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* Tubular from the Special Zone. This Level. There's a reason a save point exists after this level. If you're not navigating through the hoards of Parakoopas, baseball-throwing, football-kicking Charging Chucks, Jumping Piranha Plants, and piles Volcano Lotuses (and their fireballs) with a Blue Yoshi/Cape Feather combo, you're doing it the harder way: with the P-balloon. Regardless of how you choose to get through, the level calls for precise navigation as hovering in the wrong spot at the wrong time can send you into the BottomlessPit.

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* Tubular from the Special Zone. This Level. level. There's a reason a save point exists after this level.stage. If you're not navigating through the hoards of Parakoopas, baseball-throwing, football-kicking Charging Chucks, Jumping Piranha Plants, and piles Volcano Lotuses (and their fireballs) with a Blue Yoshi/Cape Feather combo, you're doing it the harder way: with the P-balloon. Regardless of how you choose to get through, the level calls for precise navigation as hovering in the wrong spot at the wrong time can send you into the BottomlessPit.
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*Tubular from the Special Zone. This Level. There's a reason a save point exists after this level. If you're not navigating through the hoards of Parakoopas, baseball-throwing, football-kicking Charging Chucks, Jumping Piranha Plants, and piles Volcano Lotuses (and their fireballs) with a Blue Yoshi/Cape Feather combo, you're doing it the harder way: with the P-balloon. Regardless of how you choose to get through, the level calls for precise navigation as hovering in the wrong spot at the wrong time can send you into the BottomlessPit.

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* Sling Pod Galaxy requires precise aiming of the namesake Sling Pods, or else you will drift off into space or get sucked into a black hole. Star bits in excess of 9,000 ([[MemeticMutation not joking]]) were earned, thanks to the developers always making sure there were enough of them to give you an extra life every time you died.
* The three Trial Galaxies are called that for a reason.
** The Loopdeswoop Galaxy. Ray, a large manta ray steered using the Wiimote, returns from the similarly-named Loopdeloop Galaxy, except that this course is narrower and has harder turns, with some sections also being much faster. There are many 1-Up Mushrooms scattered throughout the track.
** The Rolling Gizmo Galaxy, which forces you to cross very thin platforms, dodge Bob-Ombs, and ride moving platforms while rolling on a ball and crossing the void. To add insult to injury, you're required to hop on a block that rotates around the platform to get to the final Star Ball blaster, which is an extra tricky bit of maneuvering.
** The Bubble Blast Galaxy. The bubble, already a hard-to-maneuver OneHitWonder, must be navigated through a maze of electric fences. The first objective is to collect five Star Chips within five different areas, all featuring you riding the bubble. Then after you collect them all, you'll be launched to an area where your bubble has to dodge Bullet Bills that home on to you, as well as guns that shoot electric balls.
* Several levels rely on a hard-to-master Spring Mushroom, which can easily result in you falling to your death. The one in Matter Splatter Galaxy is particularly hard, since the third section requires you to bounce up an effectively AutoScrolling level where platforms appear and disappear as a patch moves up a tall tower with no walls.
* The sole mission in Snow Cap Galaxy involves chasing and catching several Star Bunnies within 150 seconds, on a planet that is is covered almost entirely with snow that will slow Mario down to a crawl.

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* Some of the Purple Coin missions, and especially ''Luigi's Purple Coins''. The reasons are because of the obstacles present and the need to sort them within a time limit.
* Any of the Cosmic Luigi races. Cosmic Mario's easy enough to beat, since he basically just follows the beaten path, but Cosmic Luigi spams [[{{Speedrun}} speedrunning]] tactics like rapid long-jumping and taking extremely obscure shortcuts. Needless to say, if you can beat Cosmic Luigi, consider yourself a master of whatever level you're playing.
* The Trial Galaxies, which are unlocked by getting all three green stars. Each of them forces you to use a ScrappyMechanic to get through the levels.
** Bubble Blast Galaxy, because of the difficulty of guiding the bubble through the electric maze, and the fact that the ending sequence doesn't allow you to be slow and careful, leaving your chance of survival at the high speeds you're forced into mostly up to luck.
** Loopdeeswoop Galaxy, which has you piloting the Manta from Loopdeeloop Galaxy, due to the sensitive controls and the way the course is designed. Alot of lives will be lost on this level not because of running out of time, but because you keep falling off the course.
** Rolling Gizmo Galaxy. You have to navigate the Star Ball through a very narrow obstacle course filled with enemies that will mess up your momentum, rotating platforms, and rails which intentionally speed you up so that you have to slow yourself down before you end up plummeting off the course.
* The Daredevil Comet mission on Melty Molten Galaxy. Unlike the other Daredevil Missions, this one requires you to play the entire stage, instead of just a boss. A stage mission that's already frustrating. This was likely made into a run because it is next to impossible to not get hit battling the Fiery Dino Piranha.
* The trash clearing missions have very short time limits in which you can pick up the bombs and throw them to destroy the trash, with the bombs being hard to aim and having long fuses which narrows your timeframe even more, causing even slight mistakes to result in failure. Granted, coin markers appear which indicate where you should be aiming at, but this might not be obvious at first and even when you do figure it out, actually getting the bombs to land on or near them is difficult without practice.
* The difficulty curve of Sweet Sweet Galaxy ''really'' got some players with ''those moving holes''.
* Sling Pod Galaxy requires ridiculously precise aiming, as a shot even a millimeter off target means instant death. Averted in ''Super Mario 3D All-Stars'', as the gyro aiming of allows for greater precision.
* On
the namesake Sling Pods, or else you will drift off into space or get sucked into a black hole. Star bits other hand, "A Very Spooky Sprint" in excess of 9,000 ([[MemeticMutation not joking]]) were earned, thanks to the developers always making sure there were enough of them to give you an extra life every time you died.
* The three Trial Galaxies are called that for a reason.
** The Loopdeswoop Galaxy. Ray, a large manta ray steered using the Wiimote, returns from the similarly-named Loopdeloop Galaxy, except that this course is narrower and
Ghostly Galaxy has harder turns, with some sections also being much faster. taken its place as an infamous early-game mission. There are many 1-Up Mushrooms scattered throughout is an upper limit on the track.
** The Rolling Gizmo Galaxy, which forces
gyro cursor's speed, whereas controlling the cursor with the Wii Remote would allow you to cross very thin platforms, dodge Bob-Ombs, and ride moving platforms while rolling on a ball and crossing move it as fast as you want. The racing Boo's speed was designed with the void. To add insult to injury, you're required to hop on a block that rotates around latter in mind, so the platform to get to mission was unintentionally made more difficult with the final Star Ball blaster, which is an extra tricky bit of maneuvering.
** The Bubble Blast Galaxy. The bubble, already a hard-to-maneuver OneHitWonder, must be navigated through a maze of electric fences. The first objective is to collect five Star Chips within five
different areas, all featuring you riding the bubble. Then after you collect them all, you'll be launched to an area where your bubble has to dodge Bullet Bills that home on to you, as well as guns that shoot electric balls.
* Several levels rely on a hard-to-master Spring Mushroom, which can easily result in you falling to your death. The one in Matter Splatter Galaxy is particularly hard, since the third section requires you to bounce up an effectively AutoScrolling level where platforms appear and disappear as a patch moves up a tall tower with no walls.
* The sole mission in Snow Cap Galaxy involves chasing and catching several Star Bunnies within 150 seconds, on a planet that is is covered almost entirely with snow that will slow Mario down to a crawl.
control scheme.

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* Fleet Glide Galaxy. Fluzzard from the Wild Glide Galaxy is relatively hard to control, and you die if you hit a wall. A key difference is that there is lava everywhere, so you will want to collect the Life Mushroom to stay alive. The hardest thing about the level is obtaining the Comet Medal: Like before, you have to pass through five gates to get the medal, but all five are out of your way, and you have to skip the Life Mushroom to pass through the first gate.
* Clockwork Ruins Galaxy has you traversing a series of giant rotating cogs. Gravity does not keep you in place, so you have to keep moving around the edges of the platforms in order to stay in a position where you don't fall to your death. The Prankster Comet for this world requires you to collect 100 Purple Coins on the two cogs of the first planet, within 5 minutes.

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* Fleet Glide Galaxy. Fluzzard from the Wild Glide Galaxy [[spoiler:Grandmaster Galaxy]] is relatively hard to control, and you die if you hit something of a wall. A key difference is that there is lava everywhere, so you will want to collect the Life Mushroom to stay alive. That One Level by itself. The hardest thing about the level is obtaining the Comet Medal: Like before, Daredevil Run merely makes things ''worse'', since you have to pass through complete several challenges with [[OneHitPointWonder only 1 hit point]] and ''[[CheckpointStarvation no]]'' [[CheckpointStarvation checkpoints]]. Heck, the Hammer Bros section ''alone'' is tough to do without dying.
* While any level with Cosmic Clones can be frustrating, "Cosmic Clones in the Chompworks" takes the cake. You have to race around a course holding down platforms to guide a Golden Chomp to the end of the course where it will release the Star. Not only is it hard to stand and wait on the platforms the right amount of time while the clones are chasing you, but the layout of the level makes you retrace your route in several spots, thrusting you right back into the path of the pursuing clones.
* For those who had horrible memories of it in the first game (particularly the fast foe comet star), the Cyclone Stone returns, and it's much more painful than before. As seen in [[https://www.youtube.com/watch?v=dEMvIOxSNHU this video]], the Thwomps and Tox Boxes are ''even faster'' than they were in ''Galaxy 1'' with the fast foe comet, requiring you to hit switches to briefly slow down time in order to collect
five gates to get Silver Stars.
* The Clockwork Ruins is one of
the medal, but all five longest levels in the game and moves at a drudgingly slow pace compared to the rest of the game. Mainly due to it involving a lot of waiting and harsh consequence for not doing so. The 3rd planet in particular is an arduous climb (with [[CheckpointStarvation no checkpoints]]) where a slight error can send you plummeting down to the bottom. This also houses the 3rd Green Star, which involves a very precarious jump that ''will'' kill you if missed.
* All of the Chimp's levels; it is extremely frustrating to die just 10 points away from the final total and have to do the whole challenge over again. The worst is by far Melty Monster Galaxy's Bowling Challenge: what would normally be the most enjoyable of the games is wrecked by the fact that you need to talk to him and pick up a Rock Mushroom every time you lose (and he has three lines of text, each of which takes about three seconds to display).
* The already hard "Luigi's Purple Coins" is back, and they seem to have made it both easier (actual solid ground, P2 can help out, getting the star itself is not timed) ''and'' harder (The timer is reduced from 3:00 to 2:00, there
are out of your way, only 100 purple coins and you have to skip the Life Mushroom grab them all, and there are Cosmic Clones chasing you.)
* The Speed Run on Boss Blitz Galaxy. Five minutes seems generous, but Bouldergeist is so luck-based that he can singlehandedly waste most of your time. This means that you have
to pass through do near perfect on the first gate.
three bosses, get really lucky on Bouldergeist, and quickly finish Fiery Dino Piranha.
* Clockwork Ruins One of the Green Stars on Stone Cyclone Galaxy has you traversing ''perfectly'' time a series Triple Jump off of giant rotating cogs. Gravity does not keep you in place, so you have to keep a moving around Tox Box to get the edges of the platforms in order to stay in a position where you don't fall to your death. The Prankster Comet for this world requires you to collect 100 Purple Coins on the two cogs of the first planet, within 5 minutes.star.

