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** World 6's secret level "Endless World of Yoshis/Crazy Maze Days" from the GBA port. The first part isn't so bad, although it does have fast auto scrolling. However, the maze part is worse. Not only is there a long shaft filled with instant death spikes you have to dodge with split second timing (entirely blind), but to get 100% completion, you need to beat this section THREE TIMES. There's just one midway ring after it, meaning that if you mess up before the cave (and given the confusing layout of the place, you probably will), you'll have to do a significant amount of the level over. After that, there's a cave with some rather mean tricks, a race against the clock as baby Mario, and finally a replica of the intro with Kamek attacking Yoshi throughout. It's a MarathonLevel to say the least.

to:

** World 6's secret level "Endless World of Yoshis/Crazy Maze Days" from the GBA port. The first part isn't so bad, although it does have fast auto scrolling. However, the maze part is worse. Not only is there a long shaft filled with instant death spikes you have to dodge with split second timing (entirely blind), but to get 100% completion, you need to beat this section THREE TIMES. There's just one midway ring after it, meaning that if you mess up before the cave (and given the confusing layout of the place, you probably will), you'll have to do a significant amount of the level over. After that, there's a cave with some rather mean tricks, a race against the clock as baby Mario, and finally a secret second exit leading to a replica of the intro with Kamek attacking Yoshi throughout. It's a MarathonLevel to say the least.

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** 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 Fly 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. And as one last kick in the teeth, the final flower is ''Behind'' the exit ring, so unless you know it's there you'll likely be futilely backtracking, or get the exit ring by mistake and have to start over.
** "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 have to perform two whole screens of skiing and hit all the obnoxiously difficult placed items with perfectly-precise jumps, THEN, you have 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 port. The first part isn't so bad, although it does have fast auto scrolling. However, the maze part is worse. Not only is there a long shaft filled with instant death spikes you have to dodge with split second timing (entirely blind), but to get 100% completion, you need to beat this section THREE TIMES. There's just one midway ring after it, meaning that if you mess up before the cave (and given the confusing layout of the place, you probably will), you'll have to do a significant amount of the level over. After that, there's a cave with some rather mean tricks, a race against the clock as baby Mario, and finally a replica of the intro with Kamek attacking Yoshi throughout. It's a MarathonLevel to say the least.

to:

** World 2's "extra" 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.
** World 3's extra level "More Monkey Madness" is full of goddamn seed-throwing monkeys that are place placed 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 Fly 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. And Then as one last kick in the teeth, the final flower is ''Behind'' ''behind'' the exit ring, so unless you know it's there you'll likely be futilely backtracking, or get the exit ring by mistake and have to start over.
** "The Impossible? Maze," the 4th bonus extra 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!
** World 5's secret level "Items Are Fun" is the easiest level in the game ...if you run straight to the exit. If you're trying for the 100% score then it's a marathon level that requires a lot of thinking outside the box with items. For example one must know that Yoshi can jump and bounce on spiked enemies as long as they are frozen first, something hinted at nowhere in the game.
** The 5th bonus extra level "Kamek's Revenge". To obtain all those red coins, you first have to perform two whole screens of skiing and hit all the obnoxiously difficult placed items with perfectly-precise jumps, THEN, you have 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''.
** World 6's secret level "Endless World of Yoshis/Crazy Maze Days" from the GBA port. The first part isn't so bad, although it does have fast auto scrolling. However, the maze part is worse. Not only is there a long shaft filled with instant death spikes you have to dodge with split second timing (entirely blind), but to get 100% completion, you need to beat this section THREE TIMES. There's just one midway ring after it, meaning that if you mess up before the cave (and given the confusing layout of the place, you probably will), you'll have to do a significant amount of the level over. After that, there's a cave with some rather mean tricks, a race against the clock as baby Mario, and finally a replica of the intro with Kamek attacking Yoshi throughout. It's a MarathonLevel to say the least.least.
** World 6's Extra level "Castles - Masterpiece Set/Ultimate Castle Challenge" is an absolute gauntlet of thorns and moving platforms that give the player nowhere safe to stand still and catch their thoughts. You'd better have ultra fast reflexes if you don't know the method of cheating it.[[note]]The thorns can be destroyed with eggs and watermelon seeds, so just stock up on a few green watermelons from the bonus games.[[/note]]
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** "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 Fly 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.

to:

** "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 Fly 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. And as one last kick in the teeth, the final flower is ''Behind'' the exit ring, so unless you know it's there you'll likely be futilely backtracking, or get the exit ring by mistake and have to start over.



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

to:

** The 5th bonus level "Kamek's Revenge". To obtain all those red coins, you first had have to perform two whole screens of skiing and hit all the obnoxiously difficult placed items with perfectly-precise jumps, THEN, you had have 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.
''except this one''.
** "Endless World of Yoshis/Crazy Maze Days" from the GBA port. The first part isn't so bad, although it does have fast auto scrolling. However, the maze part is worse. Not only is there a long shaft filled with instant death spikes you have to dodge with split second timing (entirely blind), but to get 100% completion, you need to beat this section THREE TIMES. There's just one midway ring after it, meaning that if you mess up before the cave (and given the confusing layout of the place, you probably will), you'll have to do a significant amount of the level over. After that, there's a cave with some rather mean tricks tricks, a race against the clock as well as baby Mario, and finally a replica of the intro with Kamek attacking Yoshi throughout. It's also a MarathonLevel. And MarathonLevel to say the last flower is literally right before the goal, so if you forget about it/run out, you're playing the whole thing over.least.
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* There's a Daredevil Comet challenge where you have to go through [[LethalLavaLand Melty Molten Galaxy]], which is covered in lava, without being hit once, leading to furniture being punched in frustration after missing a jump after going through the entire level for the fortieth time. There's also the controller-breaking madness of having to climb the huge rock spire at the end ''while it sinks into the frickin' lava''. And there's that god forsaken section with the [[ScrappyMechanic pull stars.]]

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* There's a Daredevil Comet challenge where you have to go through [[LethalLavaLand Melty Molten Galaxy]], which is covered in lava, without being hit once, leading to furniture being punched in frustration after missing a jump after going through the entire level for the fortieth time. There's also the controller-breaking madness of having to climb the huge rock spire at the end ''while it sinks into the frickin' lava''. And there's that god forsaken section with the [[ScrappyMechanic pull stars.]] All other Daredevil Comets thankfully take place during a boss battle, which helps mitigate any fatigue upon failure. [[ClassicVideoGameScrewYous Not this one]]. Folks can debate whether or not a theoretical Daredevil Comet challenge with the Firey Pirhana would be more or less difficult with sincerity.
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** "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.

to:

