History ThatOneLevel / SuperMarioBros

27th Sep '16 3:06:31 PM KingBowser9001
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* Chapter 7-1 is a relative breather, but 7-2 will have anyone grinding their teeth. Does a vertically-ascending MarathonLevel sound bad enough? No? Well, how about setting it in a BlackoutBasement and including a fetch quest that forces you to redo the bulk of the level? [[{{BlatantLies}} You're welcome]].

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* Chapter 7-1 is a relative breather, but 7-2 will have anyone grinding their teeth. Does a vertically-ascending MarathonLevel sound bad enough? No? Well, how about setting it in a BlackoutBasement and including a fetch quest that forces you to redo the bulk of the level? [[{{BlatantLies}} You're welcome]].gonna enjoy this one]].
26th Sep '16 12:11:31 PM MyFinalEdits
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** Superstar Road-2/Run for It. It's a P-switch run with a total of seven switches throughout. The first few sections, even including Star Coins, aren't so bad once you've been through them a couple times...and then you get to the sixth switch. You have VERY little time to waste getting to the next one, and slowing Mario's fall by spinning in mid-air is all but required because unlike the rest of the level, you're standing on platforms that rapidly move back and forth and you can't afford to wait for them to be in a better position.
** Superstar Road-8/Pendulum Castle, which is possibly intended to be the hardest level in the game, even for the [[BrutalBonusLevel Superstar Road]]. The level is absolutely full to the brim with Donut Lifts and swinging Ball 'n' Chains that are only avoidable in precise locations, usually in tandem. And just like the other Superstar Road levels, [[CheckPointStarvation there's no midway point]]. At least this one seems somewhat more of a [[NintendoHard fair challenge]] than most of the levels listed here.

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** * Superstar Road-2/Run for It. It's a P-switch run with a total of seven switches throughout. The first few sections, even including Star Coins, aren't so bad once you've been through them a couple times...and then you get to the sixth switch. You have VERY little time to waste getting to the next one, and slowing Mario's fall by spinning in mid-air is all but required because unlike the rest of the level, you're standing on platforms that rapidly move back and forth and you can't afford to wait for them to be in a better position.
** * Superstar Road-8/Pendulum Castle, which is possibly intended to be the hardest level in the game, even for the [[BrutalBonusLevel Superstar Road]]. The level is absolutely full to the brim with Donut Lifts and swinging Ball 'n' Chains that are only avoidable in precise locations, usually in tandem. And just like the other Superstar Road levels, [[CheckPointStarvation there's no midway point]]. At least this one seems somewhat more of a [[NintendoHard fair challenge]] than most of the levels listed here.



** The same goes for 6-Castle (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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** The same goes for * 6-Castle (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.
26th Sep '16 12:06:01 PM MyFinalEdits
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** World 7-4 is even nastier, as to advance you have to pick ''three'' correct paths to get to the next segment; do it wrong and you have to guess the three paths again. This is where the ports' audio cues ''really'' come into play; good luck not timing out this level without a guide in the original version.



* World 7-4 employs the concept of 4-4 in a nastier way, as to advance you have to pick ''three'' correct paths to get to the next segment; do it wrong and you have to guess the three paths again. This is where the ports' audio cues ''really'' come into play; good luck not timing out this level without a guide in the original version.



* The second mini-fortress in World 5 has lava on the ceiling. Although it's not deadly, there are Podoboos that come down from the lava and then "fall" back up, with no indication of where such Podoboos are located.
** The first one isn't exactly easy, either, with tricky jumps a-plenty, and Thwomps and Roto-Discs all over the place, used in tandem in some particularly devious ways that make it very difficult to get through without taking a hit. Fortunately, it's totally optional, as it's part of a split path (the other option being [[Awesome/VideoGameLevels Level 5-3]]), and clearing it only creates a shortcut to the start of the world. (Which is only useful if you were to Game Over and continue.)
* World 5-9. What makes already difficult platform jumping more difficult? ''Diagonal'' [[AutoScrollingLevel autoscrolling]]. And once you think you've mastered that, [[DemonicSpiders Fire Chomps]] will appear and make sure you won't.