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* 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. 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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* The outside area of Shifting Sand Land is a nasty DifficultySpike compared to the other levels in the castle's basement. For starters, [[GuideDangIt the level's painting is disguised as a regular wall]], so the player is more likely to accidentally run into it while trying to catch MIPS than find it on purpose. Once the actual level starts, things only get worse, as well over half of its surface area is taken up by [[QuicksandSucks quicksand]] that is somehow more deadly than ''boiling lava'' - if you touch it once, [[OneHitKill you're done for]]. The outside area is also home to [[BanditMook Klepto the vulture]], who not only flies around the level at random, but can also steal a character's hat if they wear one, in which case they'll take extra damage until they can get it back. Using the Wing Cap or surfing on a shell can circumvent having to deal with the killer quicksand, but having either power-up expire at the wrong time (more common with the shell and its [[HitboxDissonance questionable collision detection]]) can easily be fatal.
* Wing
Mario Over the Rainbow Rainbow/Over the Rainbows 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. 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 Even using the minimap in 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 isn't foolproof, though - the lower map as it gives no indication of height, so if you rely on it too heavily you may Ground Pound while end up ''under'' an island instead of ''over'' it - and if you are too high up when you and try to Ground Pound, [[FallDamage Mario will lose two or even four units of health.health]].
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* Out of all of the missions in the game, "Yoshi's Fruit Adventure" deserves special mention. Taking place in Ricco Harbor, there is a Shine Sprite trapped in a cage that is sealed off by the yellow moving graffiti that only Yoshi's juice can wash away. First you need to hatch Yoshi, but he always require a durian. The problem is that the only way to get a durian in this level is to pound on one of the two giant fruit dispensers. However, [[LuckBasedMission there's an even greater chance that you'll get a different fruit instead]], and if you pound on one dispenser, you have to hop to the other and pound that one. You can easily go for a long while without getting a single durian if you're especially unlucky, but worse is that if there is a fruit in the way of the dispenser, the durian may bounce off of the ledge behind it where you can't get it back up there because Mario can't pick up durians, only kick them, leading to the player repeating the whole cycle over again. Even if you get a durian and hatch Yoshi, you must then navigate a treacherous parkour segment high above a body of [[AddedAlliterativeAppeal water waiting to wash]] Yoshi away if you fall. You must spray Cheep-Cheeps with durian juice to turn them into horizontal-moving platforms, except said platforms get increasingly high up making it easier to miss a jump and plunge Yoshi into a watery grave, making you have to repeat the whole process of hatching him all over again.

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* Out of all of the missions in the game, "Yoshi's Fruit Adventure" deserves special mention. Taking place in Ricco Harbor, there is a Shine Sprite trapped in a cage that is sealed off by the yellow moving graffiti that only Yoshi's juice can wash away. First you need to hatch Yoshi, but he always require requires a durian. The problem is that the only way to get a durian in this level is to pound on one of the two giant fruit dispensers. However, [[LuckBasedMission there's an even greater chance that you'll get a different fruit instead]], and if you pound on one dispenser, you have to hop to the other and pound that one. You can easily go for a long while without getting a single durian if you're especially unlucky, but worse is that if there is a fruit in the way of the dispenser, the durian may bounce off of the ledge behind it where you can't get it back up there because Mario can't pick up durians, only kick them, leading to the player repeating the whole cycle over again. Even if you get a durian and hatch Yoshi, you must then navigate a treacherous parkour segment high above a body of [[AddedAlliterativeAppeal water waiting to wash]] Yoshi away if you fall. You must spray Cheep-Cheeps with durian juice to turn them into horizontal-moving platforms, except said then find a hard-to-notice coconut so you can turn more Cheep-Cheeps into vertically-moving platforms get increasingly to reach the Shine. The platforms going high up making makes it easier to miss a jump and plunge Yoshi into a watery grave, making you have to repeat the whole process of hatching him all over again.
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unmatched parentheses


* #6 Wendy's Castle in Chocolate Island, until you get used to it. The bone-throwing Dry Bones and the Grinder buzzsaws will be the least of your problems, what with the spiked pillars (which, by the way, are not treated as normal hazards, but rather as solid walls, meaning they will [[OneHitKill kill you instantly]] if you get caught under them and you cannot [[MercyInvincibility run your way through them]]. Even after the midpoint, there's still a precarious platforming section with shifting terrain and many Li'l Sparkies and Hotheads rotating on the perimeters.

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* #6 Wendy's Castle in Chocolate Island, until you get used to it. The bone-throwing Dry Bones and the Grinder buzzsaws will be the least of your problems, what with the spiked pillars (which, pillars, which, by the way, are not treated as normal hazards, but rather as solid walls, meaning they will [[OneHitKill kill you instantly]] if you get caught under them and you cannot [[MercyInvincibility run your way through them]]. Even after the midpoint, there's still a precarious platforming section with shifting terrain and many Li'l Sparkies and Hotheads rotating on the perimeters.
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removing reference to a Brutal Bonus Level


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

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* World 7-3. Those green springs that propel Mario and Luigi so high they go offscreen for several seconds? They're now on tiny platforms spaced really far apart over {{Bottomless Pit}}s, followed by a couple platforms that are only several blocks wide with firebars. There's some [[GustyGlade wind]] too, and it abruptly stops near the end, easily throwing off an otherwise successful jump. You also have to play this level the ''exact same way'' in World C-3.
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Sorry I didn't realize Brutal Bonus Levels were exempt


* The infamous Tubular level. The player must spend a good chunk of the level as balloon Mario[=/=]Luigi in order to make it across a large bottomless gap. This is easier said than done since there are a ''lot'' of enemies along the way, either flying in the middle of the pathway or throwing projectiles. While avoiding enemies, the player also must make sure to keep hitting blocks for more P-Balloons as its effects will wear off after a minute or two.

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* The infamous Tubular level. The player must spend a good chunk of the level as balloon Mario[=/=]Luigi in order to make it across a large bottomless gap. This is easier said than done since there are a ''lot'' of enemies along the way, either flying in the middle of the pathway or throwing projectiles. While avoiding enemies, the player also must make sure to keep hitting blocks for more P-Balloons as its effects will wear off after a minute or two.



* Wario's (or rather, Mario's) Castle has many jumps that are nigh impossible without bunny ears. There's swinging pendulum maces, propeller platforms over lava that have [[HitboxDissonance very wonky hitboxes]], bone platforms that either rise/fall or almost instantly break, trap tiles that release fast-moving spiked fists, and more. It's also [[MarathonLevel the longest level in the game by far]], and has [[CheckpointStarvation no checkpoint]]. Die while fighting the [[SequentialBoss three-phase]] 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 (or rather, Mario's) Castle has many jumps that are nigh impossible without bunny ears. There's swinging pendulum maces, propeller platforms over lava that have [[HitboxDissonance very wonky hitboxes]], bone platforms that either rise/fall or almost instantly break, trap tiles that release fast-moving spiked fists, and more. It's also [[MarathonLevel the longest level in the game by far]], and has [[CheckpointStarvation no checkpoint]].checkpoints]]. Die while fighting the [[SequentialBoss three-phase]] 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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* World 7-3. Those green springs that propel Mario and Luigi so high they go offscreen for several seconds? They're now on tiny platforms spaced really far apart over {{Bottomless Pit}}s, followed by a couple platforms that are only several blocks wide with firebars. There's some [[GustyGlade wind]] too, and it abruptly stops near the end, easily throwing off an otherwise successful jump.

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


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[[folder:''Super Mario Land'']]
* World 4-2 is definitely annoying. First off, there are a lot of enemies to deal with, ranging from ordinary koopas (whose shells, in this game, turn into bombs with a small timer after being stomped on) to snakes who spit fireballs. There are also a lot of precise jumps that must be made, due to either small gaps that require extremely careful movements or lack of spacing to get a good jump precision.
[[/folder]]
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Fixing.


** World 8-4 is [[TheMaze]], with not a single power-up in any of it. There are loads of pipes to take in the castle, and going down the wrong one will take you back to the start. Even after you've conquered the maze, there's still an underwater section where you have to dodge Bloopers and [[FridgeLogic Firebars]], and to top it off, there's one last Hammer Bro to deal with on completely level ground before BigBad Bowser himself.

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** World 8-4 is [[TheMaze]], TheMaze, with not a single power-up in any of it. There are loads of pipes to take in the castle, and going down the wrong one will take you back to the start. Even after you've conquered the maze, there's still an underwater section where you have to dodge Bloopers and [[FridgeLogic Firebars]], and to top it off, there's one last Hammer Bro to deal with on completely level ground before BigBad Bowser himself.
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* Out of all of the missions in the game, "Yoshi's Fruit Adventure" deserves special mention. Taking place in Ricco Harbor, there is a Shine Sprite trapped in a cage that is sealed off by the yellow moving graffiti that only Yoshi's juice can wash away. First you need to hatch Yoshi, but he always require a durian. The problem is that the only way to get a durian in this level is to pound on one of the two giant fruit dispensers. However, [[LuckBasedMission there's an even greater chance that you'll get a different fruit instead]], and if you pound on one dispenser, you have to hop to the other and pound that one. You can easily go for a long while without getting a single durian if you're especially unlucky, but worse is that if there is a fruit in the way of the dispenser, the durian may bounce off of the ledge behind it where you can't get it back up there because Mario can't pick up durians, only kick them, leading to the player repeating the whole cycle over again. Even if you get a durian and hatch Yoshi, you must then navigate a treacherous parkour segment high above a body of [[AddedAlliterativeAppeal water waiting to wash]] Yoshi away if you fall. You must spray Cheep-Cheeps with durian juice to turn them into horizontal-moving platforms, except said platforms get increasingly high up making it easier to miss a jump and plunge Yoshi into a watery grave, making you have to repeat the whole process of hatching him all over again.
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Example Indentation In Trope Lists; Natter; and Walkthrough Mode. Deleting, since the difficulty of these levels is not mitigated if the player is forced to take the hardest route.