** "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 Fly 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.
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** Black coins:
*** The second black coin in 1-4 requires doing a perfect leap and spin off a Dry Bones from ground level. There's no room for error, and it's counter-intuitive since you actually have to time your leap so you hit it just before you finish vaulting over the Dry Bones. Easy if you have Luigi, though.
*** The fourth and fifth black coins in 3-3 are each awful for their own reasons. The fourth actually requires you to use the bubble mechanic to redo part of the stage after smashing a block to allow a shell through, while the fifth requires using a spring to bounce through a one-block hole. Doesn't matter what character you're using here, it's frustrating all the same.
*** Getting the second black coin in 4-1 is easily the most frustrating special coin in the entire game. It requires jumping off a P-switch, wall-jumping onto a single brick, jumping towards another single brick, wall-jumping off of that, and back up onto the pipe containing the coin. The timing window for this is simply a few seconds and allows for absolutely no error, requiring a full restart of the stage for every attempt. The Yoshis make this easier as their Flutter Jumps make it easier to access the pipe.
*** 6-4's first black coin is hell if you're playing as anyone but Toad. It's in a ? block situated over a gap just high enough that a regular jump will clear the block. You need to carefully time your jump to clip the edge of the block. Too little and you miss. Too much and you vault over it. As Mario and Luigi, grabbing a Mushroom makes doing it even harder. Toad's higher speed makes it easier to hit the block, as he can get right under it.
** Toad Rally:
*** The airship. It combines Ninjis, gaps, and cannonballs to make a run where even the slightest mistake will hurt or kill you. And this is the bare minimum. If you've beaten the World Tour, add flame spouts and Rocky Wrench to the list for added annoyance.
*** The ghost house is tolerable at first, but once you've beaten the game it gets a lot worse. The puzzle aspects from the later versions are tacked on, so you have to figure those out on top of trying to get coins. It's also fairly stingy with Toads, owing to the lack of tricks you can pull off.
** Unlocking Star World levels. Of all the challenges necessary for unlocking the levels, the challenge for Star-6 tops them all. You have to collect 400 coins in 1-2, a level where they're separated into different paths and [[https://www.youtube.com/watch?v=ZwarcZlSyu4 an absolutely optimal strategy will get you 426]]. There is no margin for error here. You have to backtrack and make the run perfectly to achieve it. Toad alleviates the problem slightly, but not by much.
** Remix 10:
*** A few of the Remix courses require you to use the back swipe mechanic to slow your character if you want the medals, which is incredibly unreliable on smaller devices.
*** Of particular note is a variation on Wall-Kicking it Underground, which has the medals placed in such a way that the second medal requires a pixel-perfect jump to avoid getting stuck on an alternate path where you can't reach the third. If you're very lucky, you'll wind up there with a Starman and avoid the headache, but it's usually the first or second of the ten just to make sure you can't use that trick.

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** * Black coins:
*** ** The second black coin in 1-4 requires doing a perfect leap and spin off a Dry Bones from ground level. There's no room for error, and it's counter-intuitive since you actually have to time your leap so you hit it just before you finish vaulting over the Dry Bones. Easy if you have Luigi, though.
*** ** The fourth and fifth black coins in 3-3 are each awful for their own reasons. The fourth actually requires you to use the bubble mechanic to redo part of the stage after smashing a block to allow a shell through, while the fifth requires using a spring to bounce through a one-block hole. Doesn't matter what character you're using here, it's frustrating all the same.
*** ** Getting the second black coin in 4-1 is easily the most frustrating special coin in the entire game. It requires jumping off a P-switch, wall-jumping onto a single brick, jumping towards another single brick, wall-jumping off of that, and back up onto the pipe containing the coin. The timing window for this is simply a few seconds and allows for absolutely no error, requiring a full restart of the stage for every attempt. The Yoshis make this easier as their Flutter Jumps make it easier to access the pipe.
*** ** 6-4's first black coin is hell if you're playing as anyone but Toad. It's in a ? block situated over a gap just high enough that a regular jump will clear the block. You need to carefully time your jump to clip the edge of the block. Too little and you miss. Too much and you vault over it. As Mario and Luigi, grabbing a Mushroom makes doing it even harder. Toad's higher speed makes it easier to hit the block, as he can get right under it.
** * Toad Rally:
*** ** The airship. It combines Ninjis, gaps, and cannonballs to make a run where even the slightest mistake will hurt or kill you. And this is the bare minimum. If you've beaten the World Tour, add flame spouts and Rocky Wrench to the list for added annoyance.
*** ** The ghost house is tolerable at first, but once you've beaten the game it gets a lot worse. The puzzle aspects from the later versions are tacked on, so you have to figure those out on top of trying to get coins. It's also fairly stingy with Toads, owing to the lack of tricks you can pull off.
** * Unlocking Star World levels. Of all the challenges necessary for unlocking the levels, the challenge for Star-6 tops them all. You have to collect 400 coins in 1-2, a level where they're separated into different paths and [[https://www.youtube.com/watch?v=ZwarcZlSyu4 an absolutely optimal strategy will get you 426]]. There is no margin for error here. You have to backtrack and make the run perfectly to achieve it. Toad alleviates the problem slightly, but not by much.
** * Remix 10:
*** ** A few of the Remix courses require you to use the back swipe mechanic to slow your character if you want the medals, which is incredibly unreliable on smaller devices.
*** ** Of particular note is a variation on Wall-Kicking it Underground, which has the medals placed in such a way that the second medal requires a pixel-perfect jump to avoid getting stuck on an alternate path where you can't reach the third. If you're very lucky, you'll wind up there with a Starman and avoid the headache, but it's usually the first or second of the ten just to make sure you can't use that trick.
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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 own) and some of the fetch quests are annoying. Finally, the level is actually a TimedMission. It will [[GroundhogDayLoop reset it you take too long]] and [[GuideDangIt the game does not tell you this until after the loop occurs once.]]

to:

* 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 it if you take too long]] and [[GuideDangIt the game does not tell you this until after the loop occurs once.]]

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Removed: 447

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** Unlocking Star World levels:
*** Of all the challenges necessary for unlocking the levels, the challenge for Star-6 tops them all. You have to collect 400 coins in 1-2, a level where they're separated into different paths and [[https://www.youtube.com/watch?v=ZwarcZlSyu4 an absolutely optimal strategy will get you 426]]. There is no margin for error here. You have to backtrack and make the run perfectly to achieve it. Toad alleviates the problem slightly, but not by much.

to:

** Unlocking Star World levels:
***
levels. Of all the challenges necessary for unlocking the levels, the challenge for Star-6 tops them all. You have to collect 400 coins in 1-2, a level where they're separated into different paths and [[https://www.youtube.com/watch?v=ZwarcZlSyu4 an absolutely optimal strategy will get you 426]]. There is no margin for error here. You have to backtrack and make the run perfectly to achieve it. Toad alleviates the problem slightly, but not by much.
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Added in Super Mario Run

Added DiffLines:

[[folder:Super Mario Run]]
** Black coins:
*** The second black coin in 1-4 requires doing a perfect leap and spin off a Dry Bones from ground level. There's no room for error, and it's counter-intuitive since you actually have to time your leap so you hit it just before you finish vaulting over the Dry Bones. Easy if you have Luigi, though.
*** The fourth and fifth black coins in 3-3 are each awful for their own reasons. The fourth actually requires you to use the bubble mechanic to redo part of the stage after smashing a block to allow a shell through, while the fifth requires using a spring to bounce through a one-block hole. Doesn't matter what character you're using here, it's frustrating all the same.
*** Getting the second black coin in 4-1 is easily the most frustrating special coin in the entire game. It requires jumping off a P-switch, wall-jumping onto a single brick, jumping towards another single brick, wall-jumping off of that, and back up onto the pipe containing the coin. The timing window for this is simply a few seconds and allows for absolutely no error, requiring a full restart of the stage for every attempt. The Yoshis make this easier as their Flutter Jumps make it easier to access the pipe.
*** 6-4's first black coin is hell if you're playing as anyone but Toad. It's in a ? block situated over a gap just high enough that a regular jump will clear the block. You need to carefully time your jump to clip the edge of the block. Too little and you miss. Too much and you vault over it. As Mario and Luigi, grabbing a Mushroom makes doing it even harder. Toad's higher speed makes it easier to hit the block, as he can get right under it.
** Toad Rally:
*** The airship. It combines Ninjis, gaps, and cannonballs to make a run where even the slightest mistake will hurt or kill you. And this is the bare minimum. If you've beaten the World Tour, add flame spouts and Rocky Wrench to the list for added annoyance.
*** The ghost house is tolerable at first, but once you've beaten the game it gets a lot worse. The puzzle aspects from the later versions are tacked on, so you have to figure those out on top of trying to get coins. It's also fairly stingy with Toads, owing to the lack of tricks you can pull off.
** Unlocking Star World levels:
*** Of all the challenges necessary for unlocking the levels, the challenge for Star-6 tops them all. You have to collect 400 coins in 1-2, a level where they're separated into different paths and [[https://www.youtube.com/watch?v=ZwarcZlSyu4 an absolutely optimal strategy will get you 426]]. There is no margin for error here. You have to backtrack and make the run perfectly to achieve it. Toad alleviates the problem slightly, but not by much.
** Remix 10:
*** A few of the Remix courses require you to use the back swipe mechanic to slow your character if you want the medals, which is incredibly unreliable on smaller devices.
*** Of particular note is a variation on Wall-Kicking it Underground, which has the medals placed in such a way that the second medal requires a pixel-perfect jump to avoid getting stuck on an alternate path where you can't reach the third. If you're very lucky, you'll wind up there with a Starman and avoid the headache, but it's usually the first or second of the ten just to make sure you can't use that trick.
[[/folder]]
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Darth Wiki/ should not be linked in the main wiki.


