History ThatOneLevel / SuperMarioBros

19th Apr '17 11:35:26 AM MegaMarioMan
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----
!!Fan games:
* ''VideoGame/BrutalMario'' has "Titanic", a Ghost House level with the reappearing Boos, combined with a ''very'' strict time limit, makes for one hell of a time.
* ''VideoGame/NewerSuperMarioBrosWii'' has a few.
** 2-7 (Windworn Dunes), for one, which brings back the [[ScrappyMechanic wind gimmick]] from [[GustyGlade 2-4]] of [[VideoGame/NewSuperMarioBrosWii the original game]].
** 8-2 (Jet Airship). {{Bottomless Pit}}s aplenty and ''really. Freaking. [[ScrappyMechanic Fast]]. [[AutoScrollingLevel Autoscrolling]]''.
** [[spoiler: 9-9 (Grey Mountains) pits you against both the Angry Sun and the Angry Moon. ''Simultaneously''.]]
* ''VideoGame/{{Something}} Series'':
** Boss Bass is the gimmick within Dat Bass and to make it worse, it is immune to fireballs. He's even found in the Switch Palace exit.
** Chateau du Vent. The wind tries pushing Mario to the left, which makes moving to the right much more difficult, especially with obstacles in the way.
** Hell Ship in the Sky is difficult because of the Homing Pidgit Bills. They're fired by the ship's cannons and they will always aim for Mario's position, no matter what. Later on, Spikitus start throwing them. Another one joins and makes things worse.
** Spikitu Castles 1+2 in Something Else are difficult because of the Spikitus. They are immune to Luigi's arsenal of tricks.
* ''Sui Mario''.
** Many of the levels have ice physics, but a big offender is Clavinet Plateau Fortress. Fireballs, Sawblades, Thwomps, and Magikoopas. Even the hint block at the start says it's a bullshit excuse that all the surfaces were waxed.
** For the Completionists; Bass Cave Ghost House takes the cake as the Alternate exit requires you to go to the end, get a P Switch after hitting 2 invisible blocks to show up for you to get said P Switch, all the while spin jumping on Boos to regain your footing, then taking said P Block all the way back to the start, also the floors are made of ice blocks, so the usual slipping BS too.
* ''VideoGame/SuperMarioStarRoad'' is one of the most ambitious, creative rom hacks of VideoGame/SuperMario64 ever created, but it's also one of the hardest due to some fiendish level design that assumes that you have mastered the controls and quirks of the game. There are many hard levels in it...
** ...but few of them reach the hair-pulling insanity that is ''[[BrutalBonusLevel The Hidden Palace]]'', which is pure PlatformHell. It will push your skills to their limits—you need well timed triple jumps, ''frame perfect'' wall kicks, risky jump dives, tiny platforms to navigate (including a very small platform that you have to triple jump off of), the works. A lot of it is set over a bottomless pit, so you have no room for error after the beginning. Oh yeah, and there's a Replica Star hidden directly above the main star on the roof of the top of the level, meaning you have to play through it ''twice'' to complete it!
** Gloomy Garden is an early example of how tough this hack can get. The whole level consists of narrow walkways over a dark BottomlessPit that enemies can easily knock you off of if you're not careful. Skelux himself has acknowledged this and said he would redesign it so that it was much more fair in the DS version.
** Mad Musical Mess is another particularly notorious level. It's also another level made of platforms floating over a bottomless pit and contains a lot of tricky jumps. It's also the first level to introduce the [[DemonicSpiders bee enemies]], which are hard to hit and can effortlessly knock you to your doom.
** Colossal Candy Clutter is another frustrating level as well. Star 5 in particular, because you need to make a few perfect pole jumps combined with wall kicks, along with a few perfect long jumps across very small platforms to complete it, and one slip up will either make you have to start over or will send you flying to your death.
** Bob-Omb Battle Factory. It demands precision platforming and has lots of spots where you can easily fall to your death and some tricky narrow platforms. It also throws in a KaizoTrap warp pipe that will throw you into a pool of instant-death gunk if you jump into it.
* ''S Mario''. This hellishly hard hack played by LetsPlay/{{raocow}} has a few awful levels best mentioned here for their obnoxiousness...
** World 3 castle makes [[http://www.youtube.com/watch?v=atBmOSBz0RU&t=8m50s a previous level's]] gimmick [[http://www.youtube.com/watch?v=k1dtBJ9J3EA even worse]]. No going left, no spin jumping (you die instantly if you try), with ice physics, with water physics (in places) and with such 'fun' obstacles as on/off switches and homing Bullet Bills.
-->'''Azentiger:''' ...NOOOOOO! ''No left!'' '''No Spin Jump!''' '''''ON ICY FLOOR!?''''' YOU! GOTTA BE! KIDDING ME!
** The final castle, which had the frustration of random wind physics. Imagine an already hard level. Now imagine every time you move or jump, you could be pushed left or right at random, and the direction changes every second or so without warning. Not an enjoyable experience.
* The final level in Japanese hack ''Luigi of Shadow''. What's worse than a Marathon Level that's ludicrously difficult? How about one which is also TheMaze? Yes really. The place is littered with doors, and they go to every single room in the place at what seems like random. Often a room you've been to and completed ten minutes ago, which means a lot of back tracking if you have no save states. Oh, and the game's actually trying to trick you into opening them, with some positioned at points where they look rather like what would normally be the door to the next area...
* Kaizo Mario 64 is a hack that, while not ''quite'' on par with the notoriously hard [[VideoGame/KaizoMarioWorld ROM hack it's named after]], has some levels that will tear every hair from your skull. The most notable is its take on Bowser in the Sky, if only because ''the entire level is invisible''!
* Super Mario 74 Extreme Edition is the sequel to Super Mario 74, the first complete Super Mario 64 hack not to be based on the levels from the original game. It's regarded as being even harder than Kaizo Mario 64. One particularly noteworthy pair of levels are Veneno-Sphere and Crudelo-Sphere, which are based on a pair of levels from the original hack, Luminum-Sphere and Ombru-Sphere (which were plenty difficult in their own right). Ombru-Sphere was an upside-down version of Luminum-Sphere; the Extreme Edition versions literally ''turn them on their side'' (and add in tons of lava, just in case the levels weren't already difficult enough). Extreme amounts of wall-jumping are needed to complete the stages, and to make things worse there are 14 red coins to collect in Veneno-Sphere and 20 in Crudelo-Sphere. This hack definitely lives up to its name.
5th Apr '17 12:00:16 PM Prinzenick
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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. The star is considerably easier to get in the game's DS remake, as you can simply have Hoot the Owl carry you to it.
* To single out a level which requires the Wing Cap, Wing Mario Over the Rainbow is one of the hardest levels in the game. The player has to collect eight Red Coins in the air. Solid ground is minimal, and due to the angles, it can be really difficult to gauge safe landing spots. The Wing Cap must be refreshed every so often to have enough time to collect all the coins. And that's not even mentioning the fact that if you fall off the stage (which does not actually cost you a life), you end up ''outside the castle'', and have to go all the way back up to the top to try again. The DS version takes some of the sting out of this - if you need to land, keep an eye on the lower screen and activate a Ground Pound when the Mario icon is directly over an island. Even this is not foolproof, though - the lower map gives no indication of height, so if you rely on it too heavily you may Ground Pound while ''under'' an island instead of ''over'' it - and if you are too high up when you Ground Pound, Mario will lose two or even four units of health.

