has to be absolutely perfect, or Mario will miss and fly to his death. However, there are two SequenceBreaking tricks you can exploit that make it a lot easier--you can use a Fly Guy to simply spin over to the Mushroom, or Long Jump to the mushroom from a ledge near the rolling log. The star is also considerably easier to get in the game's DS remake, as you can simply have Hoot the Owl carry you to it.

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* Tall, Tall Mountain is mostly a cakewalk and even the trickier platforming segments and the monkey star are more irritating than truly hard, but the hardest star to get on it is Blast to the Lonely Mushroom due to the trial and error involved in it. You have to use a cannon to reach a very far off star floating above a giant mushroom on the outskirts of the level. Your aim has to be absolutely perfect, or Mario will miss and fly to his death. However, there are two SequenceBreaking tricks you can exploit that make it a lot easier--you can use a Fly Guy to simply spin over to the Mushroom, or Long Jump to the mushroom from a ledge near the rolling log. The star is also considerably easier to get in the game's DS remake, version, as you can simply have Hoot the Owl carry you to it.
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