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** Baby Mario's route has you outrunning a giant Tap-Tap across small platforms. You have to keep running in order to avoid being hit, and your jumps have to be precise so that you hit all the collectibles as well as avoiding falling to your death. It's the most hectic route, but also the shortest, and isn't so bad if you can make your VideoGame/SonicTheHedgehog instincts kick in.
** Baby Wario's route depends on puzzle-solving ability rather than platforming skills. It's confusing, long, and tedious. There isn't much in the way of stuff that's likely to kill you, but you can easily ruin your chances of HundredPercentCompletion if you're not really careful how you progress through the level.

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** Baby Mario's route has you outrunning a giant Tap-Tap across small platforms. You have to keep running in order to avoid being hit, and your jumps have to be precise so that you hit all the collectibles as well as avoiding falling to your death. It's the most hectic route, but also the shortest, and isn't so bad if you can make your VideoGame/SonicTheHedgehog '' Franchise/SonicTheHedgehog'' instincts kick in.
** Baby Wario's route depends on puzzle-solving ability rather than platforming skills. It's confusing, long, and tedious. There isn't much in the way of stuff that's likely to kill you, but you can easily ruin your chances of HundredPercentCompletion if you're not really you aren't ''really'' careful in how you progress through the level.



** Baby Bowser's route has you crossing a bunch of tiny ice platforms, in some places bouncing off Koopas to progress, all while being constantly besieged with [[GoddamnedBats Gusties]] coming at you from all directions. They're usually right on top of you before you see them, giving you very little chance to attack or dodge them.
** Finally, Baby Donkey Kong's route is probably the most difficult of them all. It involves a lot of swinging on ropes while dodging Firebars over a bunch of, you guessed it, instant-death spikes. If you're going for HundredPercentCompletion, there are two flowers in this section that are a real pain to collect. One of them forces you to throw an egg up a vertical shaft while swinging on a rope; the hard part is lining up and making your throw without letting the rope's momentum swing you into the spikes. The other is surrounded by spikes in the middle of a zip-lining section. If you don't know it's coming, you probably won't have time to grab it by the time you notice it. Even if you do know it's coming, it's very difficult to grab; you have to slide toward the bottom of the rope (otherwise you won't be in range to hit the flower with an egg), nail the flower with an egg, then ''very quickly'' climb back up the rope so that you won't hit the next set of spikes.

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** Baby Bowser's route has you crossing a bunch of tiny ice platforms, in some places bouncing off Koopas to progress, all while being constantly besieged with [[GoddamnedBats Gusties]] coming at you from all directions. They're usually right on top of you before you see them, giving you very little chance to attack or even just dodge them.
** Finally, Baby Donkey Kong's route is probably the most difficult of them all. It involves a lot of swinging on ropes while dodging Firebars over a bunch of, you guessed it, instant-death spikes. If you're going for HundredPercentCompletion, there are two flowers in this section that are a real pain to collect. One of them forces you to throw an egg up a vertical shaft while swinging on a rope; the hard part is lining up and making your throw without letting the rope's momentum swing you into the spikes. The other is surrounded by spikes in the middle of a zip-lining section. If you don't know it's coming, you probably won't have time to grab it by the time you notice it. Even if you do know it's coming, it's very difficult to grab; you have to slide toward the bottom of the rope (otherwise — otherwise, you won't be in range to hit the flower with an egg), egg — nail the flower with an egg, then ''very quickly'' climb back up the rope so that you won't hit the next set of spikes.
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Grammatical correction.


* Dark Bloo 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. It will [[GroundhogDayLoop reset if 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, 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 its own) and some of the fetch quests are annoying. Finally, the level is actually a TimedMission. It will [[GroundhogDayLoop reset if you take too long]] and [[GuideDangIt the game does not tell you this until after the loop occurs once.]]
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* Either as a coincidence or a FourIsDeath kind of thing, 8-4 is also pretty unbelievable. BlackOutBasement... ''underwater''.

