History ThatOneLevel / SuperMarioBros

19th Oct '17 9:52:46 PM Digivam143
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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 you have a Starman, toss it this way son. I got 99 lives...losing every one"one"]]
19th Oct '17 9:52:20 PM Digivam143
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[[caption-width-right:350:[[{{Unwinnable}} Yep. You're screwed.]]]]

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[[caption-width-right:350:[[{{Unwinnable}} Yep. You're screwed.]]]]
[[caption-width-right:350:"If you have a Starman, toss it this way son. I got 99 lives...losing every one"
12th Oct '17 8:22:14 PM MyFinalEdits
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* 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 the Cosmic Clone does little to mitigate the possibility that you'll have plenty of deaths anyways.

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* 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. timer]], no powerups, [[CheckPointStarvation No checkpoint]]? Triple check. no checkpoint]], {{Lava Pit}}s that make every jump a potential instant death? ''Quadruple check''. death, [[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''. easily, and [[BossBattle Dry Bowser still being in the level]]? '''CHECK'''.level]]. The lack of the Cosmic Clone does little to mitigate the possibility that you'll have plenty of deaths anyways.
4th Oct '17 7:46:09 PM 64SuperNintendo
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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, as you can simply have Hoot the Owl carry you to it.

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* Tall 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.
28th Sep '17 11:45:29 AM nintendofanboy77
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* 4-S: Naval Piranha 2: Now It's Personal! It's another optional unlockable level, and it ''more'' than follows the series's tradition of bonus levels being absolute pains in the rear. In this one, Naval Piranha is chasing you throughout the entire level, and getting hit by him is instant death. And he's ''fast'', making the whole level insanely hectic. You can hit him with a wool ball to make him back off for a moment, but he recovers extremely quickly, so it's not as much of a breather as you would prefer. And naturally, there are other enemies to deal with along the way, as well as natural hazards like spiky vines and other plants. And of course, since this is a Yoshi game, there's also all the collectibles you have to try to grab while you're scrambling to stay alive (the magnetic badge helps a bit with this particular task, but it's still difficult). Like the other secret levels in this game, there are [[CheckPointStarvation no checkpoints]], either.

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* 4-S: Naval Piranha 2: Now It's Personal! It's another optional unlockable level, and it ''more'' than follows the series's tradition of bonus levels being absolute pains in the rear. In this one, Naval Piranha is chasing you throughout the entire level, and getting hit by him her is instant death. And he's she's ''fast'', making the whole level insanely hectic. You can hit him her with a wool ball to make him her back off for a moment, but he she recovers extremely quickly, so it's not as much of a breather as you would prefer. And naturally, there are other enemies to deal with along the way, as well as natural hazards like spiky vines and other plants. And of course, since this is a Yoshi game, there's also all the collectibles you have to try to grab while you're scrambling to stay alive (the magnetic badge helps a bit with this particular task, but it's still difficult). Like the other secret levels in this game, there are [[CheckPointStarvation no checkpoints]], either.
15th Sep '17 10:15:30 PM 64SuperNintendo
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* World 2-2 and 8-2, not so much for being hard platforming-wise (they both become pretty easy once you've beaten them once), but for how difficult they are to figure out how to beat. 2-2 introduces the player to required invisible blocks needed to pass certain areas. Meanwhile, 8-2 abruptly ends with a pipe that warps you backwards until you figure out that you need to koopa-jump to hit a block containing a hidden vine, something that only leads to a coin bonus in other levels.

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* World 2-2 and 8-2, not so much for being hard platforming-wise (they both become pretty easy once you've beaten them once), but for how difficult they are to figure out how to beat. 2-2 introduces the player to required invisible blocks needed to pass certain areas. Meanwhile, 8-2 abruptly ends with a pipe that warps you backwards until you figure out that you need to koopa-jump Koopa-jump to hit a block containing a hidden vine, something that only leads to a coin bonus in other levels.



* 6-5. The only way out is to grab a koopa shell, fly up a narrow hole in the ceiling and throw it at the Nipper plants blocking the exit pipe. The worst part? The ground is cluttered with block-throwing Buster Beetles that you have to clear out first. There's a room that [[AntiFrustrationFeature provides a powerup every time you enter]] and respawns the koopas to prevent you from [[{{Unwinnable}} getting stuck with no leaf and/or koopas]], but it also respawns those beetles, naturally.