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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.
* To single out a level which requires the Wing Cap, Wing "Wing Mario Over the Rainbow Rainbow" is one of the hardest levels in the game. The player has to collect eight Red Coins in the air. Solid ground is minimal, and due to the angles, it can be really difficult to gauge safe landing spots. The Wing Cap must be refreshed every so often to have enough time to collect all the coins. And that's not even mentioning the fact that if you fall off the stage (which does not actually cost you a life), you end up ''outside the castle'', and have to go all the way back up to the top to try again. The DS version takes some of the sting out of this - if you need to land, keep an eye on the lower screen and activate a Ground Pound when the Mario icon is directly over an island. Even this is not foolproof, though - the lower map gives no indication of height, so if you rely on it too heavily you may Ground Pound while ''under'' an island instead of ''over'' it - and if you are too high up when you Ground Pound, Mario will lose two or even four units of health.



* "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.

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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.
4th Apr '17 8:35:33 PM Prinzenick
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* ''VideoGame/SuperMarioStarRoad'' is one of the most ambitious, creative rom hacks of VideoGame/SuperMario64 ever created, but it's also one of the hardest due to some fiendish level design that assumes that you have mastered the controls and quirks of the game. There are many hard levels in it...
** ...but few of them reach the hair-pulling insanity that is ''[[BrutalBonusLevel The Hidden Palace]]'', which is pure PlatformHell. It will push your skills to their limits—you need well timed triple jumps, ''frame perfect'' wall kicks, risky jump dives, tiny platforms to navigate (including a very small platform that you have to triple jump off of), the works. A lot of it is set over a bottomless pit, so you have no room for error after the beginning. Oh yeah, and there's a Replica Star hidden directly above the main star on the roof of the top of the level, meaning you have to play through it ''twice'' to complete it!
** Gloomy Garden is an early example of how tough this hack can get. The whole level consists of narrow walkways over a dark BottomlessPit that enemies can easily knock you off of if you're not careful. Skelux himself has acknowledged this and said he would redesign it so that it was much more fair in the DS version.
** Mad Musical Mess is another particularly notorious level. It's also another level made of platforms floating over a bottomless pit and contains a lot of tricky jumps. It's also the first level to introduce the [[DemonicSpiders bee enemies]], which are hard to hit and can effortlessly knock you to your doom.
** Colossal Candy Clutter is another frustrating level as well. Star 5 in particular, because you need to make a few perfect pole jumps combined with wall kicks, along with a few perfect long jumps across very small platforms to complete it, and one slip up will either make you have to start over or will send you flying to your death.
** Bob-Omb Battle Factory. It demands precision platforming and has lots of spots where you can easily fall to your death and some tricky narrow platforms. It also throws in a KaizoTrap warp pipe that will throw you into a pool of instant-death gunk if you jump into it.
21st Mar '17 1:23:06 PM SuperEquality07
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* Any of the autoscrolling levels are often considered this by many.
** World 2-6, "Donuts and Eggs", is a long autoscroller that sometimes loops, and although there is checkpoints in the level, it is often considered the worst level in World 2.
** Most of World 3-1, "Up The Creek", is a standard level, but at the very end of the level autoscrolls up a waterfall against the player's own will. It's a short section in a large level, but can be frustrating if you don't know what you're doing.
** The very next level, World 3-2, "The Goonie Coast Isn't Clear", is quite often considered the worst stage in the entire game due to the fact that it scrolls the entire level. It's not the first section of the level that gets most, although it is a little frustrating ; it's the latter section that many consider to be [[PlatformHell frustrating as fuck]] because this section is ''several'' times as long as the first section in the level and also partially loops in the fourth ship, if you plan on getting all secrets and a 100% for the stage. It doesn't help that some players consider the level's music which can eventually be considered an annoying and empty tune that seems to be taunting the player. Obligatory, while getting through the level without dying is indeed possible, it's often inevitable that the player dies at least once while playing the level.
16th Mar '17 7:54:41 PM Spanks
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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]].

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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 are 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]].
5th Mar '17 3:15:24 PM gyorokpeter2
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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.

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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 over or under the first exit and then fly across a gap to the second exit that will allow you to progress. Guess how many There are only subtle clues you get to the existence of the second goal.



* Funky, the final Special World level, isn't as hard as Outrageous or Tubular, but it can throw people off with the 200 time limit on what is the longest single-room level in the entire game (32 screens, which is actually the longest a single sublevel in [=SMW=] can possibly be). Unless you get Yoshi (who is in a high hard-to-reach block) and eat the time-raising green berries, you will be rushing to get through this level and the hordes of enemies.