** Slightly mitigated though, in that one of the path choices is always obviously more difficult than the others, and this is always the correct path.



** The "always pick the hardest path" trick doesn't really work here either, as in one case the easier path is correct, and in many cases there are multiple paths of pretty much equal difficulty.



*** One trick to deal with the maze though is that the correct path is always the last possible pipe before the stage loops. The idea is that the player is forced to travel the longest possible distance; all earlier pipes are a one-way trip back to the start.

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* 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.

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** Slightly mitigated though, in that one of the path choices is always obviously more difficult than the others, and this is always the correct path.
* World 7-4 employs the concept of 4-4 in a nastier way, as to advance you have to pick ''three'' the correct paths path ''three times in a row'' 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. (There are 12 possible paths (2 × 3 × 2) per segment, so the unluckiest possible player would have to essentially run through the whole castle 12 times.)
** The "always pick the hardest path" trick doesn't really work here either, as in one case the easier path is correct, and in many cases there are multiple paths of pretty much equal difficulty.



** World 8-1. The whole level isn't that difficult. But there's one leap that you have to make by perfectly timing when you let go of the run button while still moving and jumping at the right time to land on a platform that's only as wide as Mario is between 2 of the biggest gaps found in the entire game that are meant to be clear-able. This is also the longest level in the entire game and you only have 300 seconds to complete it, and though there's a Super Star a ways in, there's no other power-ups to be found.
** World 8-2 has you facing Lakitu again, mixed with dodging a barrage of Bullet Bills and loads of green Paratroopas. There's also a long pit to jump over with two one-block wide pits just before that. At least it's much shorter than 8-1 and gives a 1-Up Mushroom early in the level, so you get as many attempts as you need provided that you never miss it.

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** World 8-1. The whole level isn't that difficult. But there's one leap that you have to make by perfectly timing when you let go of the run button while still moving and jumping at the right time to land on a platform that's only as wide as Mario is between 2 of the biggest gaps found in the entire game that are meant to be clear-able. This is also the longest level in the entire game and you only have 300 seconds to complete it, and though there's a Super Star a ways in, there's there are no other power-ups (especially no permanent ones) to be found.
found. There's also a segment where there's 2 wide gaps in a row with only a single-block platform in between, though this becomes very easy to time if Mario just slows to a walk.
** World 8-2 has you facing Lakitu again, mixed with dodging a barrage of Bullet Bills and loads of green Paratroopas. There's also a long pit one of the longest pits in the game to jump over with two one-block wide pits and a vertical pipe just before that.that, making it very difficult to get the necessary running start. At least it's much shorter than 8-1 and gives a 1-Up Mushroom early in the level, so you get as many attempts as you need provided that you never miss it.



** World 8-4 is [[TheMaze a maze beyond a maze]], with not a single power-up in any of it. There are loads of pipes to take in the castle, and going down the wrong one can take you back to the start. Even after you've conquered the maze, there's still an underwater section where you have to dodge Bloopers and [[FridgeLogic Firebars]], and to top it off, there's one last Hammer Bro to deal with on completely level ground before BigBad Bowser himself.

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** World 8-4 is [[TheMaze a maze beyond a maze]], [[TheMaze]], with not a single power-up in any of it. There are loads of pipes to take in the castle, and going down the wrong one can will take you back to the start. Even after you've conquered the maze, there's still an underwater section where you have to dodge Bloopers and [[FridgeLogic Firebars]], and to top it off, there's one last Hammer Bro to deal with on completely level ground before BigBad Bowser himself.himself.
*** One trick to deal with the maze though is that the correct path is always the last possible pipe before the stage loops. The idea is that the player is forced to travel the longest possible distance; all earlier pipes are a one-way trip back to the start.



* World 5-3 introduces a devious new concept in the form of adding the gimmick where the level loops unless you take the right path, normally only seen in castles, into regular overworld levels, easily confusing first-time players.[[note]]This is only worsened in the original FDS version, where there's no audio cue to explicitly express this.[[/note]] Even after the right path is found (which requires a chain of Paratroopa jumps into a pipe), there's a ''very'' difficult jump near the end (as seen in the page image) where the player must jump from a moving platform onto a Paratroopa to bounce up to higher ground, while also dealing with an airborne Blooper as well as randomly spawning Bullet Bills. There's still some jumps on very small falling platforms before the flagpole, and if you mess up there, [[CheckpointStarvation you end up at the very beginning, since this level has no checkpoint]].

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* World 5-3 introduces a devious new concept in concept, bringing the form of adding the gimmick where the level loops unless you take the right path, normally only seen in castles, "looping castle" mechanic into regular overworld levels, easily confusing first-time players.[[note]]This is only worsened in the original FDS version, where there's no audio cue to explicitly express this.[[/note]] Even after the right path is found (which requires a chain of Paratroopa jumps into a pipe), there's a ''very'' difficult jump near the end (as seen in the page image) where the player must jump from a moving platform onto a Paratroopa to bounce up to higher ground, while also dealing with an airborne Blooper as well as randomly spawning Bullet Bills. There's still some jumps on very small falling platforms before the flagpole, and if you mess up there, [[CheckpointStarvation you end up at the very beginning, since this level has no checkpoint]].



* World 8-3. Not only is there a low-altitude Lakitu as soon as the level kicks off, but you also have to make big jumps and dodge [[EliteMooks Hammer Bros.]] ''Running'' Hammer Bros that are also encountered on completely level ground, just like 8-3 in the first game. In addition, there are {{Invisible Block}}s designed to trip you up, one of which contains a PoisonMushroom.[[note]]The blocks are ''technically'' visible in the original FDS version, but they're obscured by the brick wall in the background.[[/note]] The final stretch even requires some hidden blocks to be found in order to reach pulley platforms that must be weighed down as much as possible to make the level's final jumps.

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* World 8-3. Not only is there a low-altitude Lakitu as soon as the level kicks off, but you also have to make big jumps and dodge [[EliteMooks Hammer Bros.]] ''Running'' Hammer Bros that are also encountered on completely level ground, just like 8-3 in the first game. In addition, there are this level features what is believed to be the only Nintendo-official use of "Kaizo blocks", multiple {{Invisible Block}}s designed containing {{Poison Mushroom}}s placed specifically so you'll crash into them while attempting to trip you up, one of which contains jump over a PoisonMushroom.[[note]]The blocks are ''technically'' visible in the original FDS version, but they're obscured by the brick wall in the background.[[/note]] Hammer Bro. The final stretch even requires some hidden blocks to be found in order to reach pulley platforms that must be weighed down as much as possible to make the level's final jumps.



** World 5-9. What makes already difficult platform jumping more difficult? ''Diagonal'' [[AutoScrollingLevel autoscrolling]]. Once you think you've mastered that, [[DemonicSpiders Fire Chomps]] will appear and make sure things will only get harder.

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** World 5-9. What makes already difficult platform jumping more difficult? ''Diagonal'' [[AutoScrollingLevel autoscrolling]]. Once you think you've mastered that, [[DemonicSpiders Fire Chomps]] will appear and make sure things will only get harder. Thanks to the autoscroll, the last Fire Chomp is perfectly positioned to self-destruct in your face ''just before'' the exit if you try to ignore it and dodge its attacks from afar instead of getting up close to defeat it.



** The second Fortress in World 7. Have fun having to constantly time jumps on pipes, which of course are inhabited by Piranha Plants and Venus Fire Traps. The pipes are tiny platforms, giving you a hectic time to juggle between between timing jumps and avoiding shots from the Fire Traps, and waiting for the Piranha Plants to retreat. The level also throws two tricky jumps involving Thwomps, and to make matters worse, the stage throws Boos at you to give you even more obstacles and distractions to manage. Unless you've been [[TooAwesomeToUse saving up those Hammer Bro suits]], you're most likely in for a rough time.

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** The second Fortress in World 7. Have fun having to constantly time jumps on pipes, which of course are inhabited by Piranha Plants and Venus Fire Traps. The pipes are tiny platforms, giving you a hectic time to juggle between between timing jumps and avoiding shots from the Fire Traps, and waiting for the Piranha Plants to retreat. The level also throws two tricky jumps involving Thwomps, and to make matters worse, the stage throws pairs of Boos at you (can't look away from both at once!) to give you even more obstacles and distractions to manage. Unless you've been [[TooAwesomeToUse saving up those Hammer Bro suits]], you're most likely in for a rough time.



** The Fortress. A textbook example of TheMaze, with a [[OneOfTheseDoorsIsNotLikeTheOther countless amount of doors to pick from, and only one leading to the boss]]. If that weren't enough, not only do some of the doors put you on [[ConveyorBeltOfDoom conveyor belts]] that will near instantly push you into lava unless you have good reaction time, but the boss is found through a door that is only accessible for a brief time by using a P-Switch. There is no indication of this, so first-timers will often time out. Even worse in the SNES/GBA versions, where the two sides of the fortress are the same colour. Many a player has saved a Lakitu's Cloud for the whole game just to skip this level.

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** The Fortress. A textbook example of TheMaze, with a [[OneOfTheseDoorsIsNotLikeTheOther countless amount of doors to pick from, and only one leading to the boss]]. If that weren't enough, not only do some of the doors put you on [[ConveyorBeltOfDoom conveyor belts]] that will near instantly push you into lava unless you have good reaction time, but the boss is found through a door that is only accessible for a brief time by using a P-Switch. There is no indication of this, so first-timers will often time out. Even worse in the SNES/GBA versions, where the updated graphics happen to make the two sides of the fortress are the same colour. Many a player has saved a Lakitu's Cloud for the whole game just to skip this level.



* Butter Bridge 1 can be quite irritating due to being an AutoScrollingLevel with small rising and sinking platforms (thankfully, the only ones that appear in the game), that absolutely tests your precision. It even has parts in the level that can be rendered {{Unwinnable}}. For instance, it's easy to screw yourself by raising a platform too high for you to reach and thus doesn't fall fast enough before the screen catches up, forcing you to exhaust a life. One screw up, and you're doing the whole thing over again.

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* Butter Bridge 1 can be quite irritating due to being an AutoScrollingLevel with small rising and sinking platforms (thankfully, the only ones that appear in the game), that absolutely tests your precision. It even has parts in the level that can be rendered briefly {{Unwinnable}}. For instance, it's easy to screw yourself by raising a platform too high for you to reach and thus doesn't fall fast enough before the screen catches up, forcing you to exhaust a life. One screw up, and you're doing the whole thing over again.



* World 8-Tower 2. The ENTIRE level takes place on a Snake Block, reminiscent of Castles 5 and 7 in ''VideoGame/SuperMarioWorld''. It's [[TrialAndErrorGameplay unpredictable, tedious,]] and nerve-wracking. Of course, as if the task of staying on the platform weren't difficult enough, EverythingTryingToKillYou, whether it be spikes, Firebars, or rolling spiked balls. The very last Bowser Jr. fight at the end is also the harder version.