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* Either as a coincidence or a FourIsDeath kind of thing, 8-4 is also pretty unbelievable. BlackOutBasement... ''underwater''. [[CheckpointStarvation Without any checkpoints.]]
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* Some of the Level 2 Badge stages are nastier than others - they only escape being BrutalBonusLevel by virtue of the Special World existing:
** Invisibility 2 has a lot of precision jumping while, well, invisible.
** Wall Kick Jump 2 is a nightmare of accurately-timed jumps ending with having to wall-kick up some rotating platforms. The single mercy is that there are no bottomless pits on the stage.
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* The entirety of world 8 can fall into this. A monochromatic maze where every door is the same, and going into the wrong one is punished by an enemy. Even then, 8-4 stands out: You only have access to Mario, so kiss Bowser's OP fire blast goodbye. Half of the maze is a never-ending 3D loop of doors. Running out of 3D deals damage to you, so you're punished by taking damage. At least the very last boss is not too hard.

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* The entirety of world 8 can fall into this. A monochromatic maze where every door is the same, and going into the wrong one is punished by an enemy. 8-3 also follows possibly the hardest boss in the game, with no mushroom blocks at the start of the stage to recover from that fight, and one room has you jumping across platforms while dodging magic balls thrown by Dimentio clones. Even then, 8-4 stands out: You only have access to Mario, so kiss Bowser's OP fire blast goodbye. Half of the maze is a never-ending 3D loop of doors. Running out of 3D deals damage to you, so you're punished by taking damage. At least the very last boss is not too hard.
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* The World 2 castle. Despite being pretty early into the game this is [[DifficultySpike 4-star difficulty]], and unlike previous 4-star levels, you ''have'' to complete this level. As you rush through this long castle, enemies appear, which you are likely to eventually run right into as they appear, losing your powerups and eventually dying. (If you are playing as anyone other than Yoshi or Nabbit)

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* The World 2 castle. Despite being pretty early into Fluff-Puff Peaks Palace can be a bit of a DifficultySpike for first-time players. This is the game this is [[DifficultySpike first 4-star difficulty]], and unlike previous 4-star levels, difficulty level that you ''have'' to complete this level. As (though two more came before, they are optional). Fireballs and skeletal Piranha Plants constantly appear out of thin air, which will kill you if you try to rush through this long castle, enemies appear, which as fast as you are likely to eventually run right into as they appear, losing your powerups can. With a bit of practice and eventually dying. (If you are playing going slower it's not nearly as anyone tough as many other than Yoshi or Nabbit)entries from other games, but for comparison, most of the following world's stages (including its own 4-star difficulty level) are much easier.
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I couldn't beat this level, it made me give up on the game.

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[[folder:''Super Mario Bros. Wonder'']]
* The World 2 castle. Despite being pretty early into the game this is [[DifficultySpike 4-star difficulty]], and unlike previous 4-star levels, you ''have'' to complete this level. As you rush through this long castle, enemies appear, which you are likely to eventually run right into as they appear, losing your powerups and eventually dying. (If you are playing as anyone other than Yoshi or Nabbit)
[[/folder]]
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* 7-3 isn't any better. It's even longer than 7-2, it's ''very'' jump-centric, and the entire level revolves around finding the right apple to [[spoiler:free Peach from a sleeping curse]]. Luckily, the GuideDangIt can be mitigated by hopping on the Internet to find out which apple it is. Also, it's vertical. Don't forget that.

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* 7-3 isn't any better. It's even longer than 7-2, it's ''very'' jump-centric, and the entire level revolves around finding the right apple to [[spoiler:free Peach from a sleeping curse]].curse]], but it doesn't stop there. If you don't have ''another'' right apple to enlarge Cirrus the Cloud in getting you to the end, you'll have to '''backtrack the entire thing again'''. Luckily, the GuideDangIt can be mitigated by hopping on the Internet to find out which apple it is. Also, it's vertical. Don't forget that.
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* World Flower-3 (Piranha Creeper Creek After Dark). The original Piranha Creeper Creek isn't too bad, but this level is an absolute '''nightmare''' when trying to collect the Green Stars, especially the second one. A combination of Piranha Creepers, spinning and moving platforms, an abondance of Parabones and instant-kill poison make this very tough indeed, especially as all the stars require the Fire Flower. You'll be losing a lot of lives getting them all.