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* World 5 is where the game pulls the DifficultySpike and starts displaying difficult levels more often:
**
The second mini-fortress in World 5 has lava on the ceiling. Although it's not deadly, there are Podoboos that come down from the lava and then "fall" back up, with no indication of where such Podoboos are located.
** The first one isn't exactly easy, either, with mini-fortress has tricky jumps a-plenty, and Thwomps and Roto-Discs all over the place, used in tandem in some particularly devious ways that make it very difficult to get through without taking a hit. Fortunately, it's totally optional, as it's part of a split path (the other option being [[Awesome/VideoGameLevels Level 5-3]]), and clearing it only creates a shortcut to the start of the world. (Which is only useful if you were to Game Over and continue.)
* ** World 5-9. What makes already difficult platform jumping more difficult? ''Diagonal'' [[AutoScrollingLevel autoscrolling]]. And once you think you've mastered that, [[DemonicSpiders Fire Chomps]] will appear and make sure you won't.



* "Poochy Ain't Stupid", World 1's extra level, is a ''goddamn lie'', featuring [[LethalLavaLand lava for practically the entire level]] and [[AutoScrollingLevel auto scrolling]] to go along with the introduction of Poochy, a dog that, if you unlocked the extra stage before proceeding to world 2, is a new mechanic.
* World 2's "extra" level "Hit that Switch!!" is an utter nightmare. If you're aiming for 100% completion, it feels like the level designers confused "making a 'complex' level" with "making a level that makes you remember and do ''way'' too much shit." ''If'' you manage to reach the end... it pulls you into a nearly {{Unwinnable}} situation -- simple as that.
* "More Monkey Madness" is full of goddamn seed-throwing monkeys that are place on branches and vines above a pit, so they can easily kill the player. And you have 5 seconds to get past those monkeys and grab the Shy Guy hovering above a bottomless pit before it flies off with a red coin. ''Gaaah!'' It isn't so bad in the SNES version, since for some goofy reason there are 21 red coins in that level (normal is 20, and you need exactly 20 of them); however, the GBA port fixes this, leaving you no room for error.
* "The Impossible? Maze," the 4th bonus level, gets a special mention here, as [[ExactlyWhatItSaysOnTheTin it lives up to its name all too well.]] There aren't many enemies, but good luck trying to find every red coin and flower for the perfect score!
* The 5th bonus level "Kamek's Revenge". To obtain all those red coins, you first had to perform two whole screens of skiing and hit all the obnoxiously difficult placed items with perfectly-precise jumps, THEN, you had to hunt down a bunch of them on a huge, nonlinear helicopter course (which happens to be timed -- run out of time and you fall to your doom). Miss just one coin, and your only option is to die and try the whole thing over again. Also, the first section of the stage -- where you have to make your way across a whole bunch of tiny floating logs without getting knocked off by Kamek or the egg-throwing Green Gloves--ain't no picnic either. This level is so hard, even top players have complained that they can regularly solve all bonus levels with a perfect score in the game - except THIS one.
* "Endless World of Yoshis/Crazy Maze Days" from the GBA remake. The first part isn't so bad, although it does have fast auto scrolling. However, the maze part is worse. Not only is there a long shaft filled with instant death spikes you have to dodge with split second timing (entirely blind), but to get 100% completion, you need to beat this section THREE TIMES. There's just one midway ring after it, meaning that if you mess up before the cave (and given the confusing layout of the place, you probably will), you'll have to do a significant amount of the level over. After that, there's a cave with some rather mean tricks as well as a replica of the intro with Kamek attacking Yoshi throughout. It's also a MarathonLevel. And the last flower is literally right before the goal, so if you forget about it/run out, you're playing the whole thing over.
* [[ExactlyWhatItSaysOnTheTin "The Very Loooooong Cave"]]. It isn't the ''length'' of the level that makes this one a pain, it's that it requires a steady sequence of very precise jumps, which due to the continuous auto-scroll, you have essentially ''no'' time to prepare. Going for hundred percent? Bet you're looking forward to that part about 5 minutes in where you have to ride a ''rolling boulder'' across a lava pit to reach an alternate exit door, ''while the screen is auto-scrolling''. Slip and fall in the [[OneHitKill lava]], and it's back to the very beginning of the level for you!
** The very end of the level autoscrolls especially fast and has a series of pillars that you need to GroundPound to collect the last red coins. If you miss, you only have a fraction of a second to get yourself pinched between the pillars and the autoscrolling sides -- otherwise, instead of dying and going back to the last checkpoint, you must complete the level and start it ''again''.
* World 5-7: [[PlatformHell Shifting Platforms Ahead]] deserves mention, but is outclassed by most of the other levels listed here.