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* World 8-Tower 2. The ENTIRE level takes place on a Snake Block, reminiscent of Castles 5 and 7 in ''VideoGame/SuperMarioWorld''. It's [[TrialAndErrorGameplay unpredictable, tedious,]] and nerve-wracking. Of course, as if the task of staying on the platform weren't difficult enough, EverythingTryingToKillYou, whether it be spikes, Firebars, or rolling spiked balls. The very last Bowser Jr. fight at the end is also the harder version.



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

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* Tick Tock Clock is a nightmare. The level is ''long'' and painfully linear, and it's one continuous tricky jump after another after another, made worse by the fact that most of the level takes place on very thin platforms which are really easy to fall from, particularly into the BottomlessPit at the very bottom of the level. Plus, if you don't know the "trick" for entering the level, the whole level can end up requiring insane timing. Even if you ''do'' know the trick to stop the clock, two stars all but require the clock to be in motion so that the hands of the clock can carry you to the stars, at least in the N64 version[[note]]It is possible to get all the Tick Tock Clock stars without the clock moving, but it does require some very skilled jumps and overall knowledge of the game's physics[[/note]]. The level is also subject to randomly-spawned invisible walls that will most likely kill you if you're unfortunate enough to hit them on a risky jump. In the DS version, if you play as Luigi, all eight stars (including the 100-coin star) can be obtained while the clock mechanism is stationary.
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* World 4-4, the first of three maze castles. In the original NES version, there is no indication that you are taking an incorrect path other than seeing the same layouts again and again. Thankfully, the ''All-Stars'' version and the ''Deluxe'' port put in audio cues to inform you if you're on the right or wrong path.
* 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.

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* World 4-4, the first of three maze castles. In the original NES version, there is no indication that you are taking an incorrect path other than seeing the same layouts again and again. Thankfully, the ''All-Stars'' version and the ''Deluxe'' port put in audio cues to inform you if you're on the right or wrong path.
path. Playing the NES original for the first time, there's no clue as to what's going on and "ah, maybe it's the path you take" is something 80s and 90s kids had to think of for themselves.
* 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.
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dangling continuation of nuked section


* 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. 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. 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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** World 8-3 might take the title of nastiest level in the game. It looks simple enough, but there are [[DemonicSpiders Hammer Bros.]] ''all over'' the level (eight to be exact) and the four in the final stretch are on completely level ground. You can't wait for them to get on a higher platform and knock them off; you can only run under them, jump over them, kick a Koopa Troopa shell into them if any are available[[note]]but due to a bug, there's a chance that [[HitboxDissonance the shell will go right through them[[/note]], or have a Fire Flower (and good luck keeping one at that point in the game). Fortunately, there are two power-ups in this level, but they are both heavily guarded by the first two pairs of Hammer Bros., and you only have 300 seconds on the timer.

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** World 8-3 might take the title of nastiest level in the game. It looks simple enough, but there are [[DemonicSpiders Hammer Bros.]] ''all over'' the level (eight to be exact) and the four in the final stretch are on completely level ground. You can't wait for them to get on a higher platform and knock them off; you can only run under them, jump over them, kick a Koopa Troopa shell into them if any are available[[note]]but due to a bug, there's a chance that [[HitboxDissonance the shell will go right through them[[/note]], them]][[/note]], or have a Fire Flower (and good luck keeping one at that point in the game). Fortunately, there are two power-ups in this level, but they are both heavily guarded by the first two pairs of Hammer Bros., and you only have 300 seconds on the timer.
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* Valley of Bowser 2 can be difficult the first time you go through it, especially in the block maze on the second section, where one wrong move will lead you to getting crushed. You can skip this for the normal exit if you have Yoshi, since his wings are right before the block maze, but you must go through it to find the secret exit, [[GuideDangIt which is where no one would think to look on the last screen]] as well. Your reward for finding the secret exit is...
* ...the Valley Fortress. Not only does it have the same deadly spiked pillars as #6 Wendy's Castle, but toward the end of the level they move up and down equally quickly, requiring more than usually sharp timing and positioning. If you have a Cape, it becomes even more frustrating unless you can force yourself to tap the Jump button instead of holding it for even a fraction of a second longer than necessary; otherwise, Mario/Luigi will float for a while and throw off the timing. There's still one last Reznor fight to deal with at the very end, too. This level also [[CheckpointStarvation lacks a checkpoint]] in the SNES version, which the GBA port later rectified.

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* Valley of Bowser 2 can be difficult the first time you go through it, especially in the block maze on the second section, where one wrong move will lead you to getting crushed. You can skip this for the normal exit if you have Yoshi, since his wings are right before the block maze, but you must go through it to find the secret exit, [[GuideDangIt which is where no one would think to look on the last screen]] as well. Your reward for finding the secret exit is...
* ...the
well.
* The
Valley Fortress. Not only does it have the same deadly spiked pillars as #6 Wendy's Castle, but toward the end of the level they move up and down equally quickly, requiring more than usually sharp timing and positioning. If you have a Cape, it becomes even more frustrating unless you can force yourself to tap the Jump button instead of holding it for even a fraction of a second longer than necessary; otherwise, Mario/Luigi will float for a while and throw off the timing. There's still one last Reznor fight to deal with at the very end, too. This level also [[CheckpointStarvation lacks a checkpoint]] in the SNES version, which the GBA port later rectified.
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took out some mentions of Brutal Bonus Levels


* The secret level "Welcome to Yoshi Tower!". Rising lava, only just enough stars to max out your counter, loads of hazards, and no checkpoints.



* Most of the secret levels here are very hard, though 4-S in particular stand out as it has the dreaded return of Poochy combined with loads of thorns and barely enough time to jump over them.
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Minor fixes.


** World 8-1. The whole level isn't that difficult. But there's one leap that you have to make by perfectly timing when you let go of the run button while still moving and jumping at the right time to land on a platform that's only as wide as Mario is between 2 of the biggest gaps found in the entire game that are meant to be clear-able. This is also the longest level in the entire game and you only have 300 seconds to complete it, and though there's a Starman a ways in, there's no other power-ups to be found.

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** World 8-1. The whole level isn't that difficult. But there's one leap that you have to make by perfectly timing when you let go of the run button while still moving and jumping at the right time to land on a platform that's only as wide as Mario is between 2 of the biggest gaps found in the entire game that are meant to be clear-able. This is also the longest level in the entire game and you only have 300 seconds to complete it, and though there's a Starman Super Star a ways in, there's no other power-ups to be found.



** [[https://www.youtube.com/watch?v=McEZ5ifAn-Y World 7-7]]. You get a Starman at the start, but the ground is made entirely of damaging Munchers, so you have to run to the next ? Block before the invincibility expires to release another Star. Even then, if you immediately collect the Star when it appears, you won't have enough time to get to the next one - you'll have to let it bounce on its own for a little bit first. It's not too bad until the pipes start to get in the way, including one near the end where you have to crouch-slide underneath it if you aren't small.

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** [[https://www.youtube.com/watch?v=McEZ5ifAn-Y World 7-7]]. You get a Starman Super Star at the start, but the ground is made entirely of damaging Munchers, so you have to run to the next ? Block before the invincibility expires to release another Star. Even then, if you immediately collect the Star when it appears, you won't have enough time to get to the next one - you'll have to let it bounce on its own for a little bit first. It's not too bad until the pipes start to get in the way, including one near the end where you have to crouch-slide underneath it if you aren't small.



[[folder:''New Super Mario Bros. DS'']]
* World 8-4. The entire level is filled with Scuttlebugs, GiantSpiders that constantly drop down from the ceiling and chase after you; and a good chunk of the level involves moving platforms over bottomless pits. You're going to have a rough time if you don't have a Fire Flower on you to compensate; and the Star Coin placements are enough to throw most players through the wringer. Trying to get that last Star Coin in particular without dying is CRAZY hard since that requires the use of a Mini Mushroom, the power-up that makes you a floaty OneHitPointWonder. The Starman certainly helps, but it is not a free ticket to victory.

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[[folder:''New Super Mario Bros. DS'']]\n'']]
* World 8-4. The entire level is filled with Scuttlebugs, GiantSpiders that constantly drop down from the ceiling and chase after you; and a good chunk of the level involves moving platforms over bottomless pits. You're going to have a rough time if you don't have a Fire Flower on you to compensate; and the Star Coin placements are enough to throw most players through the wringer. Trying to get that last Star Coin in particular without dying is CRAZY hard since that requires the use of a Mini Mushroom, the power-up that makes you a floaty OneHitPointWonder. The Starman Super Star certainly helps, but it is not a free ticket to victory.



** 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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** 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 Super Star 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.



* "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. However if you use Assist Mode and steal the Lakitu's Cloud with Starman, it suddenly becomes a breeze.

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* "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. However if you use Assist Mode and steal the Lakitu's Cloud with Starman, Super Star, it suddenly becomes a breeze.



** Most of the secret levels in the 3DS game are also very hard, though 4-S in particular stand out as it has the dreaded return of Poochy combined with loads of thorns and barely enough time to jump over them.
** "Slime Drop Drama" is normally fine to beat, but doing it without taking damage with 30 stars can be really annoying, the first room might have a crate of five stars, but you might just have to get red eggs, enter and exit a locked door over and over again and pin down the Shy Guys or Snifits. And there is barely anything besides the middle ring and three Snifits tucked within walls during a moving platform segment to supply you with stars in the second room. Kamek can easily become ThatOneBoss trying to get through without getting hit.

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** * Most of the secret levels in the 3DS game here are also very hard, though 4-S in particular stand out as it has the dreaded return of Poochy combined with loads of thorns and barely enough time to jump over them.
** * "Slime Drop Drama" is normally fine to beat, but doing it without taking damage with 30 stars can be really annoying, the annoying. The first room might have a crate of five stars, but you might just have to get red eggs, enter and exit a locked door over and over again and pin down the Shy Guys or Snifits. And there is barely anything besides the middle ring and three Snifits tucked within walls during a moving platform segment to supply you with stars in the second room. Kamek can easily become ThatOneBoss trying to get through without getting hit.

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* Rainbow Ride is the last full level of the game, and it's the ultimate test of the player's abilities.T The course is set in the sky, so one wrong move ends in a quick death. Several of the stars are built around riding a magic carpet. Mario will have to jump and dodge obstacles while returning to the carpet before it moves out of reach or disappears. These stars are very challenging and frustratingly time-consuming.