* World 8-Tower 2. The ENTIRE level takes place on a moving platform reminiscent of certain levels in ''VideoGame/SuperMarioWorld''. It's [[TrialAndErrorGameplay unpredictable, tedious,]] and nerve-wracking. And of course, as if the task of staying on the platform weren't difficult enough, [[EverythingTryingToKillYou everything is trying to kill you.]] As a bonus, the platform's movement makes an [[MostAnnoyingSound annoying sound]]. World 7 has the same gimmick in the castle stage, but not only is it easier, World 7 can be skipped entirely.

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* World 8-Tower 2. The ENTIRE level takes place on a moving platform reminiscent of certain levels in ''VideoGame/SuperMarioWorld''. It's [[TrialAndErrorGameplay unpredictable, tedious,]] and nerve-wracking. And of course, as if the task of staying on the platform weren't difficult enough, [[EverythingTryingToKillYou everything is trying to kill you.]] As a bonus, the platform's movement makes an [[MostAnnoyingSound annoying sound]].sound. World 7 has the same gimmick in the castle stage, but not only is it easier, World 7 can be skipped entirely.

Changed: 23

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* The mini-stages, in which every other platform is either moving, has tons of holes in, or is disintegrating beneath your feet, and in some cases the camera is [[CameraScrew swooping around so much]] that that jump you judged you'd make has now sent you plummeting off the edge. And they all share the same [[EarWorm Ear-Wormy]] [[https://www.youtube.com/watch?v=DvZWxiUfrNo tune.]] Among the hardest mini-stages are the ones from the 2nd episode of Sirena Beach and 6th episodes of Noki Bay.

to:

* The mini-stages, in which every other platform is either moving, has tons of holes in, or is disintegrating beneath your feet, and in some cases the camera is [[CameraScrew swooping around so much]] that that jump you judged you'd make has now sent you plummeting off the edge. And they all share the same [[EarWorm Ear-Wormy]] catchy [[https://www.youtube.com/watch?v=DvZWxiUfrNo tune.]] Among the hardest mini-stages are the ones from the 2nd episode of Sirena Beach and 6th episodes of Noki Bay.
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* 9-6 (Fire Bar Sprint) is ''even worse''. As the name implies, the level is infested with extremely fast-moving Fire Bars, with not a single power up in sight. The last five Fire Bars require nearly perfect timing. Of course, [[GameBreaker Nabbit]] is completely immune to them.

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* 9-6 (Fire Bar Sprint) is ''even worse''. As the name implies, the level is infested with extremely fast-moving Fire Bars, with not a single power up in sight. The last five Fire Bars require nearly perfect timing. Of course, [[GameBreaker Nabbit]] is completely immune to them. To make matters worse, [[spoiler:the last Star Coin in the level requires you to ground pound bricks, which can't be done as small or mini Luigi.]]
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* The Dash Mario (cannon) levels are extremely difficult (albeit a bit short) on-the-fly high-speed madness. You have to make extremely precise jumps across platforms through lines of enemies without being able to stop and take a moment to plan your maneuvers because Mario ''can't stop running''. The worst of the bunch is World Flower-Cannon, where you have to time a bunch of jumps off parachuting Bob-ombs which sway from left to right as they fall, plus all the rotating Amps you have to deal with. If you time your jumps off the Bob-ombs correctly, you'll dodge the Amps automatically, but it's extremely difficult because there is absolutely no margin for error.

to:

* The Dash Mario (cannon) levels are extremely difficult (albeit a bit short) on-the-fly high-speed madness. You have to make extremely precise jumps across platforms through lines of enemies without being able to stop and take a moment to plan your maneuvers because Mario ''can't stop running''. The worst of the bunch is World Flower-Cannon, where you have to time a bunch of jumps off parachuting Bob-ombs which sway from left to right as they fall, plus all the rotating Amps you have to deal with. If you time your jumps off the Bob-ombs correctly, you'll dodge the Amps automatically, but it's extremely difficult because there is absolutely no margin for error. Using Raccoon Mario does take some of the edge off, however; you can immediately refill your Power Meter due to the constant running and spend most of the stage just flying.
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* S8-Bowser. [[TimedMission 30-second timer]], [[DroughtLevelOfDoom no powerups]], [[CheckPointStarvation no checkpoint]], {{Lava Pit}}s that make every jump a potential instant death, [[BossBattle Dry Bowser still being in the level]], and you have to kill ''[[DemonicSpiders Hammer Brothers]] for clocks'', who somehow know to throw hammers over each others' heads so you can't do that without being hurt easily. You'd better go back and grab a couple of powerups before attempting this nightmare.

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* S8-Bowser. [[TimedMission 30-second timer]], [[DroughtLevelOfDoom no powerups]], [[CheckPointStarvation no checkpoint]], {{Lava Pit}}s that make every jump a potential instant death, [[BossBattle Dry Bowser still being in the level]], and you have to kill ''[[DemonicSpiders Hammer Brothers]] for clocks'', who somehow know to throw hammers over each others' heads so you can't do that GoombaStomp them without being hurt easily. You'd better go back and grab a couple of powerups from an earlier level before attempting this nightmare.
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* S8-Castle has everything a level could have to make you wanna murder the creators of the game. [[TimedMission 30-second timer]], no powerups, [[CheckPointStarvation no checkpoint]], {{Lava Pit}}s that make every jump a potential instant death, [[DemonicSpiders Hammer Bros. who somehow know to throw hammers over each others' heads]] so you can't beat them without being hurt easily, and [[BossBattle Dry Bowser still being in the level]]. The lack of the Cosmic Clone does little to mitigate the possibility that you'll have plenty of deaths anyways.
* [[BrutalBonusLevel SW8-Crown]]. First off, [[CheckPointStarvation there's no checkpoint.]] The first half of the level consists mostly of narrow used coin blocks you must jump across. It's practically impossible to get across that part without a Tanooki Suit, and even with it, you're still gonna die a few times. Or more. If you survive that part, you're pitted against [[QuirkyMiniBossSquad Boom Boom and Pom Pom]] at the same time. Then you go through one of those green roller coaster stages with bombs and complicated jumps galore. Then you're thrown onto a block where you must run to the other side while dodging [[EverythingTryingToKillYou fire, lasers, enemies,]] and a [[TheScrappy Giant Cosmic Mario]] who won't let you stop and take a breath. If you didn't have a mushroom or other item on you at that part, [[UnWinnable you're most likely dead.]] THEN... [[spoiler:you get to ride across the rest of the level while watching the green floor unfold, spelling out "THANK YOU!!"]]