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* There's a reason why the following levels were choosen to be the signature {{Brutal Bonus Level}}s of the game:
**
"Poochy Ain't Stupid", World 1's extra level, is a ''goddamn lie'', featuring [[LethalLavaLand lava for practically the entire level]] and [[AutoScrollingLevel auto scrolling]] to go along with the introduction of Poochy, a dog that, if you unlocked the extra stage before proceeding to world 2, is a new mechanic.
* ** World 2's "extra" level "Hit that Switch!!" is an utter nightmare. If you're aiming for 100% completion, it feels like the level designers confused "making a 'complex' level" with "making a level that makes you remember and do ''way'' too much shit." ''If'' you manage to reach the end... it pulls you into a nearly {{Unwinnable}} situation -- simple as that.
* ** "More Monkey Madness" is full of goddamn seed-throwing monkeys that are place on branches and vines above a pit, so they can easily kill the player. And you have 5 seconds to get past those monkeys and grab the Shy Guy hovering above a bottomless pit before it flies off with a red coin. ''Gaaah!'' It isn't so bad in the SNES version, since for some goofy reason there are 21 red coins in that level (normal is 20, and you need exactly 20 of them); however, the GBA port fixes this, leaving you no room for error.
* ** "The Impossible? Maze," the 4th bonus level, gets a special mention here, as [[ExactlyWhatItSaysOnTheTin it lives up to its name all too well.]] There aren't many enemies, but good luck trying to find every red coin and flower for the perfect score!
* ** The 5th bonus level "Kamek's Revenge". To obtain all those red coins, you first had to perform two whole screens of skiing and hit all the obnoxiously difficult placed items with perfectly-precise jumps, THEN, you had to hunt down a bunch of them on a huge, nonlinear helicopter course (which happens to be timed -- run out of time and you fall to your doom). Miss just one coin, and your only option is to die and try the whole thing over again. Also, the first section of the stage -- where you have to make your way across a whole bunch of tiny floating logs without getting knocked off by Kamek or the egg-throwing Green Gloves--ain't no picnic either. This level is so hard, even top players have complained that they can regularly solve all bonus levels with a perfect score in the game - except THIS one.
* ** "Endless World of Yoshis/Crazy Maze Days" from the GBA remake. The first part isn't so bad, although it does have fast auto scrolling. However, the maze part is worse. Not only is there a long shaft filled with instant death spikes you have to dodge with split second timing (entirely blind), but to get 100% completion, you need to beat this section THREE TIMES. There's just one midway ring after it, meaning that if you mess up before the cave (and given the confusing layout of the place, you probably will), you'll have to do a significant amount of the level over. After that, there's a cave with some rather mean tricks as well as a replica of the intro with Kamek attacking Yoshi throughout. It's also a MarathonLevel. And the last flower is literally right before the goal, so if you forget about it/run out, you're playing the whole thing over.
* [[ExactlyWhatItSaysOnTheTin "The Very Loooooong Cave"]]. It isn't the ''length'' of the level that makes this one a pain, it's that it requires a steady sequence of very precise jumps, which due to the continuous auto-scroll, you have essentially ''no'' time to prepare. Going for hundred percent? Bet you're looking forward to that part about 5 minutes in where you have to ride a ''rolling boulder'' across a lava pit to reach an alternate exit door, ''while the screen is auto-scrolling''. Slip and fall in the [[OneHitKill lava]], and it's back to the very beginning of the level for you!
**
you! The very end of the level autoscrolls especially fast and has a series of pillars that you need to GroundPound to collect the last red coins. If you miss, you only have a fraction of a second to get yourself pinched between the pillars and the autoscrolling sides -- otherwise, instead of dying and going back to the last checkpoint, you must complete the level and start it ''again''.
* World 5-7: [[PlatformHell Shifting Platforms Ahead]] deserves mention, but is outclassed by most of as the other levels listed here.need to time your jumps to avoid falling into the abyss while dealing with the moving platforms makes reachging the exit a frustrating ordeal, and completing it 100% a bigger nightmare.