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* Funky, the final Special World level, isn't as hard as Outrageous or Tubular, but it can throw people off with the 200 time limit on what is the longest single-room level in the entire game (32 screens, which is actually the longest a single sublevel in [=SMW=] can possibly be). Unless you get Yoshi (who is in (from a high hard-to-reach block) block or carrying over from a previous level) and eat the time-raising green berries, you will be rushing to get through this level and the hordes of enemies.
21st Feb '17 5:51:41 PM CallingAlameda
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* 5-8, "Snifberg the Unfeeling's Castle": FrictionlessIce on every surface plus giant crushing rolling ice blocks ''everywhere'' (some of which come into the foreground and are difficult to judge their distance) plus hard-to-reach collectibles equals endless pain. At least the boss isn't too hard.
* 6-5, "Yoshi, the Terror of All Boos", is just plain obnoxious. The level is home to enemies called Frame Boos, which you have to turn solid by hitting them with yarn balls and then riding them to higher platforms. The problem is that like typical Boos, they cover their faces when you face them, meaning that to nail them you have to ricochet a yarn ball off the wall while facing away from them. It's tougher than it sounds because not only do you have to be accurate in calculating your angle and making your throw, you have to do this while one or more of them are chasing you, not to mention that they have to be in the correct location when they get hit so that they'll be in position to carry you where you need to go. On top of this, there are platforms that work the same way: hit them with a yarn ball to make them materialize, but you have to be facing away from them for it to count; plus, these platforms only last a few seconds, so you'd better be quick about your business once you've made them appear. The capper is one particularly annoying room where there are three rows of the darn things to deal with, with doors positioned over two of the spaces which you have to make your way toward in order to progress.
* 3-S, "Woollet Bill's Last Ride". Yes, it's an optional hidden unlockable level, and yes, Yoshi games have had some pretty nasty secret levels in the past (heck, one of them is even the ''page image'' for BrutalBonusLevel!), but even by the standards of secret levels, this level is bullcrap. Navigation of the level depends almost entirely on one enemy that's easy to accidentally kill, it's an AutoScrollingLevel (because [[SarcasmMode everyone loves those]]), and it requires [[TrialAndErrorGameplay foreknowledge of what is ahead]] and ''exceedingly'' careful timing not to get left behind and squashed by the scrolling. And '''[[FakeDifficulty of course]]''' it has [[CheckPointStarvation no checkpoints]].
* 4-S, "Naval Piranha 2: Now It's Personal!", is 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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* 5-8, "Snifberg 5-6: Up Shuttlethread Pass. In this stage, you're constantly shifting between the "front side" and "back side" of the level, not unlike the earlier level Duplicitous Delve. ''Unlike'' in the delve, you can't see between the two sides of the stage. The stage itself is ''heavily'' mazelike, and you'll have to flip between the two sides of the level constantly to progress. Since your perception of the whole stage is mirrored every time you flip sides, it's very easy to become disoriented. And since it's a vertical level, accidentally falling can undo ''loads'' of your progress as you must climb back up. The level can easily become a MarathonLevel if you try to sniff out every secret. Perhaps it's not for nothing that this level has [[https://www.youtube.com/watch?v=T-yoI2pFQRw the quietest and calmest music in the game.]]
* 5-8: Snifberg
the Unfeeling's Castle": FrictionlessIce on every surface plus giant crushing rolling Castle. Almost the entirety of the stage is covered in FrictionlessIce, and it's filled to the brim with ice blocks ''everywhere'' (some that slowly roll on an axis like the giant blocks in Shifting Sand Land. Expect countless deaths from getting pinched by one as it rolls over while you're trying to get out of which come its way. Then they become enormous and then they roll ''fast'' into the foreground and are in such a way it's difficult to judge their distance) plus hard-to-reach depth. The collectibles equals endless pain. aren't easy to reach, either. At least the boss isn't too hard.