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* Rainbow Ride is the last full level of the game, and it's the ultimate test of the player's abilities.T abilities:
**
The course is set in the sky, so one wrong move ends in a quick death. Several of the stars are built around riding a magic carpet. Mario will have to jump and dodge obstacles while returning to the carpet before it moves out of reach or disappears. These stars are very challenging and frustratingly time-consuming.
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* Rainbow Ride is the last full level of the game, and it's the ultimate test of the player's abilities.T The course is set in the sky, so one wrong move ends in a quick death. Several of the stars are built around riding a magic carpet. Mario will have to jump and dodge obstacles while returning to the carpet before it moves out of reach or disappears. These stars are very challenging and frustratingly time-consuming.
** The 100-coin star requires Mario to make it through multiple difficult challenges, including carpet rides, swinging platforms, flamethrowers, and disappearing blocks. It's recommended to go for the blue coin block first, but the blue coins are retrieved by performing a series of wall jumps. If the player messes up or misses too many of the blue coins, it's time to restart. Even with those coins in hand, getting to 100 is a nerve-wracking and difficult experience with little margin for error.
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* World 2-3 (and, by extension, its [[HardModeFiller "revamp"]] as World 7-3). At first it seems like you can just run across the bridge and outrun the Cheep-Cheeps, but then you get to just before the end, where there are three small platforms. If you don't slow down, you can easily miss all of them and lose a life. However, if you slow down too soon, you will get snagged by a leaping Cheep Cheep. ''VideoGame/NESRemix'' forces you to do this level full speed the whole way. Additionally, in ''VideoGame/SuperMarioBros35'', these are especially difficult because not only do you have to focus on the Cheep Cheeps ... you also have to focus on non-native enemies sent by other opponents too, which could include Piranha Plants, Hammer Bros, and Bowser himself. Better hope your 20 coin roulette gives you a Star.

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* World 2-3 (and, by extension, its [[HardModeFiller "revamp"]] as World 7-3). At first it seems like you can just run across the bridge and outrun the Cheep-Cheeps, but then you get to just before the end, where there are three small platforms. If you don't slow down, you can easily miss all of them and lose a life. However, if you slow down too soon, you will get snagged by a leaping Cheep Cheep. ''VideoGame/NESRemix'' forces you to do this level full speed the whole way. Additionally, in ''VideoGame/SuperMarioBros35'', these are were especially difficult because not only do did you have to focus on the Cheep Cheeps ... Cheep-Cheeps... but you also have had to focus on non-native enemies sent by other opponents too, which could include could've included Piranha Plants, Hammer Bros, and Bowser himself. Better hope your 20 coin roulette gives you a Star.himself.



** World 8-2 has you facing Lakitu again, mixed with dodging a barrage of Bullet Bills and loads of green Paratroopas. 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 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.
** World 8-3 might take the title of nastiest level in the game. It looks simple enough, but there are [[DemonicSpiders Hammer Bros.]] ''all over'' the level, 8 to be exact, half of them on flat ground. You can't wait for them to get on a higher platform and knock them off; you can only run under them, jump over them, kick a Koopa Troopa shell into them if any are available, or have a Fire Flower (and good luck keeping one at that point in the game). Fortunately, there are two power-ups in this level, but they are both heavily guarded by the first two sets of Hammer Bros., and you only have 300 on the timer.

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** World 8-2 has you facing Lakitu again, mixed with dodging a barrage of Bullet Bills and loads of green Paratroopas. There's also a long pit to jump over with a two one-block wide pit pits just before that. At least it's much shorter than 8-1 and gives a 1-Up Mushroom early in the level, so you can keep trying multiple times get as long many attempts as you don't need provided that you never miss it.
** World 8-3 might take the title of nastiest level in the game. It looks simple enough, but there are [[DemonicSpiders Hammer Bros.]] ''all over'' the level, 8 level (eight to be exact, half of them exact) and the four in the final stretch are on flat completely level ground. You can't wait for them to get on a higher platform and knock them off; you can only run under them, jump over them, kick a Koopa Troopa shell into them if any are available, available[[note]]but due to a bug, there's a chance that [[HitboxDissonance the shell will go right through them[[/note]], or have a Fire Flower (and good luck keeping one at that point in the game). Fortunately, there are two power-ups in this level, but they are both heavily guarded by the first two sets pairs of Hammer Bros., and you only have 300 seconds on the timer.



* The ''Vs.'' arcade game replaces the HardModeFiller stages with insanely difficult new stages that were later incorporated into ''The Lost Levels'', where they fit perfectly. 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!

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* The ''Vs.'' arcade game replaces the HardModeFiller stages with insanely difficult new stages that were later incorporated into ''The Lost Levels'', where they fit perfectly. 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 nearly blind jump to a Koopa Paratroopa to cross]], 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, farthest that the WarpZone in 4-2 can take you is World 6, so no skipping these challenges for you!



* World 8-3. Not only is there a low-altitude Lakitu as soon as the level kicks off, but you also have to make big jumps and dodge [[EliteMooks Hammer Bros.]] ''Running'' Hammer Bros that are also encountered on completely level ground, just like 8-3 in the first game. In addition, there are {{Invisible Block}}s designed to trip you up, one of which contains a PoisonMushroom. The final stretch even requires some invisible blocks to be found in order to reach pulley platforms that must be weighed down as much as possible to make the level's final jumps.

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* World 8-3. Not only is there a low-altitude Lakitu as soon as the level kicks off, but you also have to make big jumps and dodge [[EliteMooks Hammer Bros.]] ''Running'' Hammer Bros that are also encountered on completely level ground, just like 8-3 in the first game. In addition, there are {{Invisible Block}}s designed to trip you up, one of which contains a PoisonMushroom. [[note]]The blocks are ''technically'' visible in the original FDS version, but they're obscured by the brick wall in the background.[[/note]] The final stretch even requires some invisible hidden blocks to be found in order to reach pulley platforms that must be weighed down as much as possible to make the level's final jumps.



* World 6-5. The only way out is to grab a Koopa shell, fly up a narrow hole in the ceiling (which there are many of, but you have to figure out which one is the right one via TrialAndErrorGameplay) and throw it at the Nipper plants and Brick Blocks blocking the exit pipe. The worst part? The ground is cluttered with block-throwing Buster Beetles that you have to clear out first, and you can only hold the Koopa shell in your hands for so long before it eventually breaks free and instantly hurts you. There's a room that [[AntiFrustrationFeatures provides a powerup every time you enter]] and respawns the Koopas to prevent you from [[{{Unwinnable}} getting stuck with no method of flight and/or Koopas]], but it also respawns the Beetles, naturally.

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* World 6-5. The only way out is to grab a Koopa shell, fly up a narrow hole in the ceiling (which there are many of, but you have to figure out which one is the right one via TrialAndErrorGameplay) and throw it at the Nipper plants Plants and Brick Blocks blocking the exit pipe. The worst part? The ground is cluttered with block-throwing Buster Beetles that you have to clear out first, and you can only hold the Koopa shell in your hands for so long before it eventually breaks free and instantly hurts you. There's a room that [[AntiFrustrationFeatures provides a powerup every time you enter]] and respawns the Koopas to prevent you from [[{{Unwinnable}} getting stuck with no method of flight and/or Koopas]], but it also respawns the Beetles, naturally.
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* [[FanNickname "Pachinko Game"]]. You have to retrieve eight Red Coins in a giant pachinko board (essentially an upright pinball game with no flippers). However, you have extremely limited movement with F.L.U.D.D., and a good half of the coins are in really hard-to-reach locations. Should you happen to miss all the pockets and fall to the bottom of the board, you're immediately chucked out the bottom where you fall to your death. The pins also have random kinetic effects if Mario touches them, sometimes catapulting you across the pachinko machine in a random direction or creating invisible walls.

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* [[FanNickname "Pachinko Game"]]. You have to retrieve eight Red Coins in a giant pachinko board (essentially an upright pinball game with no flippers). However, you have extremely limited movement with F.L.U.D.D., and a good half of the coins are in really hard-to-reach locations. Should you happen to miss all the pockets and fall to the bottom of the board, you're immediately chucked out the bottom where you fall to your death. The pins also have random kinetic effects if Mario touches them, sometimes catapulting you across the pachinko machine in a random direction or creating invisible walls. Even ''accessing'' the level is annoying, since you have to ride the boat underneath a bridge and jump into the cavity at just the right time. If you don't make it in there, you have to wait until the boat comes back around to try again.

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Some more Word Cruft cutdown.


* World 2-3 (and, by extension, its [[HardModeFiller "revamp"]] as World 7-3). At first it seems like you can just run across the bridge and outrun the Cheep-Cheeps, but then you get to just before the end, where there are three small platforms. If you don't slow down, you can easily miss all of them and lose a life. However, if you slow down too soon, you will get snagged by a leaping Cheep Cheep. ''VideoGame/NESRemix'' forces you to do this level full speed the whole way. Additionally, in ''VideoGame/SuperMarioBros35'', these are especially difficult because not only do you have to focus on the Cheep Cheeps ... you also have to focus on non-native enemies sent by other opponents too, which could include Piranha Plants, Hammer Bros, and even Bowser himself. Better hope your 20 coin roulette gives you a Star.

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* World 2-3 (and, by extension, its [[HardModeFiller "revamp"]] as World 7-3). At first it seems like you can just run across the bridge and outrun the Cheep-Cheeps, but then you get to just before the end, where there are three small platforms. If you don't slow down, you can easily miss all of them and lose a life. However, if you slow down too soon, you will get snagged by a leaping Cheep Cheep. ''VideoGame/NESRemix'' forces you to do this level full speed the whole way. Additionally, in ''VideoGame/SuperMarioBros35'', these are especially difficult because not only do you have to focus on the Cheep Cheeps ... you also have to focus on non-native enemies sent by other opponents too, which could include Piranha Plants, Hammer Bros, and even Bowser himself. Better hope your 20 coin roulette gives you a Star.



** World 8-1. The whole level isn't that difficult. But there's one leap that you have to make by perfectly timing when you let go of the run button while still moving and jumping at the right time to land on a platform that's only as wide as Mario is between 2 of the biggest gaps found in the entire game that are meant to be clear-able. This is also the longest level in the entire game and you only have 300 seconds to complete it, and even though there's a Starman a ways in, there's no other power-ups to be found.

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** World 8-1. The whole level isn't that difficult. But there's one leap that you have to make by perfectly timing when you let go of the run button while still moving and jumping at the right time to land on a platform that's only as wide as Mario is between 2 of the biggest gaps found in the entire game that are meant to be clear-able. This is also the longest level in the entire game and you only have 300 seconds to complete it, and even though there's a Starman a ways in, there's no other power-ups to be found.



** World 8-4 is basically [[TheMaze a maze beyond a maze]], with not a single power-up in any of it. There are loads of pipes to take in the castle, and going down the wrong one can take you back to the start. Even after you've conquered the maze, there's still an underwater section where you have to dodge Bloopers and [[FridgeLogic Firebars]], and to top it off, there's one last Hammer Bro to deal with on completely level ground before BigBad Bowser himself.