* 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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* 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. \n** 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.



** There's a very easy workaround for this. Jump on and kill one of the propeller-headed enemies standing on a ledge a bit below the area where the snowman bridge starts. Once you're flying, guide Mario so that he can go around the entire landmass and fly down to the platform with the ice bridge.



* "The Secret of the Village Underside". Yoshi controls terribly anyway, but you have to somehow jump down to a platform you can barely see. Then you get the actual mini-level, which instead of actual platforming, you just have to be thrown by Piantas. Sounds easy, but you have to be DEAD ON in your positioning and how you move the control stick, otherwise you're screwed! Actually, you may still be screwed anyway.
** Averted in the Red Coin mission. Despite the Red Coin missions usually being more difficult than the regular secret levels due to the time limits and awkward coin positions, FLUDD will allow you to bypass all but one of the Piantas.
* To single out yet another Pianta Village mission, there's the "Fluff Festival Coin Hunt". It's another "collect the eight Red Coins" mission, but what makes this one so frustrating is that some of the coins are in extreme pain-in-the-ass locations. (Have fun trying to grab that coin on the ledge behind the beehive... or the one on the underground catwalks.) The worst one is the one at the top of the tall tree in the center of the village. You have to climb up the tree platform by platform, then use the Rocket Nozzle to get from the highest platform to the top of the tree. The problem with this is that the top of the tree is so far above you that you can't get to it with a simple Rocket jump; you have to get some extra height via spin-jumping and then rocket to the top of the tree from as high in the air as you can get. And if your jump is a little bit off, you'll likely hit the curved part of the treetop and end up sliding off the tree entirely, forcing you to make your way all the way back up the tree. Oh yeah, and to get Pianta Village's secret Shine, you have to get back to the top of the tree ''again''. Good luck.
** GuideDangIt: The platform above the Rocket Nozzle is a horrible red herring. After you get the Rocket Nozzle, go ''down'' one platform and get on the swing. There's some clouds positioned to easily get on top of the tree. Of course, you still have to get to the Rocket Nozzle and find all the other coins so it's still not easy.
** And after all that, where does the Shine Sprite appear? On a cloud, over a bottomless pit, farther away from the main level than you thought it was possible to go. To get there, you have to -- you guessed it -- climb the tree and let a dandelion carry you toward the cloud, then jump off at the right time. The cloud is fairly big, but due to the awkward camera angle, it's easy to misjudge where you are and fall to your death.

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* "The Secret of the Village Underside". Yoshi controls terribly anyway, but you have to somehow jump down to a platform you can barely see. Then you get the actual mini-level, which instead of actual platforming, you just have to be thrown by Piantas. Sounds easy, but you have to be DEAD ON in your positioning and how you move the control stick, otherwise you're screwed! Actually, you may still be screwed anyway.
** Averted in
anyway. At least the Red Coin mission. Despite the Red Coin missions usually being more difficult than the regular secret levels due mission is much easier thanks to the time limits and awkward coin positions, FLUDD will allow you to bypass all but one of the Piantas.
FLUDD's presence.
* To single out yet another Pianta Village mission, there's the "Fluff Festival Coin Hunt". It's another "collect the eight Red Coins" mission, but what makes this one so frustrating is that some of the coins are in extreme pain-in-the-ass locations. (Have fun trying to grab that coin on the ledge behind the beehive... or the one on the underground catwalks.) The worst one is the one at the top of the tall tree in the center of the village. You have to climb up the tree platform by platform, then use the Rocket Nozzle to get from the highest platform to the top of the tree. The problem with this is that the top of the tree is so far above you that you can't get to it with a simple Rocket jump; you have to get some extra height via spin-jumping and then rocket to the top of the tree from as high in the air as you can get. And if your jump is a little bit off, you'll likely hit the curved part of the treetop and end up sliding off the tree entirely, forcing you to make your way all the way back up the tree. Oh yeah, and to get Pianta Village's secret Shine, you have to get back to the top of the tree ''again''. Good luck.
** GuideDangIt: The platform above the Rocket Nozzle is a horrible red herring. After you get the Rocket Nozzle, go ''down'' one platform and get on the swing. There's some clouds positioned to easily get on top of the tree. Of course, you still have to get to the Rocket Nozzle and find all the other coins so it's still not easy.
**
luck. And after all that, where does the Shine Sprite appear? On a cloud, over a bottomless pit, farther away from the main level than you thought it was possible to go. To get there, you have to -- you guessed it -- climb the tree and let a dandelion carry you toward the cloud, then jump off at the right time. The cloud is fairly big, but due to the awkward camera angle, it's easy to misjudge where you are and fall to your death.