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* 6-5. The only way out is to grab a koopa Koopa shell, fly up a narrow hole in the ceiling and throw it at the Nipper plants blocking the exit pipe. The worst part? The ground is cluttered with block-throwing Buster Beetles that you have to clear out first. There's a room that [[AntiFrustrationFeature provides a powerup every time you enter]] and respawns the koopas Koopas to prevent you from [[{{Unwinnable}} getting stuck with no leaf and/or koopas]], Koopas]], but it also respawns those beetles, naturally.
30th Jul '17 5:04:09 PM MyFinalEdits
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** The level features three different versions of the Chomp enemy, and they're ''all'' nasty. In the first section, you have to dodge huge, fast-moving Chomps which jump up and down in place while trying to collect red coins by throwing eggs really high into the air. Doesn't sound so bad? Did we mention that the screen is AUTO-SCROLLING while you're trying to do this? Yeah, good luck with that. In the second section, you have to hover over gaps while even bigger Chomps are raining down on you from above. And if you can manage to get past that, there's the final section, where one of the "eats everything in its path" Chomps from the first game chases you, and he's much faster than the ones in the original game. If you're going for 100%, be sure not to miss the very inconveniently placed coins and flowers while you're scrambling for your life!

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** The level features three different versions of the Chomp enemy, and they're ''all'' nasty. In the first section, you have to dodge huge, fast-moving Chomps which jump up and down in place while trying to collect red coins by throwing eggs really high into the air. Doesn't sound so bad? Did we mention that the The screen is AUTO-SCROLLING while you're trying to do this? Yeah, good luck with that.this. In the second section, you have to hover over gaps while even bigger Chomps are raining down on you from above. And if you can manage to get past that, there's the final section, where one of the "eats everything in its path" Chomps from the first game chases you, and he's much faster than the ones in the original game. If you're going for 100%, be sure not to miss the very inconveniently placed coins and flowers while you're scrambling for your life!



* ''VideoGame/SuperMarioGalaxy2'' contains one incredibly difficult comet mission in the Rolling Coaster Galaxy: you have to collect purple coins while riding on an extremely hard to control ball, with no way to backtrack. Oh, and did we mention that you have to complete it in under '''two minutes?!''' Some of the coins are scattered about on the platforms in between slide sections, and if you aren't ultra-precise in rolling over them, you ''will'' either run out of time or be forced to leave them behind and possibly fall short of 100.

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* ''VideoGame/SuperMarioGalaxy2'' contains one incredibly difficult comet mission in the Rolling Coaster Galaxy: you have to collect purple coins while riding on an extremely hard to control ball, with no way to backtrack. Oh, and did we mention that And you have to complete it in under '''two minutes?!''' Some of the coins are scattered about on the platforms in between slide sections, and if you aren't ultra-precise in rolling over them, you ''will'' either run out of time or be forced to leave them behind and possibly fall short of 100.
29th Jul '17 11:36:03 PM Joseph315
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* [[FanNickname "Pachinko Game"]]. You have to retrieve eight Red Coins in a giant pachinko board (which, for those unfamiliar with the game, is essentially an upright pinball game with no flippers). However, you have extremely limited movement with FLUDD, and a good half of the coins are in really hard-to-reach locations. And should you happen to miss all the pockets and fall to the bottom of the board, you're immediately chucked out the bottom where you fall to your death. And should you happen to bring the Rocket Nozzle with you instead of the Hover Nozzle... good luck getting more than four coins. The worst part is that ''you ''can't go left''. Not past a certain point, anyways. Those two ball-returns on the left side of the board? You have to cheat your way into them, because once you hit the center section, you can't go back. And if you're on the left, you can only move right. And the plunger will always shoot you past the top-left cup. The only real solution is to wall-kick up the starting chute and hope you can get just high enough that you can hover over. And the stage is buggy: The pins seem to have random kinetic effects if Mario touches them, sometimes catapulting you across the pachinko machine in a random direction. Others seem to indicate the position of an invisible wall.