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** World 8-4 is basically [[TheMaze a maze beyond a maze]], with not a single power-up in any of it. There are loads of pipes to take in the castle, and going down the wrong one can take you back to the start. Even after you've conquered the maze, there's still an underwater section where you have to dodge Bloopers and [[FridgeLogic Firebars]], and to top it off, there's one last Hammer Bro to deal with on completely level ground before BigBad Bowser himself.



* World 5-3 introduces a devious new concept in the form of adding the gimmick where the level loops unless you take the right path, normally only seen in castles, into regular overworld levels, easily confusing first-time players.[[note]]This is only worsened in the original FDS version, where there's no audio cue to explicitly express this.[[/note]] Even after the right path is found (which requires a chain of Paratroopa jumps into a pipe), there's a ''very'' difficult jump near the end (as seen in the page image) where the player must jump from a moving platform onto a Paratroopa to bounce up to higher ground, while also dealing with an airborne Blooper as well as randomly spawning Bullet Bills. There's still some jumps on very small falling platforms before the flagpole, and even if you mess up there, [[CheckpointStarvation you end up at the very beginning, since this level has no checkpoint]].

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* World 5-3 introduces a devious new concept in the form of adding the gimmick where the level loops unless you take the right path, normally only seen in castles, into regular overworld levels, easily confusing first-time players.[[note]]This is only worsened in the original FDS version, where there's no audio cue to explicitly express this.[[/note]] Even after the right path is found (which requires a chain of Paratroopa jumps into a pipe), there's a ''very'' difficult jump near the end (as seen in the page image) where the player must jump from a moving platform onto a Paratroopa to bounce up to higher ground, while also dealing with an airborne Blooper as well as randomly spawning Bullet Bills. There's still some jumps on very small falling platforms before the flagpole, and even if you mess up there, [[CheckpointStarvation you end up at the very beginning, since this level has no checkpoint]].



** The first 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.)

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** The first 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 8-4. The entire level is filled with Scuttlebugs, GiantSpiders that constantly drop down from the ceiling and chase after you; and a good chunk of the level involves moving platforms over bottomless pits. You're going to have a rough time if you don't have a Fire Flower on you to compensate; and even then, the Star Coin placements are enough to throw most players through the wringer. Trying to get that last Star Coin in particular without dying is CRAZY hard since that requires the use of a Mini Mushroom, the power-up that makes you a floaty OneHitPointWonder. The Starman certainly helps, but it is not a free ticket to victory.

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* World 8-4. The entire level is filled with Scuttlebugs, GiantSpiders that constantly drop down from the ceiling and chase after you; and a good chunk of the level involves moving platforms over bottomless pits. You're going to have a rough time if you don't have a Fire Flower on you to compensate; and even then, the Star Coin placements are enough to throw most players through the wringer. Trying to get that last Star Coin in particular without dying is CRAZY hard since that requires the use of a Mini Mushroom, the power-up that makes you a floaty OneHitPointWonder. The Starman certainly helps, but it is not a free ticket to victory.



* Getting used to the ice can make for a DifficultySpike in 3-1 that can make it seem like a ThatOneLevel.



** The very next level, World 3-2, "The Goonie Coast Isn't Clear", is quite often considered one of the worst levels due to the fact that it scrolls the entire level. It's not the first section of the level that gets most, although it is a little frustrating ; it's the latter section that many consider to be [[PlatformHell extremely frustrating]] because this section is ''several'' times as long as the first section in the level and also partially loops in the fourth ship, if you plan on getting all secrets and a 100% for the stage. It doesn't help that some players consider the level's music to be an annoying and empty tune that seems to be taunting the player.

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** The very next level, World 3-2, "The Goonie Coast Isn't Clear", is quite often considered one of the worst levels due to the fact that because it scrolls the entire level. It's not the first section of the level that gets most, although it is a little frustrating ; it's the latter section that many consider to be [[PlatformHell extremely frustrating]] because this section is ''several'' times as long as the first section in the level and also partially loops in the fourth ship, if you plan on getting all secrets and a 100% for the stage. It doesn't help that some players consider the level's music to be an annoying and empty tune that seems to be taunting the player.



* Chapter 5-3, a mine level that centers mostly around one long, enemy-filled room with so many branching pathways, several of which are ''hidden'', that it becomes extremely easy to get lost and forget which doors you've already explored. Not to mention the fact that at one point, in order to progress, you must go through one of the automatic MinecartMadness sections while flipped to 3D. The player doesn't find out about this until the end, at which point they're forced to ride back, flip to 3D, and go through it again, meaning they need to sit through the minecart ride ''two more'' times.

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* Chapter 5-3, a mine level that centers mostly around one long, enemy-filled room with so many branching pathways, several of which are ''hidden'', that it becomes extremely easy to get lost and forget which doors you've already explored. Not to mention the fact that at At one point, in order to progress, you must go through one of the automatic MinecartMadness sections while flipped to 3D. The player doesn't find out about this until the end, at which point they're forced to ride back, flip to 3D, and go through it again, meaning they need to sit through the minecart ride ''two more'' times.



* World 7, Cannon Cove is a nice breather level after the hell that was World 6, even in plus mode. That is, however, until you hit the nasty brick wall of 7-7 with a hellish puzzle with Capture Kongs and an almost guarantee of getting your Minis in the door out of order. That level is by far the hardest level in the game outside the BrutalBonusLevel set, and even then, it's harder than most of the NintendoHard bonus levels.

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* World 7, Cannon Cove is a nice breather level after the hell that was World 6, even in plus mode. That is, however, until you hit the nasty brick wall of 7-7 with a hellish puzzle with Capture Kongs and an almost guarantee of getting your Minis in the door out of order. That level is by far the hardest level in the game outside the BrutalBonusLevel set, and even then, it's harder than most of the NintendoHard bonus levels.
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Lots of minor revisions and cut-down on Word Cruft.


* World 5-3. The entire level is a hornet's nest of Bob-ombs and Sparks, and the majority of it has you hopping up and down and across a bunch of platforms trying to dodge said Sparks and Bob-ombs with hardly any room to maneuver thanks to the low ceilings. The first part of the stage has you jumping over blockades while an endless blitzkrieg of fast-flying Albatosses constantly bombard you with Bob-Ombs, forcing you to constantly dodge to stay alive, and that's the ''easy'' part of this stage. Next there is a underground section littered with Bob-ombs and a Red Panser waiting for you. Then there's a vertical platforming section where you have to dodge not one but ''two'' [[DemonicSpiders Blue Pansers]] (thankfully not on the same screen) rolling down the platforms, that [[RespawningEnemies respawn]] when you fall down a screen and climb back up, while showering you with fireballs. Just like you, both the Pansers ''and'' their fireballs [[WrapAround wrap around the edges of the screen]]. Once you get past all that, you have to ride two Pidgits' carpets past a bunch of dive-bombing Beezos without getting knocked into the abyss to reach a red Birdo to kill before the actual boss of the level, Clawgrip. Having three or more hearts still won't get you out of trouble: there are Shy Guys and Snifits roaming the place, [[LedgeBats trying to knock you straight into a bottomless pit]].

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* World 5-3. The entire first portion of the level is a hornet's nest of Bob-ombs and Sparks, and the majority of it has you hopping up and down and across a bunch of platforms trying to dodge said Sparks and Bob-ombs with hardly any room to maneuver thanks to the low ceilings. The first part of the stage has you jumping over blockades while an endless blitzkrieg of fast-flying Albatosses constantly bombard you with Bob-Ombs, forcing you to constantly dodge to stay alive, and that's the ''easy'' part of this stage. Next there is a part. The sections that follow only get harder as they go: an underground section littered with Bob-ombs and a Red Panser waiting for you. Then there's Panser, a vertical platforming section where you have to dodge not one but more Bob-ombs as well as ''two'' falling [[DemonicSpiders Blue Pansers]] (thankfully not on the same screen) with WrapAround fireballs rolling down the platforms, that [[RespawningEnemies respawn]] when you fall down a screen and climb back up, while showering you with fireballs. Just like you, both the Pansers ''and'' their fireballs [[WrapAround wrap around the edges of the screen]]. Once you get past all that, you have to a ride on two Pidgits' carpets past a bunch of dive-bombing Beezos without getting knocked into over the abyss to reach some Shy Guys and Snifits on [[LedgeBats dangerously small platforms]], after which comes a red Birdo to kill before fight, and the actual boss of the level, Clawgrip. Having three or more hearts still won't get you out of trouble: there are Shy Guys and Snifits roaming the place, [[LedgeBats trying Clawgrip to knock you straight into a bottomless pit]]. top it all off.



* World 8 (Castle of Koopa):

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* World 8 (Castle of Koopa):(Bowser's Castle):



** The Fortress. A textbook example of TheMaze, with a [[OneOfTheseDoorsIsNotLikeTheOther countless amount of doors to pick from, and only one leading to the boss]]. If that weren't enough, not only do some of the doors put you on [[ConveyorBeltOfDoom conveyor belts]] that will near instantly push you into lava unless you have good reaction time, but the boss is found through a door that is only accessible for a brief time by using a P-Switch. There is no indication of this, so first-timers will often time out. Even worse in the SNES version, where the two sides of the fortress are the same colour. Many a player has saved a Lakitu's Cloud for the whole game just to skip this level.

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** The Fortress. A textbook example of TheMaze, with a [[OneOfTheseDoorsIsNotLikeTheOther countless amount of doors to pick from, and only one leading to the boss]]. If that weren't enough, not only do some of the doors put you on [[ConveyorBeltOfDoom conveyor belts]] that will near instantly push you into lava unless you have good reaction time, but the boss is found through a door that is only accessible for a brief time by using a P-Switch. There is no indication of this, so first-timers will often time out. Even worse in the SNES version, SNES/GBA versions, where the two sides of the fortress are the same colour. Many a player has saved a Lakitu's Cloud for the whole game just to skip this level.



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

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



* Wario's (or rather, Mario's) Castle has many jumps that are nigh impossible without bunny ears. There's swinging pendulum maces, propeller platforms over lava that have very wonky hitboxes, bone platforms that either rise/fall or almost instantly break, trap tiles that release fast-moving spiked fists, and more. It's also [[MarathonLevel the longest level in the game by far]], and has [[CheckpointStarvation no checkpoint]]. Die while fighting the [[SequentialBoss three-phase]] 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 (or rather, Mario's) Castle has many jumps that are nigh impossible without bunny ears. There's swinging pendulum maces, propeller platforms over lava that have [[HitboxDissonance very wonky hitboxes, hitboxes]], bone platforms that either rise/fall or almost instantly break, trap tiles that release fast-moving spiked fists, and more. It's also [[MarathonLevel the longest level in the game by far]], and has [[CheckpointStarvation no checkpoint]]. Die while fighting the [[SequentialBoss three-phase]] final boss (or at any other point for that matter), and you're doing the whole damn level over again from the beginning.