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** Peach's Castle-1 (Meteor Moat). The level in and of itself isn't that bad, until you get past the checkpoint. After that, you start getting bombarded by the meteors, while at the same time dealing with rising tides of lava and a crap load of Dry Beetles. It gets worse if you're going for the star coins, especially the third. But if you're trying to get at the secret exit, good luck not raging.

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** Peach's Castle-1 (Meteor Moat). The level in and of itself isn't that bad, until you get past the checkpoint. After that, you start getting bombarded by the meteors, while at the same time dealing with rising tides of lava and a crap load of Dry Bony Beetles. It gets worse if you're going for the star coins, especially the third. But if you're trying to get at the secret exit, good luck not raging.



* 5-6 (Cakewalk Flip) isn't so hard if you're just playing through. If you're going for the collectibles (''especially'' the Stamp and third Green Star), on the other hand... the Ring Burners in conjunction with flipping platforms can cause lots of hassle... and that's with one player. Any more than one player, and the level becomes unmitigated chaos, with the platforms flipping every time ''anybody'' jumps, making it a much smarter strategy to just have one person play the level while the other participants stay in bubbles.
* 6-Tank (Bowser's Bob-omb Brigade). You will ''need'' to know where to throw bombs and how to do it quickly if you want most of the items here.

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* World 5-6 (Cakewalk Flip) isn't so hard if you're just playing through. If you're going for the collectibles (''especially'' the Stamp and third Green Star), on the other hand... the Ring Burners in conjunction with flipping platforms can cause lots of hassle... and that's with one player. Any more than one player, and the level becomes unmitigated chaos, with the platforms flipping every time ''anybody'' jumps, making it a much smarter strategy to just have one person play the level while the other participants stay in bubbles.
* World 6-Tank (Bowser's Bob-omb Brigade). You will ''need'' to know where to throw bombs and how to do it quickly if you want most of the items here.



* Bowser-7 (Grumblump Inferno). This is the second-to-last regular level in the main game, and [[DifficultySpike it lives up to the position]]. The gimmick of the level is the Grumblumps, large rectangular blocks in [[LethalLavaLand lava]] that tumble end over end and force you to keep running to the next side. They tumble rather quickly, and you must be pretty careful with your positioning and timing when running; too far forward or back, and [[OneHitKill say hello to the lava]]. The blocks are bad enough, but some of them are rectangular, so the distance you need to move isn't always the same. They don't just move in straight lines, but also go along twisty paths that make frequent 90-degree turns. [[SerialEscalation And only adding to the headache]], you will have to do all this ''while'' dodging Hammer Bros and Fire Piranha Plants in some places. Then there's the collectibles, particularly the Stamp, which is on a very thin pillar guarded by a Hammer Bro. The only mercy you're given is that the level at least gives you Tanooki Suits. And whatever you do, do ''not'' ground pound the blocks -- if you do, they get angry and move ''twice as fast!''