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* S8-Castle has everything a level could have to make you wanna murder the creators of the game. S8-Bowser. [[TimedMission 30-second timer]], [[DroughtLevelOfDoom no powerups, powerups]], [[CheckPointStarvation no checkpoint]], {{Lava Pit}}s that make every jump a potential instant death, [[DemonicSpiders [[BossBattle Dry Bowser still being in the level]], and you have to kill ''[[DemonicSpiders Hammer Bros. Brothers]] for clocks'', who somehow know to throw hammers over each others' heads]] heads so you can't beat them do that without being hurt easily, easily. You'd better go back and [[BossBattle Dry Bowser still being in the level]]. The lack grab a couple of the Cosmic Clone does little to mitigate the possibility that you'll have plenty of deaths anyways.
powerups before attempting this nightmare.
* [[BrutalBonusLevel SW8-Crown]].S8-Crown]]. First off, [[CheckPointStarvation there's no checkpoint.]] The first half of the level consists mostly of narrow used coin blocks you must jump across. It's practically impossible to get across that part without a Tanooki Suit, and even with it, you're still gonna die a few times. Or more. If you survive that part, you're pitted against [[QuirkyMiniBossSquad Boom Boom and Pom Pom]] at the same time. Then you go through one of those green roller coaster stages with bombs and complicated jumps galore. Then you're thrown onto a block where you must run to the other side while dodging [[EverythingTryingToKillYou fire, lasers, enemies,]] and a [[TheScrappy Giant Cosmic Mario]] who won't let you stop and take a breath. If you didn't have a mushroom or other item on you at that part, [[UnWinnable you're most likely dead.]] THEN... [[spoiler:you get to ride across the rest of the level while watching the green floor unfold, spelling out "THANK YOU!!"]]
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*** Even worse is the Star Ball area in Melty Molten Galaxy, which forces you to make it through a tough obstacle-course filled with moving platforms, falling meteors, and tons of pitfalls.

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*** Even worse is the ** The Star Ball area in Melty Molten Galaxy, which forces you to make it through a tough obstacle-course filled with moving platforms, falling meteors, and tons of pitfalls.



** Speaking of Chompworks Galaxy, the second star can be a massive pain if you don't know how to use the Spring Mushroom. Even worse, the level doesn't spend much time teaching you the mechanics of the item, so if you haven't played the first game, you will be very frustrated by the end of this level.

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** Speaking of * In Chompworks Galaxy, the second star can be a massive pain if you don't know how to use the Spring Mushroom. Even worse, the level doesn't spend much time teaching you the mechanics of the item, so if you haven't played the first game, you will be very frustrated by the end of this level.



* Finally, as in the last few games, ''Super Mario Odyssey'' has its own BrutalBonusLevel at the end. Named [[spoiler:Culmina Crater and based on the Darker Side of the Moon]], you run through different areas representing almost every part of the game you've been to, requiring all your skills to traverse. It's a ''very long'' level with ''no checkpoints'' at all, meaning if you die, it's back to the start. It gets especially difficult in the foggy area with the traversing platform which has a Pulse Beam in the middle and Burrbos that never stop coming until you make it to the other side: as they can't be jumped upon, you need to either throw your hat or use the Pulse Beam to clear them out, with the problem being that the Pulse Beam is just too close for comfort. One false move... And back to the beginning of the area with you.

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* Finally, as in the last few games, ''Super Mario Odyssey'' has its own BrutalBonusLevel at the end. Named [[spoiler:Culmina Crater and based on the Darker Side of the Moon]], you run through different areas representing almost every part of the game you've been to, requiring all your skills to traverse. It's a ''very long'' level with ''no checkpoints'' at all, meaning if you die, it's back to the start. It gets especially difficult in the foggy area with the traversing platform which has a Pulse Beam in the middle and Burrbos that never stop coming until you make it to the other side: as they can't be jumped upon, you need to either throw your hat or use the Pulse Beam to clear them out, with the problem being that the Pulse Beam is just too close for comfort. One false move... And back to the beginning of the area with you. And near the end of that section, you have to climb to the top area by using wooden walls that oscillate in an inconvenient pattern, which not only takes some time getting used to, but also puts you at the risk of falling into the abyss if you mistime your leap while being on the right side.
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There's a Boomerang Flower after the third star, but since that would require you to go backward on the Podoboo bridge... yeah


* [[DepartmentOfRedundancyDepartment Castle-Castle]] (Bowser's Lava Lake Keep), if you're going for all collectibles in one run. The second star requires a Cat suit (which isn't even available in this level, so you have to enter while wearing one, and if you lose it, you have to leave and acquire another), while the third can only be retrieved with the boomerang suit, which is only located near the beginning of the level. So you have to juggle two different powerups past firebars, fireballs, bombs and DemonicSpiders. And the icing on the cake is that the checkpoint is located just before the narrow fireball-infested bridge leading to the third star, so you have to skip the checkpoint and go back and activate it ''after'' retrieving the star, lest the star becomes unobtainable until clearing or leaving the level if you die or lose the boomerang suit.

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* [[DepartmentOfRedundancyDepartment Castle-Castle]] (Bowser's Lava Lake Keep), if you're going for all collectibles in one run. The second star requires a Cat suit (which isn't even available in this level, so you have to enter while wearing one, and if you lose it, you have to leave and acquire another), while the third can only be retrieved with the boomerang suit, which is and the only located near ones in this level are far before and far after where the beginning of the level.star is. So you have to juggle two different powerups past firebars, fireballs, bombs and DemonicSpiders. And the icing on the cake is that the checkpoint is located just before the narrow fireball-infested bridge leading to the third star, so you have to skip the checkpoint and go back and activate it ''after'' retrieving the star, lest the star becomes unobtainable until clearing or leaving the level if you die or lose the boomerang suit.
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* Several purple coin levels like in the Honeyhive, Beach Bowl, and Dusty Dune galaxies take an incredibly long time to do, which means that if you die at one point, you will lose ''all'' of your progress. The Dusty Dune star is particularly frustrating given how easy it is to fall into the quicksand.
* If you suck at chasing down Star Bunnies, then Snow Cap Galaxy will be a massive pain, given that you have to chase down several in a tight time limit on a planet covered almost entirely with snow that will slow Mario down to a crawl.
* There are also several segments in otherwise unchallenging levels that can prove to be truly frustrating:
** The Cyclone Stone area in Beach Bowl Galaxy is a tough gauntlet filled with Thwomps and Tox Boxes, especially when you have to beat it when all of the enemies movie incredibly quickly. And of course, Nintendo ''had'' to remake this area for the sequel even harder than in this game.
** The final segment of Freezeflame Galaxy in which you have to use an Ice Flower and skate over platforms of lava. While skating is rarely annoying in this game, it's not at all ideal for the precision platforming you have to do to get to the end of this area, as the amount of platforms available for you to stand on get smaller and smaller.
*** Even worse is the Star Ball area in Melty Molten Galaxy, which forces you to make it through a tough obstacle-course filled with moving platforms, falling meteors, and tons of pitfalls.
** The pull star section in Dreadnaught Galaxy is just as bad as the one in Melty Molten Galaxy, if not worse. It's a complete and utter BulletHell as Mario has to make it through a barrage of cannonballs, and one hit will send him falling all the way back to the beginning.
** The first segment in Dusty Dune Galaxy will prove to be a massive pain if you can't quickly learn how to use tornados.


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** Speaking of Chompworks Galaxy, the second star can be a massive pain if you don't know how to use the Spring Mushroom. Even worse, the level doesn't spend much time teaching you the mechanics of the item, so if you haven't played the first game, you will be very frustrated by the end of this level.


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* The Daredevil Comet for "Bowser Jr's Boom Bunker" is a rarity as it doesn't just force you to fight the boss. It forces you to complete the entire level, which includes an entirely new segment not seen in the original level! It's not as hard as the "Lava Spire Daredevil Run" from the first game, but it's definitely up there.


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*** Tall Trunk Galaxy's slide area has a similar Purple Coins challenge, and it's just as frustrating.


