Follow TV Tropes

Following

History ThatOneLevel / SuperMarioBros

Go To

OR

Is there an issue? Send a MessageReason:
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 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 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.

to:

* 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 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 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. At least it's conditionally optional with the easier 6-6, so you can just skip this one provided that you do 6-6 instead.
Is there an issue? Send a MessageReason:
If any of this was true, only a robot would be able to complete this level. You don’t need 1-ups to boost your score, as the ? coin is worth a generous 1500 points by itself. You don’t need to play the level perfectly, otherwise this player wouldn’t have completed it with 13 seconds to spare. You don’t need frame-perfect inputs because Mario has a spin attack that lets you adjust his position in mid-air. You don’t need a map to reach the end because the level is linear. And you don’t need to resort to cheats, you only need to realize that, since the majority of enemies are at the end, you should ignore the smaller groups and make a beeline to the top of the mountain.


* The Chimp's Score Challenge in the Honeyhop Galaxy takes frame-perfect inputs to their logical extreme. You are given 2 minutes to get 10,000 points by killing enemies and collecting coins. The main catch is that there are ''far'' less enemies than in either of the other two Chimp challenges (and most of them are at the end) and there are ''no'' 1-ups or anything to boost your score higher, except for one single ? coin near the end. An average player could get around 7000 points without planning a route and 9000 to 9500 without using frame-perfect inputs. You need to do ''every single action'' either frame-perfectly or within, say, 2 or 3 frames. ''Every single time. For two consecutive minutes.'' To beat this star, either write down your route on a pad of paper and memorize it in full or just play on an emulator and use a TAS.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The Chimp's Score Challenge in the Honeyhop Galaxy takes frame-perfect inputs to their logical extreme. You are given 2 minutes to get 10,000 points by killing enemies and collecting coins. The main catch is that there are ''far'' less enemies than in either of the other two Chimp challenges (and most of them are at the end) and there are ''no'' 1-ups or anything to boost your score higher, except for one single ? coin near the end. An average player could get around 7000 points without planning a route and 9000 to 9500 without using frame-perfect inputs. You need to do ''every single action'' either frame-perfectly or within, say, 2 or 3 frames. ''Every single time. For two consecutive minutes.'' To beat this star, either write down your route on a pad of paper and memorize it in full or just play on an emulator and use a TAS.
Is there an issue? Send a MessageReason:
removing this example since it reads more like Guide Dang It than That One Level


* Chocolate Island 3. The level itself isn't that bad, but the first exit (the one you'll probably use first) will just lead you in a circle that puts you right back on the level. You need to fly over or under the first exit and then fly across a gap to the second exit that will allow you to progress. There are only subtle clues (in the form of three arrow signs in a row) to the existence of the second goal.
Is there an issue? Send a MessageReason:
Rewording entry, as it's still inaccurate. As you can see in this walkthrough, the level is not nearly as demanding as this entry makes it out to be. The player makes several mistakes and still makes it to the end with one whole minute to spare. The comments also make it clear that the level as a whole is not that difficult with the exception of the Bouldergeist fight.


* The Speed Run in Boss Blitz Galaxy. Five minutes seems generous, but you have to do all five bosses, in a row, near-''frame''-perfect, without taking damage or moving the wrong way ''once'', with good RNG for King Kaliente's blue lava bubbles and coconuts, Major Burrows's running direction, Bouldergeist's black rocks and attacks, and Fiery Dino Piranha's tail, attacks, and direction, while memorizing and perfectly executing the ''entire route'' from start to finish, and even then you'll likely finish with about ''2-3'' seconds left. This level takes several tries, as it not only requires skill and dexterity but also luck.

to:

* The Speed Run in Boss Blitz Galaxy. Five Galaxy gives you five minutes seems generous, but you have to do all five bosses, in a row, near-''frame''-perfect, without taking damage or moving the wrong way ''once'', with good RNG for defeat Dino Piranha, King Kaliente's blue lava bubbles and coconuts, Kaliente, Major Burrows's running direction, Bouldergeist's black rocks and attacks, Burrows, Bouldergeist and Fiery Dino Piranha's tail, attacks, and direction, while memorizing and perfectly executing Piranha, one after the ''entire route'' from start to finish, and even then you'll likely finish with about ''2-3'' seconds left. other. The main source of difficulty is the reliance on the [[UsefulNotes/RandomNumberGenerator RNG]], as it directly affects the bosses' vulnerability periods, potentially costing the player precious seconds. This affects the Bouldergeist fight the most, as it's a SequentialBoss who can only be hurt by bombs that spawn randomly. This level takes may take several tries, as it not only requires skill and dexterity but also luck.
Is there an issue? Send a MessageReason:
If all of these levels are difficult, then none of them are That One Level. Looks more like a Scrappy Mechanic.