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* World Bowser-7 (Grumblump Inferno). This is the second-to-last regular level in the main game, and [[DifficultySpike it lives up to the position]]. The gimmick of the level is the Grumblumps, large rectangular blocks in [[LethalLavaLand lava]] that tumble end over end and force you to keep running to the next side. They tumble rather quickly, and you must be pretty careful with your positioning and timing when running; too far forward or back, and [[OneHitKill say hello to the lava]]. The blocks are bad enough, but some of them are rectangular, so the distance you need to move isn't always the same. They don't just move in straight lines, but also go along twisty paths that make frequent 90-degree turns. [[SerialEscalation And only adding to the headache]], you will have to do all this ''while'' dodging Hammer Bros and Fire Piranha Plants in some places. Then there's the collectibles, particularly the Stamp, which is on a very thin pillar guarded by a Hammer Bro. The only mercy you're given is that the level at least gives you Tanooki Suits. And whatever you do, do ''not'' ground pound the blocks -- if you do, they get angry and move ''twice as fast!''fast!''
* World Flower-3 (Piranha Creeper Creek After Dark). The original Piranha Creeper Creek isn't too bad, but this level is an absolute '''nightmare''' when trying to collect the Green Stars, especially the second one. A combination of Piranha Creepers, spinning and moving platforms, an abondance of Parabones and instant-kill poison make this very tough indeed, especially as all the stars require the Fire Flower. You'll be losing a lot of lives getting them all.
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* Getting the Toad from 1-4 back to Decalburg counts as this. If you fall off the ledge, start all over again. If you touch an enemy, ''start all over again, holy crap!''. The Toad won't jump over the enemies either. You have to fight them to get the Toad back to Decalburg. You'll have an easier time at the World 1 boss than this crap.

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* Getting the The Green Toad from in 1-4 back to Decalburg counts as is this. If You find him at the back crying. He'll follow you, but that's when the trouble lies. Because the Green Toad can't jump, any time you fall off the a ledge, start all over again. If you touch an enemy, ''start all over again, holy crap!''. The Toad won't jump over the barriers or over enemies either. You have will cause him to fight them run back to where he was; meaning you're essentially forced to battle enemies just to get the Toad back through to return him to Decalburg. You'll have an easier time at the World 1 boss than this crap.crap!
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Then just delete the example....


%%* [[spoiler:Grandmaster Galaxy]] is something of a That One Level by itself. The Daredevil Run merely makes things ''worse'', since you have to complete several challenges with [[OneHitPointWonder only 1 hit point]] and ''[[CheckpointStarvation no]]'' [[CheckpointStarvation checkpoints]]. Heck, the Hammer Bros section ''alone'' is tough to do without dying.

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Grandmaster Galaxy is an optional Brutal Bonus Level, so it doesn't qualify.


* The second level of the Space Zone is an auto-scrolling maze of [[InvincibleMinorMinion damaging stars]]. Mario can move around pretty quickly in space, but you'll still need good reflexes to get through, especially in the later parts where you have to dodge moving stars or the [[PainfulPointyPufferfish Tosenbo]] scattered throughout. The checkpoint is also pretty far into the level, so if Mario dies before you make it there, you're starting the whole level over again. Fortunately, Tatanga isn't a very hard boss once you reach him, and if you do get to the checkpoint, it's only a short distance to him.



* [[spoiler:Grandmaster Galaxy]] is something of a That One Level by itself. The Daredevil Run merely makes things ''worse'', since you have to complete several challenges with [[OneHitPointWonder only 1 hit point]] and ''[[CheckpointStarvation no]]'' [[CheckpointStarvation checkpoints]]. Heck, the Hammer Bros section ''alone'' is tough to do without dying.

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* %%* [[spoiler:Grandmaster Galaxy]] is something of a That One Level by itself. The Daredevil Run merely makes things ''worse'', since you have to complete several challenges with [[OneHitPointWonder only 1 hit point]] and ''[[CheckpointStarvation no]]'' [[CheckpointStarvation checkpoints]]. Heck, the Hammer Bros section ''alone'' is tough to do without dying.
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* #4 Ludwig's Castle in Twin Bridges. It's the first castle with only a 300 second time limit. The worst part is traversing through three rooms with a small time limit and the castle lacks a checkpoint. There's a secret pipe leading to a One-Up Chamber which will eat up time which is better off skipping. Likely, players who aren't fast-paced will end up with less than 100 seconds before reaching the boss door. Make matters worse that Ludwig has a long attack animation. When he is hit, he gets into his shell to attempt to run into you and makes a long jump arc over half of the screen before attacking with fireballs. Just hopefully he doesn't jump pass the screen boundary and having to wait before he gets into his shell again.
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* World 8-Final Castle is a difficult final level in the series, but not because of enemies or tricky platforming, but rather its gimmicks. The first half of the level is a confusing, gravity-flipping maze that feels out of place in a 2D ''Mario'' game, while the second half is a path-picking level reminiscent of the original ''VideoGame/SuperMarioBros'' where the wrong paths leave you in an infinite loop, and the one correct path is usually the most dangerous one to take.