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** Both of the Fluzzard races can be frustrated if you aren't a master with the controls, as the AI for the opponent birds is surprisingly good.


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* Hightail Falls forces you to learn how to use the unwieldy Dash Yoshi perfectly to get through some of the later segments of the level. Even worse is the Speedrun Comet which gives you less space to move around in, and you have a tight time limit to finish the entire level in.
** Even worse is the Purple Coins star at Sunshine Beach where you have to use Dash Yoshi to collect 100 coins in ''only 35 seconds''.
* "The Star In The Sinking Swamp" forces you to run on a super fast and unpredictable Snake Block that gives you hardly any time to react to its twists and turns. If that's not tricky enough, there are also several enemies in the way that make the star even harder to get.
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[[folder: Super Mario Maker 2]]
* "No Jumping Allowed!" takes the most basic mechanic from the series away from you. You cannot jump a single time (unless you grab the flag before you land), and if you do, you will automatically fail the level. It's not just jumping - falling off a ledge or even stepping down a single block is instant failure. Mario's feet cannot leave the ground under any circumstances or it's a failed level for you.
* "Chain Chomp Chiller" takes the same concept as "No Jumping Allowed!", only this time you have to run past a whole field of Unchained Chomps without any use of headgear to protect yourself from them. While the winged Chomps have a higher jump, allowing a bigger (but still not an awfully big) timeframe for you to run past them, the final parts of the level pit you against Unchained Chomps ''without'' wings, leaving you only some springs for you to use, meaning you either have to backtrack to get more springs, or run at nearly pixel-perfect timing. Assist Mode might just be the only thing that'll get you through this level if you're not very good at dealing with Unchained Chomps.
* "Dash On, Dash Off" is one of those levels where you have to, as suggested by the name, rush through it and activate ON/OFF switches, and perhaps jumping over some large gaps. What adds to the challenge is there's a ''strict'' 30-second time limit, and you better not screw around as much or otherwise, the timer will run out on you by the time you make that jump to the last switch.
* "March of the Rookie Toads", tasks you with bringing ten Toads over to the goalpole, who follow eiher you to your very move, or behind another Toad doing the same thing, who can get trapped in a bubble in one hit. If that doesn't sound hectic enough, Fire Piranha Plants on Lakitu Clouds also shows up as well, meaning if you aren't very careful with how you jump, half of the time you'll spend on this level is dealing with the Toads who were caught by the Sun swooping down on them, if they weren't caught by a stray Goomba or any other enemy that shows up throughout the level.
* "Super Mario Bros. W1-1?", functions as the standard BrutalBonusLevel. purports itself as a remake of 1-1. 'You immediately face a Hammer Bro, a stack of Goombas, and some Thwomps once you start the level,' and the road to the flagpole does not let up from there. Peach does not kid around when she says "creating this brand of chaos is ''Bowser's'' speciality".
[[/folder]]
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** Hazy Maze Cave: Several coins must be obtained by defeating the bat enemies, which have a tendency to hang around over bottomless pits. Another type of enemy (Mr. I) must be defeated by running quick circles around it on small platforms. One such platform requires pixel-perfect maneuvering considering it's barely larger than the enemy. It also has the difficult mission "Metal Head Mario Can Move"/"Metal Head Wario Can Move". Getting to the room with the star is easy. Getting ''across'' the room, which requires two consecutive long jumps between a very thin ledge over a bottomless pit, is not. The DS port makes it even harder [[DamnYouMuscleMemory due to the less precise controls]] and the fact that unlike most of the games thin ledges, its width is ''not'' altered to accomodate the new controls or any flubs you make.

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** Hazy Maze Cave: Several coins must be obtained by defeating the bat enemies, which have a tendency to hang around over bottomless pits. Another type of enemy (Mr. I) must be defeated by running quick circles around it on small platforms. One such platform requires pixel-perfect maneuvering considering it's barely larger than the enemy. It also has the difficult mission "Metal Head Mario Can Move"/"Metal Head Wario Can Move". Getting to the room with the star is easy. Getting ''across'' the room, which requires two consecutive long jumps between a very thin ledge over a bottomless pit, is not. The DS port makes it even harder [[DamnYouMuscleMemory due to the less precise controls]] and the fact that unlike most of the games game's thin ledges, its width is ''not'' altered to accomodate the new controls or any flubs you make.
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** [[https://www.youtube.com/watch?v=McEZ5ifAn-Y Level 7-7]]. You get a star at the start, but the ground is made of piranhas, so you have to run to the next ? block before the invincibility expires to release another star. It's not too bad until the pipes start to get in the way, including one near the end where you have to crouch/run underneath if you're Super Mario.

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** [[https://www.youtube.com/watch?v=McEZ5ifAn-Y Level 7-7]]. You get a star at the start, but the ground is made of piranhas, munchers, so you have to run to the next ? block before the invincibility expires to release another star. It's not too bad until the pipes start to get in the way, including one near the end where you have to crouch/run underneath if you're Super Mario.

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Moving examples over from the game's page


* The Lost Kingdom is full of poisonous water that instantly kills you, it's made up of islands that are easy to get lost in and provide little to no sense of direction, most of the enemies are either spiky or immune to your cap, the latter of which throw Cappy back like an explosive (which has a ''very'' tight time limit to dodge or jump over and is required to get to some areas and Moons, but can be easily crouched under) and the entire island plays a piece of music that can quickly become annoying. The tone of the level is [[ThisIsGonnaSuck set nicely]] when you arrive and Klepto makes off with Cappy.
* The Luncheon Kingdom is filled with pink lava and the main gimmick is using Lava Bubbles to navigate it. However, Lava Bubbles immediately disappear if they land on anything except lava or hot tomatoes, meaning you'll have to go get a new one if you lose it.