* 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.
Is there an issue? Send a MessageReason:
Vague entry that describes a Scrappy Mechanic, not a specific level.


* 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.
Is there an issue? Send a MessageReason:
Two problems with this entry: If all levels are hard, then none of them are That One Level. And this trope only covers levels that are too difficult by the game's standards. If the only problem with Melty Monster Galaxy is having to watch a cutscene every time the level is attempted, it's not this trope.


* 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).
Is there an issue? Send a MessageReason:
Massive exaggeration. This level may be hard, but to say it takes years for the average player to beat it is just plain ridiculous. Reverting example to its original state.


* The Speed Run in Boss Blitz Galaxy. Five minutes seems generous, but you have to do all five bosses, in a row, ''frame''-perfect, without taking damage or moving the wrong way ''once'', with good RNG for King Kaliente's blue lava bubbles and coconuts, Major Burrows's running direction, Bouldergeist's black rocks and attacks, and Fiery Dino Piranha's tail, attacks, and direction, while memorizing and perfectly executing the ''entire route'' from start to finish, and even then you'll likely finish with about ''2-3'' seconds left. This star can take months or even years to complete, as it not only requires perfect skill and dexterity but also extreme luck.

to:

* The Speed Run in Boss Blitz Galaxy. Five minutes seems generous, but you have to do all five bosses, in a row, ''frame''-perfect, near-''frame''-perfect, without taking damage or moving the wrong way ''once'', with good RNG for King Kaliente's blue lava bubbles and coconuts, Major Burrows's running direction, Bouldergeist's black rocks and attacks, and Fiery Dino Piranha's tail, attacks, and direction, while memorizing and perfectly executing the ''entire route'' from start to finish, and even then you'll likely finish with about ''2-3'' seconds left. This star can take months or even years to complete, level takes several tries, as it not only requires perfect skill and dexterity but also extreme luck.
Is there an issue? Send a MessageReason:
None


* The Speed Run in Boss Blitz Galaxy. Five minutes seems generous, but you have to do all five bosses, in a row, near-''frame''-perfect, without taking damage or moving the wrong way ''once'', with good RNG for King Kaliente's blue lava bubbles and coconuts, Major Burrows's running direction, Bouldergeist's black rocks and attacks, and Fiery Dino Piranha's tail, attacks, and direction, while memorizing and perfectly executing the ''entire route'' from start to finish, and even then you'll likely finish with about ''2-3'' seconds left. This level takes several tries, as it not only requires skill and dexterity but also luck.

to:

* The Speed Run in Boss Blitz Galaxy. Five minutes seems generous, but you have to do all five bosses, in a row, near-''frame''-perfect, ''frame''-perfect, without taking damage or moving the wrong way ''once'', with good RNG for King Kaliente's blue lava bubbles and coconuts, Major Burrows's running direction, Bouldergeist's black rocks and attacks, and Fiery Dino Piranha's tail, attacks, and direction, while memorizing and perfectly executing the ''entire route'' from start to finish, and even then you'll likely finish with about ''2-3'' seconds left. This level takes several tries, star can take months or even years to complete, as it not only requires perfect skill and dexterity but also extreme luck.
Is there an issue? Send a MessageReason:
OK, now that's definitely an exaggeration. The level is hard, but not THAT hard, otherwise it'd be called the hardest mission instead of Perfect Run by the majority of players


* The Speed Run in Boss Blitz Galaxy. Five minutes seems generous, but you have to do all five bosses, in a row, near-''frame''-perfect, without taking damage or moving the wrong way ''once'', with good RNG for King Kaliente's blue lava bubbles and coconuts, Major Burrows's running direction, Bouldergeist's black rocks and attacks, and Fiery Dino Piranha's tail, attacks, and direction, while memorizing and perfectly executing the ''entire route'' from start to finish, and even then you'll likely finish with about ''2-3'' seconds left. This level takes hundreds upon hundreds of tries, possibly reaching even ''1,000'' depending on your luck.

to:

* The Speed Run in Boss Blitz Galaxy. Five minutes seems generous, but you have to do all five bosses, in a row, near-''frame''-perfect, without taking damage or moving the wrong way ''once'', with good RNG for King Kaliente's blue lava bubbles and coconuts, Major Burrows's running direction, Bouldergeist's black rocks and attacks, and Fiery Dino Piranha's tail, attacks, and direction, while memorizing and perfectly executing the ''entire route'' from start to finish, and even then you'll likely finish with about ''2-3'' seconds left. This level takes hundreds upon hundreds of several tries, possibly reaching even ''1,000'' depending on your as it not only requires skill and dexterity but also luck.