* World 5-1, "Rompin' Stompin' Chomps", 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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* World 5-1, "Rompin' Stompin' Chomps", Chomps":
** 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!



* This one is more like That One Minigame. In the Battlerock galaxy, during the third star mission, you can access a secret area with piles of trash on it and a robot who wants you to clear it up by throwing Bob-Ombs at them. This wouldn't be so bad if it weren't for the 30-SECOND TIME LIMIT, the fact that those Bob-Ombs take FOREVER to explode, and that the only way to really get all of the piles of trash is to throw them on 5 small yellow spots on the ground. Fun. Then, in the Dreadnought Galaxy, you get to do it all over again, only this time there are 6 little yellow spots for which to aim and NO INCREASE IN THE 30-SECOND TIME LIMIT. For added amusement, try playing these levels as the less sure-footed [[spoiler:Luigi]]. GRRRRAH!
** It says a lot that the sequel, which virtually had the mission statement of being harder than the original, made trash-destroying significantly easier. This could be Nintendo's way of admitting that the trash-destroying missions in the first game were an example of FakeDifficulty; they wanted the second game to be hard, but they wanted it to be because of ''[[NintendoHard real]]'' difficulty.

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* This one is more like That One Minigame. In the Battlerock galaxy, during the third star mission, you can access a secret area with piles of trash on it and a robot who wants you to clear it up by throwing Bob-Ombs at them. This wouldn't be so bad if it weren't for the 30-SECOND TIME LIMIT, the fact that those Bob-Ombs take FOREVER to explode, and that the only way to really get all of the piles of trash is to throw them on 5 small yellow spots on the ground. Fun. Then, in the Dreadnought Galaxy, you get to do it all over again, only this time there are 6 little yellow spots for which to aim and NO INCREASE IN THE 30-SECOND TIME LIMIT. For added amusement, try playing these levels as the less sure-footed [[spoiler:Luigi]]. GRRRRAH!
**
It says a lot that the sequel, which virtually had the mission statement of being harder than the original, made trash-destroying significantly easier. This could be Nintendo's way of admitting that the trash-destroying missions in the first game were an example of FakeDifficulty; they wanted the second game to be hard, but they wanted it to be because of ''[[NintendoHard real]]'' difficulty.



** The Gusty Garden Galaxy one counts as well. 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 Gusty Garden Galaxy one counts as well.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.



* 2-1 isn't that difficult if you're just playing through normally, but becomes this if you try to get all the Star Coins. The third Star Coin in particular can really be a pain to get, especially if you're not very good at timing a throw of a shell.
** 2-2 is similar in that respect. All of those ''freaking'' Spikes...

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* 2-1 isn't and 2-2 aren't that difficult if you're just playing through normally, but becomes become this if you try to get all the Star Coins. The third Star Coin in particular the first can really be a pain to get, especially if you're not very good at timing a throw of a shell.
** 2-2 is similar in that respect. All of those ''freaking'' Spikes...
shell. In the second, it's the Spikes who will give you trouble.