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* The Lost Kingdom is full of poisonous water that instantly kills you, it's made up of islands that are easy to get lost in and provide little to no sense of direction, most of the enemies are either spiky or immune to your cap, the latter of which throw Cappy back like an explosive (which has a ''very'' tight time limit to dodge or jump over and is required to get to some areas and Moons, but can be easily crouched under) and the entire island plays a piece of music that can quickly become annoying. The tone of the level is [[ThisIsGonnaSuck set nicely]] when you arrive and Klepto makes off with Cappy.
Cappy, and you can't even to go to previous kingdoms until you've collected the quota of Power Moons. Likely a deliberate example as [[spoiler:Bowser sends you crash-landing here after the game promised the highly promoted Metro Kingdom as your next stop]].
* The Luncheon Kingdom is filled surrounded by lava, and, as usual, falling in causes Mario to go flying in pain. Unfortunately, you cover a ''lot'' more distance than you did in older games and Mario isn't as easily controlled. This is not good when the map is full of small platforms, so it's entirely possible to overshoot the platforms completely by mistake. (Or worse: Fall off, then Mario goes ''the opposite direction''.) What's more, there are also several areas with pink ''very'' narrow platforms you must hop onto, and if you miss, then you fall into the lava and -- which might as well be an instant death trap since you'll likely not have any way to recover (at least, not without accidentally hitting the main lava ''again''.) There is also the primary gimmick is using of navigating the area with Lava Bubbles to navigate it. However, Bubbles. A captured Lava Bubbles immediately Bubble will disappear if they land on it hits anything except lava other than lava. Naturally, this means any slip-up in sections requiring you to jump over solid ground are likely to send Mario into the lava.
* Jump-Rope Genius requires you to perform one hundred consecutive jumps in the jump-rope mini-game. This has been regarded by most as the most challenging Power Moon to get in practically the entire game. While all you need to do is get in sync with the rhythm, the rope eventually turns fast enough that holding the button down for even a split second longer than needed will result in a loss. There are a few techniques that can make the challenge easier, such as [[ViolationOfCommonSense doing it while riding a moped]][[note]]This makes it so Mario doesn't try to double jump, making it easier to keep in rhythm with the jump rope[[/note]] (provided you position it correctly)
or hot tomatoes, meaning throwing Cappy in mid-jump to get more hang time as the rope gets faster, but even then it remains very difficult. When most tell you to abuse the [[GoodBadBugs Talkatoo hoverlock glitch]][[note]]This glitch is fixed in the 1.2.0 update.[[/note]] or the [[GoodBadBugs Out of Bounds Letter Glitch]] to beat the challenge, you know you're gonna be in for a bad time.
* Beach Volleyball is just as bad if you're playing single-player, as Mario by himself just isn't fast enough to hit the ball at times. In order to reach one hundred hits, you must either learn to throw Cappy quickly and efficiently or jump into two-player and play as just Cappy or get a friend to help and put both characters to work.
* On The Eastern Pillar in the Sand Kingdom requires you to shake the controller to steer a Bullet Bill into a box far away, but shaking it means you can barely aim, and your timing has to be ''exact'' or
you'll blow up too soon.
* The Master Cup Koopa Race in the Wooded Kingdom. The golden Koopa Troopa will skip the entire Uproot maze along Iron Road by doing a long jump across the BottomlessPit next to it, throwing his hat, diving into and jumping off of the hat, then throwing his hat again. While this isn't the most difficult of maneuvers, this is the only time it's essentially mandatory for collecting a power moon, and the distance means that you'll just barely make it even if you are good at it.
* The Lost Kingdom Koopa Race. This one is long, spanning from the Odyssey to the top of the mountain, and it is very easy to fall into the insta-death poison water or get hit by enemies. There is also a section that requires using Trapeetles to clear the way. To give an indication of how bad this section is, the Koopas all fail this at least once on the regular cup and the fastest skips this section by jumping off the mountain and using his hat to make the jump around it.
* The Koopa race in the Luncheon Kingdom. Most of these races are across safe terrain, with the challenge being simply to go faster than the Koopas rather than precision platforming. This one, on the other hand, has you scaling half the volcano, with rotating platforms, deadly lava, Fire Piranha Plants, and many other hazards to screw up your performance. Combine this with a likely lack of health, enemies that can temporarily eat Cappy until you defeat them, and the Koopas jumping across what seems to be thin air, and it makes for a rather frustrating challenge. There exists a much faster back route you can take that can avoid much of this and allows you to finish in less than 30 seconds, but it requires you to either know that it exists in advance or have enough luck/reflexes to act upon it on the fly, and calls upon advanced movement strategy that takes practice to perform.
* Iceburn Circuit Class S has the AI play near perfectly on a racetrack where one wrong move can send you bouncing out of control. This is especially so in the hairpin turn that concludes a lap, as they take the turn pretty far on the inside — if you bounce even further inside, you have a strong risk of landing offroad, which severely hampers your movement. No wonder the racer you take control of was scared to participate.
* "Herding Sheep in the Fog", a mini-level that opens up in the Wooded Kingdom's postgame. You
have to herd a sheep across thin walkways over bottomless pits, with very few handrails. You need ''very'' precise angles on your cap throws, or the sheep will go flying into the abyss and respawn at the very beginning.
* "Diving From the Giant Pot" in the Luncheon Kingdom probably won't kill you, but it's still frustrating. To start, the name [[GuideDangIt doesn't tell you where to dive or that you're supposed to stay in a Lava Bubble]], which may cause you to dive off randomly, hoping to land somewhere with a Ground Pound spot for a Moon. Once you realize you're supposed to jump into the other small stewpot on top of the buildings, it doesn't become any easier, due to it being very close to the giant pot and falling aim already being quite difficult to control; not helping is the fact that finding and maintaining a workable camera angle can be extremely tricky. Expect to warp back to the top several times before you finally splash your Lava Bubble successfully in the goal.
* And then there are some Moons you can only
get with Glydon. Doesn't sound too difficult? Well, his gliding turns into more of a new one if fast dive mere seconds after you lose press the action button, making the objective difficult as you'll more than likely not reach your target by a mile. These missions can be made easier with the motion control boost that help maintain altitude... [[GuideDangIt but the game never tells you about it.]]



* Finally, as in the last few games, ''Super Mario Odyssey'' has its own BrutalBonusLevel at the end. Named [[spoiler:Culmina Crater and based on the Darker Side of the Moon]], the level is a lengthy series of challenges based on all the Captures you've used throughout the game with absolutely [[CheckPointStarvation no checkpoints whatsoever]]. It's like Grandmaster Galaxy or Champion's Road all over again! Though this time they were at least merciful enough to grant you the occasional Heart.

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* Finally, as in the last few games, ''Super Mario Odyssey'' has its own BrutalBonusLevel at the end. Named [[spoiler:Culmina Crater and based on the Darker Side of the Moon]], you run through different areas representing almost every part of the level is a lengthy series of challenges based on all the Captures game you've used throughout the game with absolutely [[CheckPointStarvation no checkpoints whatsoever]]. been to, requiring all your skills to traverse. It's like Grandmaster Galaxy or Champion's Road all over again! Though this time a ''very long'' level with ''no checkpoints'' at all, meaning if you die, it's back to the start. It gets especially difficult in the foggy area with the traversing platform which has a Pulse Beam in the middle and Burrbos that never stop coming until you make it to the other side: as they were at least merciful enough to grant can't be jumped upon, you need to either throw your hat or use the occasional Heart.Pulse Beam to clear them out, with the problem being that the Pulse Beam is just too close for comfort. One false move... And back to the beginning of the area with you.
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deeltign some Walkthrough Mode stuff


* On the plus side, the designers (no doubt aware they've made several levels that fit this trope) added an item made to bypass them: the P-Wing. Activating it prior to a level gives you infinite flight, letting you fly over the entire level. It works in almost every level, save the underground and water ones. There's another item available called the Jugem's (actually Lakitu's, but mistranslated) Cloud, which allows you to bypass a level ''completely''. Personal note: do not lose a life if you haven't cleared a level (or used a pipe) after using the cloud. You'll be forced to play the level you skipped unless you have another cloud. Also, the cloud won't work on obstacle levels such as Hammer Bros., Piranha Plant levels in World 7, and the Tank and Airship levels in World 8.
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* That One Exit rather than That One Level, the secret exit in the Valley Ghost House can be frustrating to execute even when you know how to go about it. The key and keyhole are off the top of the screen and must be reached by generating a "staircase" of coins from a ? block and turning them into solid blocks with a P-switch; however, since the goal is off the top of the screen, creating the staircase is reduced to guesswork after a few seconds. Moreover, the entrance into the key area is only as high as small Mario, so it is easy to fall at the final hurdle if you have a powerup and cannot duck through the entrance. Not helping is that most levels with secret exits are indicated by a red dot on the overworld instead of a yellow dot, whereas the Valley Ghost House looks the same as any other ghost house. As well, the secret exit is simply a shortcut to Larry's Castle, a level that you can easily get to by following the main path, meaning that most first-time players would have no indication that the Valley Ghost House even has a secret exit to look for.