that bad once you figure out his weakness.
* 6-5, "Yoshi, 6-5: Yoshi, the Terror of All Boos", Boos. This level is just plain obnoxious. The level is It's home to enemies called Frame Boos, which you have to turn solid by hitting them with yarn balls and then riding them to higher platforms. The problem is that like typical Boos, they cover their faces when you face them, meaning that to nail them you have to ricochet a yarn ball off the wall while facing away from them. It's tougher than it sounds because not only do you have to be accurate in calculating your angle and making your throw, you have to do this while one or more of them are chasing you, not to mention that they have to be in the correct location when they get hit so that they'll be in position to carry you where you need to go. On top of this, there are platforms that work the same way: hit them with a yarn ball to make them materialize, but you have to be facing away from them for it to count; plus, these platforms only last a few seconds, so you'd better be quick about your business once you've made them appear. The capper is one particularly annoying room where there are three rows of the darn things to deal with, with doors positioned over two of the spaces which you have to make your way toward in order to progress.
* 3-S, "Woollet 3-S: Woollet Bill's Last Ride". Yes, it's an optional hidden unlockable level, and yes, Yoshi games have had some pretty nasty secret levels in the past (heck, one of them is even the ''page image'' for BrutalBonusLevel!), but even by the standards of secret levels, this level is bullcrap. Navigation of the level depends almost entirely on one enemy that's easy to accidentally kill, it's Ride. It's an AutoScrollingLevel (because in the clouds, where a single Woollet Bill leaves a trail of clouds you must run alongside to reach the end, which moves very fast. In addition you have to watch out for endless hazards and keep a good supply of Yarn Balls to collect the 10 main collectables (5 flowers and 5 wonder wools) of the stage. Fall, get crushed, or accidentally kill the Woollet Bill? You're forced to die and start the entire level over, losing everything you grabbed in your previous run. And like the other secret levels, it has [[CheckpointStarvation no checkpoints]]. [[SarcasmMode everyone loves those]]), and it requires [[TrialAndErrorGameplay foreknowledge of what is ahead]] and ''exceedingly'' careful timing not to get left behind and squashed by the scrolling. And '''[[FakeDifficulty of course]]''' it has [[CheckPointStarvation no checkpoints]].
Good Luck]].
* 4-S, "Naval 4-S: Naval Piranha 2: Now It's Personal!", is 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.either.
* Star-S: Wonderful World of Wool. An AllTheWorldsAreAStage MarathonLevel with once again not a checkpoint in sight. While the secrets aren't too hard to find (and considering how gargantuan this stage is, you'll very likely want to scoop them all up in your first run), the massive number of Piranha Plants and other instant-kill hazards that infest the stage will make short work of you, even if you equip Double Yoshi or use a power-up patch to make yourself immune to bottomless pits or fire/lava. What's that, Piranha Plants killed you in the World 5 section? Back to the World 1 section!
20th Feb '17 3:15:02 PM CallingAlameda
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* 5-8 (Snifberg the Unfeeling's Castle): FrictionlessIce on every surface plus giant crushing rolling ice blocks ''everywhere'' (some of which come into the foreground and are difficult to judge their distance) plus hard-to-reach collectibles equals endless pain. At least the boss isn't too hard.
* 3-S, Woollet Bill's Last Ride. Yes, it's an optional hidden unlockable level, and yes, Yoshi games have had some pretty nasty secret levels in the past (heck, one of them is even the ''page image'' for BrutalBonusLevel!), but even by the standards of secret levels, this level is bullcrap. Navigation of the level depends almost entirely on one enemy that's easy to accidentally kill, it's an AutoScrollingLevel (because [[SarcasmMode everyone loves those]]), and it requires [[TrialAndErrorGameplay foreknowledge of what is ahead]] and ''exceedingly'' careful timing not to get left behind and squashed by the scrolling. And '''[[FakeDifficulty of course]]''' it has [[CheckPointStarvation no checkpoints]].
* 4-S, Naval Piranha 2: Now It's Personal! is 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.