* The final fight with Bowser. We know he's the final boss and all, but the battle has two absolutely HUGE surprises that makes the battle so much harder than it has to be.
** One, when you get to the final door, you have to run through this huge, completely empty hallway. It's really long and boring, so you're tempted to just throw caution to the wind and blindly rush through it to get to the boss room. Here's the surprise: It's a trick to get you to a lower power level. If you just run down the hallway without caution, then one of Bowser's randomly-spawning giant fireballs will hit you.
*** This is probably around ten times harder if you're doing this with a partner or a party, because you know that at least one member of your team will be jumping the entire way there to show off or something, which will predictably result in bouncing off the top of someone's head and right into a fireball. Thankfully, there's a few shallow holes where you can take cover in.
** Once you move past the hallway and into Bowser's lair, the initial[[note]] Notice the "Initial"[[/note]] battle itself is incredibly easy, almost an AntiClimaxBoss, but then [[TheDragon Kamek]] comes out of nowhere and revives him, turning him into a giant and turning the level into an autoscroller. Basically, you need to run through the remainder of Bowser's castle, which is, at this point, a LethalLavaLand ''unto itself!''
*** This wouldn't be that bad if everything wasn't trying to kill you. You need to jump from stone platform to stone platform, which you will totally screw yourself on if you try to collect coins. And if that wasn't bad enough, you have random goombas, koopas and paratroopas moving around while you have to jump on these platforms.
*** Also, Giant!Bowser spits out giant, though almost painfully slow-moving fireballs. These fireballs can destroy platforms, which, if they hit a crucial platform at just the right moment, will either trap you or cause you to fall into the lava.

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* The final fight with Bowser. We know Yes, he's the final boss and all, but the battle has two absolutely HUGE surprises that makes the battle so much harder than it has to be.
** One, when you get to the final door, you have to run through this huge, completely empty hallway. It's really long and boring, so you're tempted to just throw caution to the wind and blindly rush through it to get to the boss room. Here's the surprise: It's a trick to get you to a lower power level. If you just run down the hallway without caution, then one of Bowser's randomly-spawning giant fireballs will hit you.
*** This is probably around ten times
you. It's even harder if you're doing this with a partner or a party, because you know that at least one member of your team will be jumping the entire way there to show off or something, which will predictably result in bouncing off the top of someone's head and right into a fireball. Thankfully, there's a few shallow holes where you can take cover in.
** Once you move past the hallway and into Bowser's lair, the initial[[note]] Notice the "Initial"[[/note]] battle itself is incredibly easy, almost an AntiClimaxBoss, but then [[TheDragon Kamek]] comes out of nowhere and revives him, turning him into a giant and turning the level into an autoscroller. Basically, you need to run through the remainder of Bowser's castle, which is, at this point, a LethalLavaLand ''unto itself!''
*** This wouldn't be that bad if everything wasn't trying to kill you. You need to jump from stone platform to stone platform, which you will totally screw yourself on if you try to collect coins. And if that wasn't bad enough, you have random goombas, koopas and paratroopas moving around while you have to jump on these platforms.
***
itself!'' Also, Giant!Bowser spits out giant, though almost painfully slow-moving fireballs. These fireballs can destroy platforms, which, if they hit a crucial platform at just the right moment, will either trap you or cause you to fall into the lava.



* Cloudy Court Galaxy is an easy level on its own, but how about the secret mission, Silver Stars In The Purple Pond? You go to a massive bowl filled with dark matter (?) with a system of clouds floating over it. To make matters worse, a Cosmic Clone spawns behind you for each star you get, so that will mean that you will have up to FOUR clones chasing you. So, in other words, you have to get the stars without taking a single hit OR retracing your steps. If you take a hit, you fall through the clouds, and into the insta-kill dark matter Mario goes. If you turn around, the clones will get you.

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* Cloudy Court Galaxy is an easy level on its own, but how about the secret mission, Silver Stars In The Purple Pond? You go to a massive bowl filled with dark matter (?) with a system of clouds floating over it. To make matters worse, a Cosmic Clone spawns behind you for each star you get, so that will mean that you will have up to FOUR clones chasing you. So, in other words, you have to get the stars without taking a single hit OR retracing your steps. If you take a hit, you fall through the clouds, and into the insta-kill dark matter Mario goes. If you turn around, the clones will get you.