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* That One Exit rather than That One Level, the secret exit in the Valley Ghost House can be frustrating to execute even when you know how to go about it. The key and keyhole are off the top of the screen and must be reached by generating a "staircase" of coins from a ? block and turning them into solid blocks with a P-switch; however, since the goal is off the top of the screen, creating the staircase is reduced to guesswork after a few seconds. Moreover, the entrance into the key area is only as high as small Mario, so it is easy to fall at the final hurdle if you have a powerup and cannot duck through the entrance. Not helping is that most levels with secret exits are indicated by a red dot on the overworld instead of a yellow dot, whereas the Valley Ghost House looks the same as any other ghost house.Houses don't have a similar distinction. As well, the secret exit is simply a shortcut to Larry's Castle, a level that you can easily get to by following the main path, meaning that most first-time players would have no indication that the Valley Ghost House even has a secret exit to look for.
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* There's a Daredevil Comet challenge where you have to go through Melty Molten Galaxy, which is covered in lava, without being hit once, leading to furniture being punched in frustration after missing a jump after going through the entire level for the fortieth time. There's also the controller-breaking madness of having to climb the huge rock spire at the end ''while it sinks into the frickin' lava''. And there's that god forsaken section with the [[ScrappyMechanic pull stars.]]

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* There's a Daredevil Comet challenge where you have to go through [[LethalLavaLand Melty Molten Galaxy, Galaxy]], which is covered in lava, without being hit once, leading to furniture being punched in frustration after missing a jump after going through the entire level for the fortieth time. There's also the controller-breaking madness of having to climb the huge rock spire at the end ''while it sinks into the frickin' lava''. And there's that god forsaken section with the [[ScrappyMechanic pull stars.]]
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** World 8-2 has you facing Lakitu again, mixed with dodging a barrage Bullet Bills and loads of green Paratroopas. Oh, and there's also a long pit to jump over with a one-block wide pit just before that. At least it's much shorter than 8-1.

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** World 8-2 has you facing Lakitu again, mixed with dodging a barrage Bullet Bills and loads of green Paratroopas. Oh, and there's also a long pit to jump over with a one-block wide pit just before that. At least it's much shorter than 8-1.8-1 and gives a 1-Up Mushroom early in the level, so you can keep trying multiple times as long as you don't miss it.
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* 2-4, also known as the level with that wretched sandstorm. A good chunk of the level will be spent pinned down against a wall, waiting for the wind to stop blowing. Just getting ''through'' the level is a pain, but getting all the Star Coins ''and'' the secret exit as well is...[[{{Understatement}} an exercise in patience]], considering how easy it is to slip up and die, ruin your chances of getting them, or both. It doesn't help that the secret exit is at the ''end'' of the level.

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* 2-4, also known as the level with that wretched sandstorm. A good chunk of the level will be spent pinned down against a wall, waiting for the wind to stop blowing. Just getting ''through'' the level is a pain, but getting all the Star Coins ''and'' the secret exit as well is...[[{{Understatement}} is an exercise in patience]], patience, considering how easy it is to slip up and die, ruin your chances of getting them, or both. It doesn't help that the secret exit is at the ''end'' of the level.
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Minor enemy name corrections.


* The Impossible DLC Pack is basically the Nerve-Wrack Pack turned UpToEleven. Heck, it's even rated as '''[[BrokeTheRatingScale DANGER!]]''' They're so hard that even doing them with White Raccoon Mario will give you trouble (all three levels have short time limits, and WR Mario can't get the clocks and can only get more time from the half-way point flag, leaving much you with much less time to spare). Here's a quick rundown on all 3 of them.
** First level has you using a spinning platform to get through a sky section while dodging ravens and lakitu, not too hard but annoying, then you get to a water section crawling with Chain Chomps and Hammer Bros which require pitch perfect timing to get past.
** The second level has several sections where you have to traverse up rotating platforms surrounded by Podoboos at awkward angles while dodging Spinies; these sections require perfectly timed jumps and have very little room for error.

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* The Impossible DLC Pack is basically the Nerve-Wrack Pack turned UpToEleven. Heck, it's even rated as '''[[BrokeTheRatingScale DANGER!]]''' They're so hard that even doing them with White Raccoon Mario will give you trouble (all three levels have short time limits, and WR Mario can't get the clocks + Clocks and can only get more time from the half-way point flag, Checkpoint Flag, leaving much you with much less time to spare). Here's a quick rundown on all 3 of them.
them.
** First level has you using a spinning platform to get through a sky section while dodging ravens Crows and lakitu, Lakitu, not too hard but annoying, then you get to a water section crawling with Chain Chomps and Hammer Bros which require pitch perfect timing to get past.
** The second level has several sections where you have to traverse up rotating platforms surrounded by Podoboos Flame Chomps at awkward angles while dodging Spinies; these sections require perfectly timed jumps and have very little room for error.



* Bowser-7 (Grumblump Inferno) is the lava equivalent to [[VideoGame/MegaMan1 Guts Man]]'s lifts. This level is the last regular level in the main game, and [[DifficultySpike it lives up to the position]]. The gimmick of the level is 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 cubical blocks are bad enough, but some of them are rectangular, so the distance you need to move isn't always the same. And they don't just move in straight lines but go along twisty paths that make frequent 90-degree turns. [[SerialEscalation And because Nintendo just loves you]], you will have to do all this ''while'' dodging Hammer Bros. and Venus Fire Traps in some places. And then there's the collectibles... Let's just say one of them is hovering above a one-block thin pillar, with a Hammer Bro on it. The only mercies you're given are that the level at least gives you a Tanooki Suit... and the music is great. It says something when the final castle (boss included) is substantially easier than this insanity. And whatever you do, do ''not'' ground pound the blocks, even out of frustration--if you do, they get angry faces and move faster (though you have to do this if you're attempting a speed run).

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* Bowser-7 (Grumblump Inferno) is the lava equivalent to [[VideoGame/MegaMan1 Guts Man]]'s lifts. This level is the last regular level in the main game, and [[DifficultySpike it lives up to the position]]. The gimmick of the level is 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 cubical blocks are bad enough, but some of them are rectangular, so the distance you need to move isn't always the same. And they don't just move in straight lines but go along twisty paths that make frequent 90-degree turns. [[SerialEscalation And because Nintendo just loves you]], you will have to do all this ''while'' dodging Hammer Bros. Bros and Venus Fire Traps Piranha Plants in some places. And then there's the collectibles... Let's just say one of them is hovering above a one-block thin pillar, with a Hammer Bro on it. The only mercies you're given are that the level at least gives you a Tanooki Suit... and the music is great. It says something when the final castle (boss included) is substantially easier than this insanity. And whatever you do, do ''not'' ground pound the blocks, even out of frustration--if you do, they get angry faces and move faster (though you have to do this if you're attempting a speed run).



* Flower-3, [[TheLostWoods Piranha Creeper Creek]] [[BlackoutBasement After Dark]] is a revamp of 4-2, Piranha Creeper Creek. Piranha Creeper Creek was a pretty reasonable stage and fairly fun. Its harder version, however...well, it starts out simple enough, with more Piranha Creepers and some torches to light with fireballs. Then you reach the second section of the level, and suddenly you have to cross moving and rotating platforms with Firebars and Piranha Creepers on them and Venus Fire Traps shooting at you. ''And that's not even the hard part.'' The second Green Star is found in this area, and if you want it, you must light all the torches in this section ''while'' dodging all the enemies and projectiles on these moving platforms, and the torches are ''not'' in convenient locations. The game does give you a couple extra Fire Flowers, but lose those and you've ruined any chance of getting the second star (and the third). And if you fall into the [[GrimyWater purple goop]], [[CheckPointStarvation you're doing the level over from the beginning]].

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* Flower-3, [[TheLostWoods Piranha Creeper Creek]] [[BlackoutBasement After Dark]] is a revamp of 4-2, Piranha Creeper Creek. Piranha Creeper Creek was a pretty reasonable stage and fairly fun. Its harder version, however...well, it starts out simple enough, with more Piranha Creepers and some torches to light with fireballs. Then you reach the second section of the level, and suddenly you have to cross moving and rotating platforms with Firebars and Piranha Creepers on them and Venus Fire Traps Piranha Plants shooting at you. ''And that's not even the hard part.'' The second Green Star is found in this area, and if you want it, you must light all the torches in this section ''while'' dodging all the enemies and projectiles on these moving platforms, and the torches are ''not'' in convenient locations. The game does give you a couple extra Fire Flowers, but lose those and you've ruined any chance of getting the second star (and the third). And if you fall into the [[GrimyWater purple goop]], [[CheckPointStarvation you're doing the level over from the beginning]].