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* [[FanNickname "Pachinko Game"]]. You have to retrieve eight Red Coins in a giant pachinko board (which, for those unfamiliar with the game, is essentially an upright pinball game with no flippers). However, you have extremely limited movement with FLUDD, and a good half of the coins are in really hard-to-reach locations. And should you happen to miss all the pockets and fall to the bottom of the board, you're immediately chucked out the bottom where you fall to your death. And should you happen to bring the Rocket Nozzle with you instead of the Hover Nozzle... good luck getting more than four coins. The worst part is that ''you ''can't can't go left''. Not past a certain point, anyways. Those two ball-returns on the left side of the board? You have to cheat your way into them, because once you hit the center section, you can't go back. And if you're on the left, you can only move right. And the plunger will always shoot you past the top-left cup. The only real solution is to wall-kick up the starting chute and hope you can get just high enough that you can hover over. And the stage is buggy: The pins seem to have random kinetic effects if Mario touches them, sometimes catapulting you across the pachinko machine in a random direction. Others seem to indicate the position of an invisible wall.
8th Jun '17 10:17:38 AM 8BrickMario
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* While not as infuriating as Luigi's Purple Coins, Sling Pod Galaxy is ''evil''. Using the Wii-mote to launch Mario into small targets and time shots around obstacles made for controller breaking not-fun. And star bits in excess of 9,000 (not [[MemeticMutation joking]]) were earned, thanks to the developers always making sure there were enough of them to give you an extra life every time you died.

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* While not as infuriating as Luigi's Purple Coins, Sling Pod Galaxy is ''evil''. Using the Wii-mote to launch Mario into small targets and time shots around obstacles made for controller breaking not-fun.not-fun, because there's ''zero'' aiming allowance- if you don't aim right at the middle of the next pod, you'll fly off into space milimiters away. And star bits in excess of 9,000 (not [[MemeticMutation joking]]) were earned, thanks to the developers always making sure there were enough of them to give you an extra life every time you died.



* The Battlerock and Dreadnought purple coin missions are very similar -- in both missions, you have to travel on a moving platform and collect coins while dodging cannonballs and other obstacles, and in both cases, if you miss a coin, there's no way to go back and get it. It's a toss-up as to which of the two is more difficult. In Battlerock, you have to do insane jumps over super-huge electric fences as well as having to constantly switch between two sides of a moving platform (which, thanks to the weird physics, makes it much, ''much'' harder than it sounds). In Dreadnought, the platform you're on goes upwards, sideways, and then completely upside down as you're struggling to collect coins and dodge the cannonballs, which come at you even more relentlessly than the ones in Battlerock. To add to this, since this is 3D, you can easily miss the coins by forgetting that the platform also has depth.
* The Ghostly Galaxy purple coin mission. You have a whole ''one minute'' to collect 100 coins that are scattered in a bone pen. And there are meat bones everywhere to throw you off course. [[{{ThisIsGonnaSuck}} Good freakin' luck]].
* The Gusty Garden Galaxy purple coin mission. It's another "Get 100/150 coins within the time limit" mission, except you're on the puzzle cube of the first mission of that galaxy, and it can be confusing to get to an area you want to. And to add to it, you only have 2:30 to complete this mission. Thank god you don't have to collect them all, because one section is really painful; there is a part of the cube with purple coins on such thin ledges it's extremely easy to fall off, plus the camera goes wonky in that area. And finally, the clock will still tick even after the Star appears, and it's very confusing to get to the area it's found - made even harder because you'll probably only have like 45 seconds left on the clock.

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* The Battlerock and Dreadnought purple coin missions are very similar -- in both missions, you have to travel on a moving platform and collect coins while dodging cannonballs and other obstacles, and in both cases, if you miss a coin, there's no way to go back and get it. It's a toss-up as to which of the two is more difficult. In Battlerock, you have to do insane jumps over super-huge electric fences as well as having to constantly switch between two sides of a moving platform (which, thanks to the weird physics, makes it much, ''much'' harder than it sounds). In Dreadnought, the platform you're on goes upwards, sideways, and then completely upside down as you're struggling to collect coins and dodge the cannonballs, which come at you even more relentlessly than the ones in Battlerock. To add to this, since this is 3D, you can easily miss the coins by forgetting that the platform also has depth.
depth. Fortunately, if you take too much time collecting coins on one of the stationary platforms, another lift will come along.
* The Ghostly Galaxy purple coin mission. You have a whole ''one minute'' to collect 100 coins that are scattered in a bone pen. And there are bouncy pieces of meat bones everywhere to throw you off course. [[{{ThisIsGonnaSuck}} Good freakin' luck]].
* The Gusty Garden Galaxy purple coin mission. It's another "Get 100/150 coins within the time limit" mission, except you're on the puzzle cube of the first mission of that galaxy, and it can be confusing to get to an area you want to. And to add to it, you only have 2:30 to complete this mission. Thank god you don't have to collect them all, because one section is really painful; there is a part of the cube with purple coins on such thin ledges it's extremely easy to fall off, plus the camera goes wonky in that area. And finally, the clock will still tick even after the Star appears, and it's very confusing to get to the area it's found - made even harder because you'll probably only have like 45 seconds left on the clock.