** Of course, on that specific level, you can cheat a little and abuse the fact that the programmers forgot to remove the spiders. Clones disappear when they hit you, so you can eliminate them one-by-one by letting one hit you, then jumping on a spider to recover health via the coin it generates, then repeating with the remaining clones. If you do it correctly, you'll eliminate all the clones while maintaining full health, making the rest of the level a cakewalk once you discover the trick. And by the way, the checkpoint is just next to three of the six spiders, meaning you can repeat the trick over and over if you still die on the last section.



* The second mission of Melty Monster Galaxy. The passage you're trying to control Rock Mario down is a twisty (and oftentimes narrow) path with gaps, and as if Rock Mario is not easy to control, towards the end you have to bounce off two boxing ring ropes... With an easy-to-reach 1-up early on and crystals with Star Bits all along the path, extra lives will come readily to you, which is good, because you ''will'' die a lot.



*** The mission this Green Star is found in, the second mission, is quite hard as it is. The passage you're trying to control Rock Mario down is a twisty (and oftentimes narrow) path with gaps, and as if Rock Mario is not easy to control, towards the end you have to bounce off two boxing ring ropes... With an easy-to-reach 1-up early on and crystals with Star Bits all along the path, extra lives will come readily to you, which is good, because you ''will'' die a lot.
26th Sep '16 11:42:26 AM MyFinalEdits
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* ''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.

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* ''Sui Mario''. 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.
26th Sep '16 11:10:34 AM Ryan914
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Added DiffLines:

* ''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.
21st Sep '16 9:10:41 PM wolftickets1969
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** The ''Vs.'' arcade game replaces the HardModeFiller stages with stages from ''The Lost Levels'', which of course, are insanely difficult. Three are particularly sadistic; World 3-2 (''TLL'' 2-2), with lots of BottomlessPits and precise jumping puzzles; World 6-3 (''TLL'' 4-3), an athletic level from hell with extremely long gaps, one of which requires [[LuckBasedMission a blind jump to a Koopa Paratroopa to cross]], and narrower moving platforms than its ''TLL'' counterpart; and World 7-3 (''TLL'' 6-3), a long bridge level that combines the flying Cheep-Cheeps and Paratroopas from the original bridge stage with many narrow platforms. To rub more salt into the wounds, the {{Warp Zone}}s to Worlds 7 and 8 have been removed, so no skipping these challenges for you!

to:

** * The ''Vs.'' arcade game replaces the HardModeFiller stages with stages from ''The Lost Levels'', which of course, are insanely difficult. Three are particularly sadistic; World 3-2 (''TLL'' 2-2), with lots of BottomlessPits and precise jumping puzzles; World 6-3 (''TLL'' 4-3), an athletic level from hell with extremely long gaps, one of which requires [[LuckBasedMission a blind jump to a Koopa Paratroopa to cross]], and narrower moving platforms than its ''TLL'' counterpart; and World 7-3 (''TLL'' 6-3), a long bridge level that combines the flying Cheep-Cheeps and Paratroopas from the original bridge stage with many narrow platforms. To rub more salt into the wounds, the {{Warp Zone}}s to Worlds 7 and 8 have been removed, so no skipping these challenges for you!
21st Sep '16 9:09:55 PM wolftickets1969
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** The ''Vs.'' arcade game replaces the HardModeFiller stages with stages from ''The Lost Levels'', which of course, are insanely difficult. Three are particularly sadistic; World 3-2 (''TLL'' 2-2), with lots of BottomlessPits and precise jumping puzzles; World 6-3 (''TLL'' 4-3), an athletic level from hell with extremely long gaps, one of which requires [[LuckBasedMission a blind jump to a Koopa Paratroopa to cross]], and narrower moving platforms than its ''TLL'' counterpart; and World 7-3 (''TLL'' 6-3), a long bridge level that combines the flying Cheep-Cheeps and Paratroopas from the original bridge stage with many narrow platforms.

to:

** The ''Vs.'' arcade game replaces the HardModeFiller stages with stages from ''The Lost Levels'', which of course, are insanely difficult. Three are particularly sadistic; World 3-2 (''TLL'' 2-2), with lots of BottomlessPits and precise jumping puzzles; World 6-3 (''TLL'' 4-3), an athletic level from hell with extremely long gaps, one of which requires [[LuckBasedMission a blind jump to a Koopa Paratroopa to cross]], and narrower moving platforms than its ''TLL'' counterpart; and World 7-3 (''TLL'' 6-3), a long bridge level that combines the flying Cheep-Cheeps and Paratroopas from the original bridge stage with many narrow platforms. To rub more salt into the wounds, the {{Warp Zone}}s to Worlds 7 and 8 have been removed, so no skipping these challenges for you!
21st Sep '16 9:08:23 PM wolftickets1969
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** The ''Vs.'' arcade game replaces the HardModeFiller stages with stages from ''The Lost Levels'', which of course, are insanely difficult. Three are particularly sadistic; World 3-2, with lots of BottomlessPits and precise jumping puzzles; World 6-3, an athletic level from hell with extremely long gaps, one of which requires [[LuckBasedMission a blind jump to a Koopa Paratroopa to cross]], and narrower moving platforms than its ''TLL'' counterpart; and World 7-3, a long bridge level that combines the flying Cheep-Cheeps and Paratroopas from the original bridge stage with many narrow platforms.

to:

** The ''Vs.'' arcade game replaces the HardModeFiller stages with stages from ''The Lost Levels'', which of course, are insanely difficult. Three are particularly sadistic; World 3-2, 3-2 (''TLL'' 2-2), with lots of BottomlessPits and precise jumping puzzles; World 6-3, 6-3 (''TLL'' 4-3), an athletic level from hell with extremely long gaps, one of which requires [[LuckBasedMission a blind jump to a Koopa Paratroopa to cross]], and narrower moving platforms than its ''TLL'' counterpart; and World 7-3, 7-3 (''TLL'' 6-3), a long bridge level that combines the flying Cheep-Cheeps and Paratroopas from the original bridge stage with many narrow platforms.
21st Sep '16 9:06:13 PM wolftickets1969
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** The ''Vs.'' arcade game replaces the HardModeFiller stages with stages from ''The Lost Levels'', which of course, are insanely difficult. Three are particularly sadistic; World 3-2, with lots of BottomlessPits and precise jumping puzzles; World 6-3, an athletic level from hell with extremely long gaps, one of which requires [[LuckBasedMission a blind jump to a Koopa Paratroopa to cross]]; and World 7-3, a long bridge level that combines the flying Cheep-Cheeps and Paratroopas from the original bridge stage with many narrow platforms.

to:

** The ''Vs.'' arcade game replaces the HardModeFiller stages with stages from ''The Lost Levels'', which of course, are insanely difficult. Three are particularly sadistic; World 3-2, with lots of BottomlessPits and precise jumping puzzles; World 6-3, an athletic level from hell with extremely long gaps, one of which requires [[LuckBasedMission a blind jump to a Koopa Paratroopa to cross]]; cross]], and narrower moving platforms than its ''TLL'' counterpart; and World 7-3, a long bridge level that combines the flying Cheep-Cheeps and Paratroopas from the original bridge stage with many narrow platforms.
17th Sep '16 2:45:27 PM KingBowser9001
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* Chapter 7-2, a BlackoutBasement vertical platforming level with a quest that forces you to play a large section of it over again.
* Chapter 7-3, the Overthere Stair. It's a vertical level, it's absolutely massive, and the entire thing revolves around finding the correct item to [[spoiler:wake Peach up from a sleeping curse.]]

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* Chapter 7-2, 7-1 is a relative breather, but 7-2 will have anyone grinding their teeth. Does a vertically-ascending MarathonLevel sound bad enough? No? Well, how about setting it in a BlackoutBasement vertical platforming level with and including a fetch quest that forces you to play a large section of it over again.
* Chapter 7-3,
redo the Overthere Stair. bulk of the level? [[{{BlatantLies}} You're welcome]].
* 7-3 isn't any better.
It's a vertical level, even longer than 7-2, it's absolutely massive, ''very'' jump-centric, and the entire thing level revolves around finding the correct item right apple to [[spoiler:wake [[spoiler:free Peach up from a sleeping curse.]]curse]]. Luckily, the GuideDangIt can be mitigated by hopping on the Internet to find out which apple it is.
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http://tvtropes.org/pmwiki/article_history.php?article=ThatOneLevel.SuperMarioBros