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* World 8-Final Castle is a difficult final level in the series, but not because of enemies or tricky platforming, but rather its gimmicks. The first half of the level is a confusing, gravity-flipping maze that feels out of place in a 2D ''Mario'' game, while the second half is a path-picking level reminiscent of the original ''VideoGame/SuperMarioBros'' ''VideoGame/SuperMarioBros1'' where the wrong paths leave you in an infinite loop, and the one correct path is usually the most dangerous one to take.
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Figured I'd mention a unique cheat for one of the harder levels in Galaxy 3D All-Stars Edition. If it's unnecessary for the article, feel free to remove


* On the other hand, "A Very Spooky Sprint" in Ghostly Galaxy has taken its place as an infamous early-game mission. There is an upper limit on the gyro cursor's speed, whereas controlling the cursor with the Wii Remote would allow you to move it as fast as you want. The racing Boo's speed was designed with the latter in mind, so the mission was unintentionally made more difficult with the different control scheme.

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* On the other hand, "A Very Spooky Sprint" in Ghostly Galaxy has taken its place as an infamous early-game mission. There is an upper limit on the gyro cursor's speed, whereas controlling the cursor with the Wii Remote would allow you to move it as fast as you want. The racing Boo's speed was designed with the latter in mind, so the mission was unintentionally made more difficult with the different control scheme. The mission ''is'' made easier if you use the touchscreen controls to grab the targets with faster accuracy, but that requires you to play in handheld or tabletop mode. If you play it docked, you ''must'' rely on the gyro controls.
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Few more fixes


* 8-1's main gimmick is that the volcanos in the background will erupt as the player progresses through the level, showering the screen with deadly rocks. Up to 6 stones can rain at a time, some of which are three times larger than Mario's sprite, and they also destroy blocks, potentially denying the player access to power-ups. The other main hazard is a poisonous fog that slowly spreads from the left side of the screen, forcing Mario to keep moving or suffer an instant death. While the level is challenging enough when playing by yourself, it's nearly impossible on multiplayer, as the layout of small/temporary platforms means there are not enough safe spots for everyone to avoid the numerous obstacles.

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* 8-1's main gimmick is that the volcanos in the background will erupt as the player progresses through the level, showering the screen with deadly rocks. Up to 6 stones can rain at a time, some of which are three times larger than Mario's sprite, and they also destroy blocks, potentially denying the player access to power-ups. The other main hazard is a poisonous a [[AdvancingWallOfDoom poisonous fog that slowly spreads from the left side of the screen, screen]], forcing Mario to keep moving or suffer an instant death. While the level is challenging enough when playing by yourself, it's nearly impossible on multiplayer, as the layout of small/temporary platforms means there are not enough safe spots for everyone to avoid the numerous obstacles.
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Swapping in rewrite per cleanup thread


* 8-1. A massive DifficultySpike with an [[AdvancingWallOfDoom Advancing Smog Of Doom]], constant rocks raining down, lava plumes ''everywhere'' all make the [[LethalLavaLand hellscape scenery look authentic]]. Just see [[https://www.youtube.com/watch?v=1WSHBYkx1xs what happened]] when the LetsPlay/FreelanceAstronauts [[LetsPlay decided to try it with four players]]... HilarityEnsues.