** The Rolling Gizmo Galaxy, which forces you to cross very thin platforms, dodge Bob-Ombs, and ride moving platforms while rolling on a ball and crossing the void. It's practically a DeathCourse, which [[EverythingTryingToKillYou Everything Trying To Send You Over The Edge]]. Make no mistake -- you ''will'' die -- over and over!
** The Bubble Blast Galaxy. Why? [[ExactlyWhatItSaysOnTheTin You probably know]]. This is another level featuring that ''freaking'' bubble, and it's back in full force. There are electric fences everywhere, as well. The first objective is to collect five Star Chips within five different areas, all featuring you riding that bubble. And then after you collect them all, you'll be launched to an area where it's a race against Bullet Bills that ''home on to you''. You've also got those guns that shoot electric balls to worry about, too. Woe is you.
* The four Cosmic Comet missions are all pretty unforgiving; you race a clone of yourself to the star, which is harder than it sounds because the clone is faster than you, doesn't make mistakes, and in the case of Luigi's clone, takes shortcuts. The most difficult of all of them is Sea Slide Galaxy's "Underwater cosmic race", where there is simply no margin for error. No matter how many times you've beaten this game, this level still strikes fear.

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** The Rolling Gizmo Galaxy, which forces you to cross very thin platforms, dodge Bob-Ombs, and ride moving platforms while rolling on a ball and crossing the void. It's practically a DeathCourse, which [[EverythingTryingToKillYou Everything Trying To Send You Over The Edge]]. Make To add insult to injury, you're required to hop on a block that rotates around the platform to get to the final Star Ball blaster, which is an extra tricky bit of maneuveringMake no mistake -- you ''will'' die -- over and over!
** The Bubble Blast Galaxy. Why? [[ExactlyWhatItSaysOnTheTin You probably know]]. This is another level featuring that ''freaking'' bubble, and it's back in full force. There are electric fences everywhere, as well. The first objective is to collect five Star Chips within five different areas, all featuring you riding that bubble. And then after you collect them all, you'll be launched to an area where it's a race your extremely fragile bubble is forced to ''move as fast as possible'' against Bullet Bills that ''home on to you''. You've also got those guns that shoot electric balls to worry about, too. Woe is you.
* The four Cosmic Comet missions are all pretty unforgiving; you race a clone of yourself to the star, which is harder than it sounds because the clone is faster than you, doesn't make mistakes, and in the case of Luigi's clone, takes shortcuts. The most difficult of all of them is Sea Slide Galaxy's "Underwater cosmic race", Cosmic Race", where there is simply no margin for error. error- you absolutely ''need'' to get a shell before he does to have any hope of winning, and this requires a very precise long-jump into the water in both placement and timing. No matter how many times you've beaten this game, this level still strikes fear.fear.
* The Kamella Daredevil Run in Deep Dark Galaxy. The fight doesn't seem like it would be a huge pain, but this is the second-fight Kamella, who randomly teleports between each spell, making it extremely nerve-wracking and dangerous to fight her when she goes onto the deck, and the crow's nest section of the fight is almost a guaranteed HP eater, due to the multitude of fireballs from the boss and her Magikoopas, and the possibility of Kamella teleporting right into the middle of the platform when you least expect it. If you're really unlucky, one of her fireballs might hit you ''as you climb the pole up to the second half''. Much rage is to be had.
13th May '17 7:35:32 AM mario0987
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Added DiffLines:

* 8-5 has you riding on a moving platform controlled by tilting the wiimote. You have to do this while avoiding lava plumes and Bob-omb raining down and good luck getting all the Star Coins.
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