** [[https://www.youtube.com/watch?v=qwHrLYQwQyM Champion's Road]]. The final platforming level of the game, it serves at the ultimate test of your skills in the game and more. The first part of the level starts off rather simple, with the player avoiding Octoombas while jumping across pits and fighting Fire Brothers on solid land. However, next up is fighting a group of Charging Chucks over alternating, one-character-wide platforms; a mistimed jump or a Charging Chuck hit into a gap between platforms means death by bottomless pit. Following that is a section of auto-switching blocks like the ones seen in worlds 4-3 and Flower-8, but that switch at a rate even faster than Flower-8, requiring either long jumps or using a Tanuki suit to float over the platforms in order to get across. Your reward for getting past the switching blocks is a fight against three Magikoopas on a platform made of blocks that fall away when the player characters walks on them (though luckily the platforms respawn after a bit to allow the Magikoopas to be killed). Next, the player must traverse through a set of swinging spiked poles set all over another bottomless pit, with those swinging poles guarding moving platforms that allow the player to advance further, and Fuzzies strewn throughout the path just to make your life harder. Following that is a section where the player must combine wall-jumping and jumping off enemies to get to the top of a tower, followed by a section where the player must swim in a moving block of water while avoiding spiked surfaces, including several moving spiked blocks. The final challenge of the level has the player traverse across platforms made of nothing of boost pads, make several jumps while going at full speed and pick up five key tokens to unlock the box to travel to the final part of the level. The catch? That entire path of boost pads has laser-halo emitters parked along every side, including ''four'' such emitters guarding the key tokens. [[spoiler:Luckily, once the keyblock in the boost pad area is accessed, the level takes it easy on you, with a victory lap across a lengthy invisible pipe that spells out "THANK YOU!" and a flagpole area where the final collectible (the level's Stamp) is there for easy taking. The Green Stars (the other collectibles) are also placed at easily accessible locations at the end of certain areas, ostensibly as a reward for getting past that particular section of the level.]] [[CheckPointStarvation There is also no checkpoint at any point in the stage]], meaning if you die, you have to run through this gauntlet all over again.
** [[https://www.youtube.com/watch?v=Bsb2nbQvWJI Captain Toad's Fiery Finale]]. The last Captain Toad level is actually pretty simple on paper. What makes this level so difficult is the rising and falling lava that you have to be really quick with, and platforms will rise and fall with the lava and the game forces long stretches of land between a few of these platforms that you need to run past else you'll hit the lava. In addition, there's a Piranha Plant constantly spitting fireball at you and one of the platforms you need to blow into the controller to move, and this one requires strict timing. [[spoiler: Although if you're careful you can tap the Piranha Plant's fireballs to send them back and kill it, making the level just a bit easier.]]

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** [[https://www.youtube.com/watch?v=qwHrLYQwQyM Champion's Road]]. The final platforming level of the game, it serves at the ultimate test of your skills in the game and more. The first part of the level starts off rather simple, with the player avoiding Octoombas while jumping across pits and fighting Fire Brothers on solid land. However, next up is fighting a group of Charging Chucks over alternating, one-character-wide platforms; a mistimed jump or a Charging Chuck hit into a gap between platforms means death by bottomless pit. Following that is a section of auto-switching blocks like the ones seen in worlds 4-3 and Flower-8, but that switch at a rate even faster than Flower-8, requiring either long jumps or using a Tanuki suit to float over the platforms in order to get across. Your reward for getting past the switching blocks is a fight against three Magikoopas on a platform made of blocks that fall away when the player characters walks on them (though luckily the platforms respawn after a bit to allow the Magikoopas to be killed). Next, the player must traverse through a set of swinging spiked poles set all over another bottomless pit, with those swinging poles guarding moving platforms that allow the player to advance further, and Fuzzies strewn throughout the path just to make your life harder. Following that is a section where the player must combine wall-jumping and jumping off enemies to get to the top of a tower, followed by a section where the player must swim in a moving block of water while avoiding spiked surfaces, including several moving spiked blocks. The final challenge of the level has the player traverse across platforms made of nothing of boost pads, make several jumps while going at full speed and pick up five key tokens to unlock the box to travel to the final part of the level. The catch? That entire path of boost pads has laser-halo emitters Ring Burners parked along every side, including ''four'' such emitters burners guarding the key tokens. [[spoiler:Luckily, once the keyblock in the boost pad area is accessed, the level takes it easy on you, with a victory lap across a lengthy invisible pipe that spells out "THANK YOU!" and a flagpole area where the final collectible (the level's Stamp) is there for easy taking. The Green Stars (the other collectibles) are also placed at easily accessible locations at the end of certain areas, ostensibly as a reward for getting past that particular section of the level.]] [[CheckPointStarvation There is also no checkpoint at any point in the stage]], meaning if you die, you have to run through this gauntlet all over again.
** [[https://www.youtube.com/watch?v=Bsb2nbQvWJI Captain Toad's Fiery Finale]]. The last Captain Toad level is actually pretty simple on paper. What makes this level so difficult is the rising and falling lava that you have to be really quick with, and platforms will rise and fall with the lava and the game forces long stretches of land between a few of these platforms that you need to run past else you'll hit the lava. In addition, there's a Fire Piranha Plant constantly spitting fireball fireballs at you and one of the platforms you need to blow into the controller to move, and this one requires strict timing. [[spoiler: Although if you're careful you can tap the Fire Piranha Plant's fireballs to send them back and kill it, making the level just a bit easier.]]
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Not really a "spoiler" since the game's plot is Wario taking over Mario's Castle (and Mario Land by extension) and you having to go save it from his clutches.


* Wario's [[spoiler:(or rather, Mario's)]] Castle has many jumps that are nigh impossible without bunny ears. It's also much, ''much'' longer than any other stage in the game, and has [[CheckpointStarvation no checkpoint]]. Die while fighting the final boss (or at any other point for that matter), and you're doing the whole damn level over again from the beginning.

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* Wario's [[spoiler:(or (or rather, Mario's)]] Mario's) Castle has many jumps that are nigh impossible without bunny ears. It's also much, ''much'' longer than any other stage in the game, and has [[CheckpointStarvation no checkpoint]]. Die while fighting the final boss (or at any other point for that matter), and you're doing the whole damn level over again from the beginning.
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None


* The (thankfully optional) level "Tubular", which forces you to play as a balloon version of Mario, having to float in between enemies throwing footballs at you, three waves of Koopas, and lava-spewing plants. Oh, and there's no solid ground, [[CheckPointStarvation no halfway checkpoint]], and the balloon won't last for the whole level -- you must periodically get a new balloon powerup in increasingly hard to reach areas. Fortunately, it's possible to use a Blue Yoshi and a Cape in order to get through the level without having to use the balloon power-up once. It's tricky to pull off, but compared to going through the normal level, it's cake.

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* The (thankfully optional) ([[BrutalBonusLevel thankfully optional]]) level "Tubular", which forces you to play as a balloon version of Mario, having to float in between enemies throwing footballs at you, three waves of Koopas, and lava-spewing plants. Oh, and there's no solid ground, [[CheckPointStarvation no halfway checkpoint]], and the balloon won't last for the whole level -- you must periodically get a new balloon powerup in increasingly hard to reach areas. Fortunately, it's possible to use a Blue Yoshi and a Cape in order to get through the level without having to use the balloon power-up once. It's tricky to pull off, but compared to going through the normal level, it's cake.

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