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* 8-1. A massive DifficultySpike 8-1's main gimmick is that the volcanos in the background will erupt as the player progresses through the level, showering the screen with an [[AdvancingWallOfDoom Advancing Smog Of Doom]], constant rocks raining down, lava plumes ''everywhere'' all make deadly rocks. Up to 6 stones can rain at a time, some of which are three times larger than Mario's sprite, and they also destroy blocks, potentially denying the [[LethalLavaLand hellscape scenery look authentic]]. Just see [[https://www.youtube.com/watch?v=1WSHBYkx1xs what happened]] player access to power-ups. The other main hazard is a poisonous fog that slowly spreads from the left side of the screen, forcing Mario to keep moving or suffer an instant death. While the level is challenging enough when playing by yourself, it's nearly impossible on multiplayer, as the LetsPlay/FreelanceAstronauts [[LetsPlay decided layout of small/temporary platforms means there are not enough safe spots for everyone to try it with four players]]... HilarityEnsues.avoid the numerous obstacles.
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** World 8-4 is TheMaze, with not a single power-up in any of it. There are loads of pipes to take in the castle, and going down the wrong one will take you back to the start. Even after you've conquered the maze, there's still an underwater section where you have to dodge Bloopers and [[FridgeLogic Firebars]], and to top it off, there's one last Hammer Bro to deal with on completely level ground before BigBad Bowser himself.

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** World 8-4 is TheMaze, with not a single power-up in any of it. There are loads of pipes to take in the castle, and going down the wrong one will take you back to the start. Even after you've conquered the maze, there's still an underwater section where you have to dodge Bloopers and [[FridgeLogic Firebars]], and to top it off, there's one last Hammer Bro to deal with on completely level ground before BigBad Bowser himself.himself, who now spits fireballs ''in addition to'' spamming hammers - not safe to stand under the hammer arc waiting for him to jump anymore!
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Direct link


* Worlds 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 Block}}s needed to pass certain areas. Meanwhile, 8-2 abruptly ends with a pipe that puts you back earlier in the level until you figure out that you need to jump off of a Paratroopa to hit a block containing a vine, something that only leads to a coin bonus in other levels. Said Paratroopa jump is very risky as well, as not only is it above a BottomlessPit, but you're given a Star before it, so a careless player may still try to jump on the Paratroopa, only to kill it and fall to their doom.

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* Worlds 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 Block}}s needed to pass certain areas. Meanwhile, 8-2 abruptly ends with a pipe that puts you back earlier in the level until you figure out that you need to jump off of a Paratroopa to hit a block containing a vine, something that only leads to a coin bonus in other levels. Said Paratroopa jump is very risky as well, as not only is it above a BottomlessPit, {{Bottomless Pit|s}}, but you're given a Star before it, so a careless player may still try to jump on the Paratroopa, only to kill it and fall to their doom.



* World 7-3. Those green springs that propel Mario and Luigi so high they go offscreen for several seconds? They're now on tiny platforms spaced really far apart over {{Bottomless Pit}}s, followed by a couple platforms that are only several blocks wide with firebars. There's some [[GustyGlade wind]] too, and it abruptly stops near the end, easily throwing off an otherwise successful jump.

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* World 7-3. Those green springs that propel Mario and Luigi so high they go offscreen for several seconds? They're now on tiny platforms spaced really far apart over {{Bottomless Pit}}s, BottomlessPits, followed by a couple platforms that are only several blocks wide with firebars. There's some [[GustyGlade wind]] too, and it abruptly stops near the end, easily throwing off an otherwise successful jump.



* #5 Roy's Castle. This level marked the birth of a notorious Super Mario ScrappyMechanic in the form of the Snake Block, a series of blocks that moves quickly in a set pattern, usually over a BottomlessPit or OneHitKill lava. In this case, it's lava, and where there's lava, there's pesky Podoboos leaping out at just the right time to scorch an unsuspecting plumber. Podoboos that bounce diagonally on terrain are thrown in as well, and due to how they spawn, they can get caught in between the Snake and the ceiling, restricting movement further. When that's over with, there's still jumps on retracting and expanding platforms over a pit and Bowser statues shooting flames before Roy himself.