* World 8-Tower 2. The ENTIRE level takes place on a moving platform reminiscent of Castles 5 and 7 in ''VideoGame/SuperMarioWorld''. It's [[TrialAndErrorGameplay unpredictable, tedious,]] and nerve-wracking. Of course, as if the task of staying on the platform weren't difficult enough, EverythingTryingToKillYou, whether it be spikes, Firebars, or rolling spiked balls. The very last Bowser Jr. fight at the end is also the harder version.

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* World 8-Tower 2. The ENTIRE level takes place on a moving platform Snake Block, reminiscent of Castles 5 and 7 in ''VideoGame/SuperMarioWorld''. It's [[TrialAndErrorGameplay unpredictable, tedious,]] and nerve-wracking. Of course, as if the task of staying on the platform weren't difficult enough, EverythingTryingToKillYou, whether it be spikes, Firebars, or rolling spiked balls. The very last Bowser Jr. fight at the end is also the harder version.



** Frosted Glacier-Ghost House/Swaying Ghost House, just for the sheer GuideDangIt factor. The door to proceed is hidden behind a false wall—with no indication that said wall is anything but a wall, especially considering it feels perfectly solid if you don't have a P-Switch activated—in not one but two rooms, although the second at least gives you a hint...hidden behind another wall. The secret exit is even worse: [[spoiler:the room it's in requires being fairly fast just to get to the regular door, and getting to the secret door allows you only a very small margin of error...even if you figure out that this time, the door is hidden behind the ''ceiling''.]]
** Soda Jungle-Tower/Snake Block Tower. "Snake block" levels are nothing new, but this time, you have ''two'' sets of blocks to keep track of, one normal-sized and one giant, and they move around lots and lots of Amps and Ball 'n' Chains, some of them in configurations that are nearly impossible to dodge. The Star Coins? Easy enough to find, but good luck getting them all without taking a hit.
** Peach's Castle-1/Meteor Moat. The level in and of itself isn't that bad, until you get past the checkpoint. After that, you start getting bombarded by the meteors, while at the same time dealing with rising tides of lava and a crap load of Dry Beetles. It gets worse if you're going for the star coins, especially the third. But if you're trying to get at the secret exit, good luck not raging.
** Peach's Castle-Castle 1/Red-Hot Elevator Ride. The entire level takes place on a rising platform that can be controlled by tilting the [[UsefulNotes/GeneralGamingGamepads Game Pad]] or Wii Remote, but this one stops moving if more than one thing is on it. Goombas, Bob-ombs, even ''coins'' can bring it to a halt until they are disposed of if they land on it. This wouldn't be so bad, but you must also contend with constantly rising lava below, meaning that if the platform stops rising for too long, Mario will instantly die from the lava. Like Snake Block Tower, the Star Coins are in plain sight but very difficult to get and remain unscathed. The level [[CheckPointStarvation has no midway point]] either, so if you die from the lava, a bolt of electricity, a wayward Bob-omb, etc., enjoy starting the level over from the beginning and losing any Star Coins you happened to collect.

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** Frosted Glacier-Ghost House/Swaying House (Swaying Ghost House, House), just for the sheer GuideDangIt factor. The door to proceed is hidden behind a false wall—with no indication that said wall is anything but a wall, especially considering it feels perfectly solid if you don't have a P-Switch activated—in not one but two rooms, although the second at least gives you a hint...hidden behind another wall. The secret exit is even worse: [[spoiler:the room it's in requires being fairly fast just to get to the regular door, and getting to the secret door allows you only a very small margin of error...even if you figure out that this time, the door is hidden behind the ''ceiling''.]]
** Soda Jungle-Tower/Snake Jungle-Tower (Snake Block Tower.Tower). "Snake block" levels are nothing new, but this time, you have ''two'' sets of blocks to keep track of, one normal-sized and one giant, and they move around lots and lots of Amps and Ball 'n' Chains, some of them in configurations that are nearly impossible to dodge. The Star Coins? Easy enough to find, but good luck getting them all without taking a hit.
** Peach's Castle-1/Meteor Moat.Castle-1 (Meteor Moat). The level in and of itself isn't that bad, until you get past the checkpoint. After that, you start getting bombarded by the meteors, while at the same time dealing with rising tides of lava and a crap load of Dry Beetles. It gets worse if you're going for the star coins, especially the third. But if you're trying to get at the secret exit, good luck not raging.
** Peach's Castle-Castle 1/Red-Hot 1 (Red-Hot Elevator Ride.Ride). The entire level takes place on a rising platform that can be controlled by tilting the [[UsefulNotes/GeneralGamingGamepads Game Pad]] or Wii Remote, but this one stops moving if more than one thing is on it. Goombas, Bob-ombs, even ''coins'' can bring it to a halt until they are disposed of if they land on it. This wouldn't be so bad, but you must also contend with constantly rising lava below, meaning that if the platform stops rising for too long, Mario will instantly die from the lava. Like Snake Block Tower, the Star Coins are in plain sight but very difficult to get and remain unscathed. The level [[CheckPointStarvation has no midway point]] either, so if you die from the lava, a bolt of electricity, a wayward Bob-omb, etc., enjoy starting the level over from the beginning and losing any Star Coins you happened to collect.



** 3-T (Shish-Kebab Tower) is almost impossible to complete as anyone but Nabbit. The pillars move in and out at insane speeds. This, combined with the time limit, Luigi's high jump, and slippery physics, can easily end your game.
** 8-2 (Magma River Cruise) takes the annoying acid moat level from Wii, puts it in a lava world, and adds the most annoying enemies in the game. It's a good thing that you can skip this level, though.

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** 3-T Sparkling Waters-Tower (Shish-Kebab Tower) is almost impossible to complete as anyone but Nabbit. The pillars move in and out at insane speeds. This, combined with the time limit, Luigi's high jump, and slippery physics, can easily end your game.
** 8-2 Peach's Castle-2 (Magma River Cruise) takes the annoying acid moat level from Wii, puts it in a lava world, and adds the most annoying enemies in the game. It's a good thing that you can skip this level, though.



* 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. 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.
* Tick Tock Clock is a nightmare. The level is ''long'' and painfully linear, and it's one continuous tricky jump after another after another, made worse by the fact that most of the level takes place on very thin platforms which are really easy to fall from. Plus, if you don't know the "trick" for entering the level, the whole level can end up requiring insane timing. Even if you ''do'' know the trick to stop the clock, two stars all but require the clock to be in motion so that the hands of the clock can carry you to the stars, at least in the N64 version[[note]]It is possible to get all the Tick Tock Clock stars without the clock moving ([[LetsPlay SuperJeenius having pulled it off in a Let's Play]]), but it does require some very skilled jumps[[/note]]. The level is also subject to randomly-spawned invisible walls that will most likely kill you if you're unfortunate enough to hit them on a risky jump. In the DS version, if you play as Luigi, all eight stars (including the 100-coin star) can be obtained while the clock mechanism is stationary.

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* To single out a level which requires the Wing Cap, "Wing Wing Mario Over the Rainbow" Rainbow is one of the hardest levels in the game. The player has to collect eight Red Coins in the air. Solid ground is minimal, and due to the angles, it can be really difficult to gauge safe landing spots. The Wing Cap must be refreshed every so often to have enough time to collect all the coins. 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.
* Tick Tock Clock is a nightmare. The level is ''long'' and painfully linear, and it's one continuous tricky jump after another after another, made worse by the fact that most of the level takes place on very thin platforms which are really easy to fall from.from, particularly into the BottomlessPit at the very bottom of the level. Plus, if you don't know the "trick" for entering the level, the whole level can end up requiring insane timing. Even if you ''do'' know the trick to stop the clock, two stars all but require the clock to be in motion so that the hands of the clock can carry you to the stars, at least in the N64 version[[note]]It is possible to get all the Tick Tock Clock stars without the clock moving ([[LetsPlay SuperJeenius having pulled it off in a Let's Play]]), moving, but it does require some very skilled jumps[[/note]].jumps and overall knowledge of the game's physics[[/note]]. The level is also subject to randomly-spawned invisible walls that will most likely kill you if you're unfortunate enough to hit them on a risky jump. In the DS version, if you play as Luigi, all eight stars (including the 100-coin star) can be obtained while the clock mechanism is stationary.



* World 3-2 (Chain-Link Charge) will probably be one of the first levels that you will seriously rack up the deaths on. It has many segments with moving fences, most of which block your way or force you to make quickly-timed jumps if you don't have the Super Bell. If you do, you can climb on the fences... but you can't climb on forever. The second Green Star is brutal, since you have to make some very tricky jumps past two moving fences right before the checkpoint, so if you mess up you're doing the level from the start again. After that it goes upwards through segments where the fences move against you over clouds and a lot of enemies. Also, ''it's an auto-scrolling level!''
* 5-6 (Cakewalk Flip) isn't so hard if you're just playing through. If you're going for the collectibles (''especially'' the stamp and third Green Star), on the other hand...those ''bleeping'' Ring Burners ''in conjunction with flipping platforms'' ...and that's with one player. Any more than one player, and the level becomes unmitigated chaos, with the platforms flipping every time ''anybody'' jumps.

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* World 3-2 (Chain-Link Charge) will probably be one of the first levels that you will seriously rack up the deaths on. It It's an AutoScrollingLevel that has many segments with moving fences, most of which block your way or force you to make quickly-timed jumps if you don't have the Super Bell. If you do, you can climb on the fences... but you can't climb on forever. The second Green Star is brutal, since you have to make some very tricky jumps past two moving fences right before the checkpoint, so if you mess up you're doing the level from the start again. After that it goes upwards through segments where the fences move against you over clouds and a lot of enemies. Also, ''it's an auto-scrolling level!''
enemies.
* 5-6 (Cakewalk Flip) isn't so hard if you're just playing through. If you're going for the collectibles (''especially'' the stamp and third Green Star), on the other hand...those ''bleeping'' the Ring Burners ''in in conjunction with flipping platforms'' ...platforms can cause lots of hassle... and that's with one player. Any more than one player, and the level becomes unmitigated chaos, with the platforms flipping every time ''anybody'' jumps.jumps, making it a much smarter strategy to just have one person play the level while the three others stay in bubbles.