to:

* 5-8 (Snifberg 5-8, "Snifberg the Unfeeling's Castle): Castle": FrictionlessIce on every surface plus giant crushing rolling ice blocks ''everywhere'' (some of which come into the foreground and are difficult to judge their distance) plus hard-to-reach collectibles equals endless pain. At least the boss isn't too hard.
* 6-5, "Yoshi, the Terror of All Boos", is just plain obnoxious. The level is home to enemies called Frame Boos, which you have to turn solid by hitting them with yarn balls and then riding them to higher platforms. The problem is that like typical Boos, they cover their faces when you face them, meaning that to nail them you have to ricochet a yarn ball off the wall while facing away from them. It's tougher than it sounds because not only do you have to be accurate in calculating your angle and making your throw, you have to do this while one or more of them are chasing you, not to mention that they have to be in the correct location when they get hit so that they'll be in position to carry you where you need to go. On top of this, there are platforms that work the same way: hit them with a yarn ball to make them materialize, but you have to be facing away from them for it to count; plus, these platforms only last a few seconds, so you'd better be quick about your business once you've made them appear. The capper is one particularly annoying room where there are three rows of the darn things to deal with, with doors positioned over two of the spaces which you have to make your way toward in order to progress.
* 3-S, Woollet "Woollet Bill's Last Ride.Ride". Yes, it's an optional hidden unlockable level, and yes, Yoshi games have had some pretty nasty secret levels in the past (heck, one of them is even the ''page image'' for BrutalBonusLevel!), but even by the standards of secret levels, this level is bullcrap. Navigation of the level depends almost entirely on one enemy that's easy to accidentally kill, it's an AutoScrollingLevel (because [[SarcasmMode everyone loves those]]), and it requires [[TrialAndErrorGameplay foreknowledge of what is ahead]] and ''exceedingly'' careful timing not to get left behind and squashed by the scrolling. And '''[[FakeDifficulty of course]]''' it has [[CheckPointStarvation no checkpoints]].
* 4-S, Naval "Naval Piranha 2: Now It's Personal! Personal!", is 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.
18th Feb '17 10:28:58 AM CallingAlameda
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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 absolutely has to be perfect, or Mario will miss and fly to his death.

to:

* 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 has to be perfect, or Mario will miss and fly to his death.death. The star is considerably easier to get in the game's DS remake, as you can simply have Hoot the Owl carry you to it.



* 4-S, Naval Piranha 2: Now It's Personal! is 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 collectables you have to try to grab while you're scrambling to stay alive (though the magnetic badge does help a bit with this particular task). Like the other secret levels in this game, there are [[CheckPointStarvation no checkpoints]], either.

to:

* 4-S, Naval Piranha 2: Now It's Personal! is 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 collectables collectibles you have to try to grab while you're scrambling to stay alive (though the (the magnetic badge does help helps a bit with this particular task).task, but it's still difficult). Like the other secret levels in this game, there are [[CheckPointStarvation no checkpoints]], either.
17th Feb '17 8:01:53 PM Prinzenick
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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 absolutely has to be perfect, or Mario will miss and fly to his death.
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