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* #5 Roy's Castle. This level marked the birth of a notorious Super Mario ScrappyMechanic in the form of the Snake Block, a series of blocks that moves quickly in a set pattern, usually over a BottomlessPit {{Bottomless Pit|s}} or OneHitKill lava. In this case, it's lava, and where there's lava, there's pesky Podoboos leaping out at just the right time to scorch an unsuspecting plumber. Podoboos that bounce diagonally on terrain are thrown in as well, and due to how they spawn, they can get caught in between the Snake and the ceiling, restricting movement further. When that's over with, there's still jumps on retracting and expanding platforms over a pit and Bowser statues shooting flames before Roy himself.



* #7 Larry's Castle is not too difficult per se, but you only have a time limit of 300 seconds and nearly half of that will be lost just riding the Snake Block to the second room unless you have very impressive skills with a Cape Feather and are able to skip this part. The second room is long and contains the ever-annoying Magikoopa. If you don't have the Cape Feather by this point, you'll be waiting for Magikoopa to blast through the Turn Blocks so you can advance, and this can take time if you accidentally take Magikoopa out. If you find the checkpoint and you lose a life, however, you can retry the level at the end of the first screen without the time issue being too big of a deal. "If" is the key word here, as said checkpoint is in a small alcove at the bottom of a long chasm where the Snake Block's path ends, so the average player would avoid it thinking that it's a BottomlessPit.

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* #7 Larry's Castle is not too difficult per se, but you only have a time limit of 300 seconds and nearly half of that will be lost just riding the Snake Block to the second room unless you have very impressive skills with a Cape Feather and are able to skip this part. The second room is long and contains the ever-annoying Magikoopa. If you don't have the Cape Feather by this point, you'll be waiting for Magikoopa to blast through the Turn Blocks so you can advance, and this can take time if you accidentally take Magikoopa out. If you find the checkpoint and you lose a life, however, you can retry the level at the end of the first screen without the time issue being too big of a deal. "If" is the key word here, as said checkpoint is in a small alcove at the bottom of a long chasm where the Snake Block's path ends, so the average player would avoid it thinking that it's a BottomlessPit.{{Bottomless Pit|s}}.



* Tick Tock Clock is a nightmare. The level is ''long'' and painfully linear, and it's one continuous tricky jump after another after another, made worse by the fact that most of the level takes place on very thin platforms which are really easy to fall from, particularly into the BottomlessPit at the very bottom of the level. Plus, if you don't know the "trick" for entering the level, the whole level can end up requiring insane timing. Even if you ''do'' know the trick to stop the clock, two stars all but require the clock to be in motion so that the hands of the clock can carry you to the stars, at least in the N64 version[[note]]It is possible to get all the Tick Tock Clock stars without the clock moving, but it does require some very skilled jumps and overall knowledge of the game's physics[[/note]]. In the DS version, if you play as Luigi, all eight stars (including the 100-coin star) can be obtained while the clock mechanism is stationary.

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* Tick Tock Clock is a nightmare. The level is ''long'' and painfully linear, and it's one continuous tricky jump after another after another, made worse by the fact that most of the level takes place on very thin platforms which are really easy to fall from, particularly into the BottomlessPit {{Bottomless Pit|s}} at the very bottom of the level. Plus, if you don't know the "trick" for entering the level, the whole level can end up requiring insane timing. Even if you ''do'' know the trick to stop the clock, two stars all but require the clock to be in motion so that the hands of the clock can carry you to the stars, at least in the N64 version[[note]]It is possible to get all the Tick Tock Clock stars without the clock moving, but it does require some very skilled jumps and overall knowledge of the game's physics[[/note]]. In the DS version, if you play as Luigi, all eight stars (including the 100-coin star) can be obtained while the clock mechanism is stationary.
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* Pipe Maze:

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* Pipe Maze:Maze is where the game's difficulty will test your willpower to avoid using a WarpWhistle, the final stretch being a likely road block:

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