* [[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, and the only ones in this level are far before and far after where the star is. So you have to juggle two different powerups past firebars, fireballs, bombs and DemonicSpiders. 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.
* 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. 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 Fire Piranha Plants in some places. 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. 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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* [[DepartmentOfRedundancyDepartment Castle-Castle]] (Bowser's Lava Lake Keep), if you're going for all collectibles in one run. The second star Green Star requires a Cat suit Suit (which isn't even available in this level, so you have has to enter while wearing one, and if you lose it, you have to leave and acquire another), be acquired outside of the level itself), while the third can only be retrieved with the boomerang suit, Boomerang Suit, and the only ones in this level are far before and far after where the star it is. So you have to forcing a dangerous juggle of two different powerups past firebars, fireballs, bombs Firebars, Lava Bubbles, and DemonicSpiders. more if you want to beat the level in one run. The icing on the cake is that the checkpoint is located just before the narrow fireball-infested Lava Bubble-infested bridge leading to the third star, Star, so unless you're playing the Switch port where collectibles are permanently saved after getting them, 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.
Boomerang Suit.
* Bowser-7 (Grumblump Inferno) Inferno). This is the lava equivalent to [[VideoGame/MegaMan1 Guts Man]]'s lifts. This level is the last regular second-to-last level in the main game, and [[DifficultySpike it lives up to the position]]. The gimmick of the level is the Grumblumps, large rectangular blocks in [[LethalLavaLand lava]] that tumble end over end and force you to keep running to the next side. They tumble rather quickly, and you must be pretty careful with your positioning and timing when running; too far forward or back, and [[OneHitKill say hello to the lava]]. The cubical blocks are bad enough, but some of them are rectangular, so the distance you need to move isn't always the same. They don't just move in straight lines but go along twisty paths that make frequent 90-degree turns. [[SerialEscalation And because Nintendo just loves you]], only adding to the headache]], you will have to do all this ''while'' dodging Hammer Bros and Fire Piranha Plants in some places. Then there's the collectibles... Let's just say one of them collectibles, particularly the Stamp, which is hovering above on a one-block very thin pillar, with pillar guarded by a Hammer Bro on it. Bro. The only mercies mercy you're given are is 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. Whatever Suits. And whatever you do, do ''not'' ground pound the blocks, even out of frustration blocks -- if you do, they get angry faces and move faster (though you have to do this if you're attempting a speed run).''twice as fast!''
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Cutting all unofficial content from TOB/TOL pages as per request in the cleanup thread.



!!!Unofficial Games
[[folder: ROM Hacks]]
* ''VideoGame/BrutalMario'' has "Titanic", a Ghost House level with the reappearing Boos, combined with a ''very'' strict time limit, makes for one hell of a time.
* ''VideoGame/NewerSuperMarioBrosWii'' has a few.
** 2-7 (Windworn Dunes), for one, which brings back the [[ScrappyMechanic wind gimmick]] from [[GustyGlade 2-4]] of [[VideoGame/NewSuperMarioBrosWii the original game]].
** 8-2 (Jet Airship). {{Bottomless Pit}}s aplenty and ''really. Freaking. [[ScrappyMechanic Fast]]. [[AutoScrollingLevel Autoscrolling]]''.
* ''VideoGame/{{Something}} Series'':
** Boss Bass is the gimmick within Dat Bass and to make it worse, it is immune to fireballs. He's even found in the Switch Palace exit.
** Chateau du Vent. The wind tries pushing Mario to the left, which makes moving to the right much more difficult, especially with obstacles in the way.
** Hell Ship in the Sky is difficult because of the Homing Pidgit Bills. They're fired by the ship's cannons and they will always aim for Mario's position, no matter what. Later on, Spikitus start throwing them. Another one joins and makes things worse.
** Spikitu Castles 1+2 in Something Else are difficult because of the Spikitus. They are immune to Luigi's arsenal of tricks.
* ''Sui Mario''.
** Many of the levels have ice physics, but a big offender is Clavinet Plateau Fortress. Fireballs, Sawblades, Thwomps, and Magikoopas. Even the hint block at the start says it's a bullshit excuse that all the surfaces were waxed.
** For the Completionists; Bass Cave Ghost House takes the cake as the Alternate exit requires you to go to the end, get a P Switch after hitting 2 invisible blocks to show up for you to get said P Switch, all the while spin jumping on Boos to regain your footing, then taking said P Block all the way back to the start, also the floors are made of ice blocks, so the usual slipping BS too.
* ''VideoGame/SuperMarioStarRoad'' is one of the most ambitious, creative rom hacks of VideoGame/SuperMario64 ever created, but it's also one of the hardest due to some fiendish level design that assumes that you have mastered the controls and quirks of the game. There are many hard levels in it...
** ...but few of them reach the hair-pulling insanity that is ''[[BrutalBonusLevel The Hidden Palace]]'', which is pure PlatformHell. It will push your skills to their limits—you need well timed triple jumps, ''frame perfect'' wall kicks, risky jump dives, tiny platforms to navigate (including a very small platform that you have to triple jump off of), the works. A lot of it is set over a bottomless pit, so you have no room for error after the beginning. Oh yeah, and there's a Replica Star hidden directly above the main star on the roof of the top of the level, meaning you have to play through it ''twice'' to complete it!
** Gloomy Garden is an early example of how tough this hack can get. The whole level consists of narrow walkways over a dark BottomlessPit that enemies can easily knock you off of if you're not careful. Skelux himself has acknowledged this and said he would redesign it so that it was much more fair in the DS version.
** Mad Musical Mess is another particularly notorious level. It's also another level made of platforms floating over a bottomless pit and contains a lot of tricky jumps. It's also the first level to introduce the [[DemonicSpiders bee enemies]], which are hard to hit and can effortlessly knock you to your doom.
** Colossal Candy Clutter is another frustrating level as well. Star 5 in particular, because you need to make a few perfect pole jumps combined with wall kicks, along with a few perfect long jumps across very small platforms to complete it, and one slip up will either make you have to start over or will send you flying to your death.
** Bob-Omb Battle Factory. It demands precision platforming and has lots of spots where you can easily fall to your death and some tricky narrow platforms. It also throws in a KaizoTrap warp pipe that will throw you into a pool of instant-death gunk if you jump into it.
* ''S Mario''. This hellishly hard hack played by LetsPlay/{{raocow}} has a few awful levels best mentioned here for their obnoxiousness...
** World 3 castle makes [[https://www.youtube.com/watch?v=atBmOSBz0RU&t=8m50s a previous level's]] gimmick [[https://www.youtube.com/watch?v=k1dtBJ9J3EA even worse]]. No going left, no spin jumping (you die instantly if you try), with ice physics, with water physics (in places) and with such 'fun' obstacles as on/off switches and homing Bullet Bills.
-->'''Azentiger:''' ...NOOOOOO! ''No left!'' '''No Spin Jump!''' '''''ON ICY FLOOR!?''''' YOU! GOTTA BE! KIDDING ME!
** The final castle, which had the frustration of random wind physics. Imagine an already hard level. Now imagine every time you move or jump, you could be pushed left or right at random, and the direction changes every second or so without warning. Not an enjoyable experience.
* The final level in Japanese hack ''Luigi of Shadow''. What's worse than a Marathon Level that's ludicrously difficult? How about one which is also TheMaze? Yes really. The place is littered with doors, and they go to every single room in the place at what seems like random. Often a room you've been to and completed ten minutes ago, which means a lot of back tracking if you have no save states. Oh, and the game's actually trying to trick you into opening them, with some positioned at points where they look rather like what would normally be the door to the next area...
* Kaizo Mario 64 is a hack that, while not ''quite'' on par with the notoriously hard [[VideoGame/KaizoMarioWorld ROM hack it's named after]], has some levels that will tear every hair from your skull. The most notable is its take on Bowser in the Sky, if only because ''the entire level is invisible''!
* Super Mario 74 Extreme Edition is the sequel to Super Mario 74, the first complete Super Mario 64 hack not to be based on the levels from the original game. It's regarded as being even harder than Kaizo Mario 64. One particularly noteworthy pair of levels are Veneno-Sphere and Crudelo-Sphere, which are based on a pair of levels from the original hack, Luminum-Sphere and Ombru-Sphere (which were plenty difficult in their own right). Ombru-Sphere was an upside-down version of Luminum-Sphere; the Extreme Edition versions literally ''turn them on their side'' (and add in tons of lava, just in case the levels weren't already difficult enough). Extreme amounts of wall-jumping are needed to complete the stages, and to make things worse there are 14 red coins to collect in Veneno-Sphere and 20 in Crudelo-Sphere. This hack definitely lives up to its name.
[[/folder]]
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None


* World 6-5. The only way out is to grab a Koopa shell, fly up a narrow hole in the ceiling (which there are many of, but you have to figure out which one is the right one via TrialAndErrorGameplay) and throw it at the Nipper plants and Brick Blocks blocking the exit pipe. The worst part? The ground is cluttered with block-throwing Buster Beetles that you have to clear out first, and you can only hold the Koopa shell in your hands for so long before it eventually breaks free and instantly hurts you. There's a room that [[AntiFrustrationFeature provides a powerup every time you enter]] and respawns the Koopas to prevent you from [[{{Unwinnable}} getting stuck with no method of flight and/or Koopas]], but it also respawns the Beetles, naturally.

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* World 6-5. The only way out is to grab a Koopa shell, fly up a narrow hole in the ceiling (which there are many of, but you have to figure out which one is the right one via TrialAndErrorGameplay) and throw it at the Nipper plants and Brick Blocks blocking the exit pipe. The worst part? The ground is cluttered with block-throwing Buster Beetles that you have to clear out first, and you can only hold the Koopa shell in your hands for so long before it eventually breaks free and instantly hurts you. There's a room that [[AntiFrustrationFeature [[AntiFrustrationFeatures provides a powerup every time you enter]] and respawns the Koopas to prevent you from [[{{Unwinnable}} getting stuck with no method of flight and/or Koopas]], but it also respawns the Beetles, naturally.
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Removing this because it's That One Sidequest (as it's about the bonus star and not just the act of finishing the level), which is noted at the top of the page to not belong here


[[folder:''Mario vs. Donkey Kong'']]
* Beating the base high score in 4-3 in the first ''Mario vs. Donkey Kong'' to get its star is ''much'' harder than doing it in the surrounding levels. The first area of the level is extremely cycle-based due to the line-guided Lifts that you have to ride to get anywhere, which ''severely'' limits the possible time bonus [[note]]every second left on the clock is multiplied by 100 and added to your score[[/note]] you can get if you don't maximize your efficiency within these cycles. If you aren't opening the key door before the first section's timer goes below 90 seconds, you'll be rushing through the second half to wring out those precious few seconds in the hopes of even meeting the base high score of 31500, though even with good cycle management in the first half (~94 seconds entering the key door), it's highly likely you'll only be about 1000 points above the original score.
[[/folder]]

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