Added: 647

Removed: 623

Is there an issue? Send a MessageReason:
None


* The Speed Run in Boss Blitz Galaxy. Five minutes seems generous, but you have to do all five bosses, in a row, near-''frame''-perfect, without taking damage or moving the wrong way ''once'', with good RNG for King Kaliente's blue lava bubbles and coconuts, Major Burrows's running direction, Bouldergeist's black rocks and attacks, and Fiery Dino Piranha's tail, attacks, and direction, while memorizing and perfectly executing the ''entire route'' from start to finish, and even then you'll likely finish with about ''2-3'' seconds left. This level takes hundreds upon hundreds of tries, possibly reaching even ''1,000'' depending on your luck.



* The Speed Run in Boss Blitz Galaxy. Five minutes seems generous, but you have to do all five bosses, in a row, near-''frame''-perfect, without taking damage ''once'', with good RNG for King Kaliente's blue lava bubbles and coconuts, Major Burrows's running direction, Bouldergeist's black rocks and attacks, and Fiery Dino Piranha's tail, attacks, and direction, while memorizing and perfectly executing the ''entire route'' from start to finish, and even then you'll likely finish with about ''2-3'' seconds left. This level takes hundreds upon hundreds of tries, possibly reaching even ''1,000'' depending on your luck.
Is there an issue? Send a MessageReason:
None


* The Speed Run on Boss Blitz Galaxy. Five minutes seems generous, but you have to do all five bosses, in a row, near-''frame''-perfect, without taking damage ''once'', with good RNG for King Kaliente, Major Burrows, Bouldergeist, and Fiery Dino Piranha, while memorizing and perfectly executing the ''entire route'' from start to finish, and even then you'll likely finish with about ''2-3'' seconds left. This level takes hundreds upon hundreds of tries, possibly reaching even ''1,000'' depending on your luck.

to:

* The Speed Run on in Boss Blitz Galaxy. Five minutes seems generous, but you have to do all five bosses, in a row, near-''frame''-perfect, without taking damage ''once'', with good RNG for King Kaliente, Kaliente's blue lava bubbles and coconuts, Major Burrows, Bouldergeist, Burrows's running direction, Bouldergeist's black rocks and attacks, and Fiery Dino Piranha, Piranha's tail, attacks, and direction, while memorizing and perfectly executing the ''entire route'' from start to finish, and even then you'll likely finish with about ''2-3'' seconds left. This level takes hundreds upon hundreds of tries, possibly reaching even ''1,000'' depending on your luck.

Added: 513

Removed: 296

Is there an issue? Send a MessageReason:
None


* The Speed Run on Boss Blitz Galaxy. Five minutes seems generous, but you have to do all five bosses, in a row, near-''frame''-perfect, without taking damage ''once'', with good RNG for King Kaliente, Major Burrows, Bouldergeist, and Fiery Dino Piranha, while memorizing and perfectly executing the ''entire route'' from start to finish, and even then you'll likely finish with about ''2-3'' seconds left. This level takes hundreds upon hundreds of tries, possibly reaching even ''1,000'' depending on your luck.



* 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 do near perfect on the first three bosses, get really lucky on Bouldergeist, and quickly finish Fiery Dino Piranha.
Is there an issue? Send a MessageReason:
None


* Chapter 7-1 is a definite breather, but 7-2 will have anyone grinding their teeth. Does a vertically-ascending MarathonLevel sound bad enough? No? Well, how about setting it in a BlackoutBasement and including a fetch quest that forces you to redo the bulk of the level? [[{{BlatantLies}} You're gonna enjoy this one]].

to:

* Chapter 7-1 is a definite breather, breather (given that [[spoiler:Mario and Luigi technically already went through this level beforehand]]), but 7-2 will have anyone grinding their teeth. Does a vertically-ascending MarathonLevel sound bad enough? No? Well, how about setting it in a BlackoutBasement and including a fetch quest that forces you to redo the bulk of the level? [[{{BlatantLies}} You're gonna enjoy this one]].
Is there an issue? Send a MessageReason:
Rewording a bunch of entries to remove Word Cruft. The Toad Suit is kind of useless in the Boss Bass levels, since they take place (mostly) in dry land.


* Worlds 3-3 and 3-8. In both of them, there is water at the bottom of the screen, and most of the platforms in the level rise and fall at intervals. The problem is, [[DemonicSpiders Boss Bass]] is swimming across the bottom of the screen, ready to leap up and swallow the player whole in an instant. This is, by the way, the only enemy in the game that can instantly kill Mario or Luigi when they're not small. The game tries to help by giving you a Frog Suit in the Toad House to the right of 3-3, but the abundance of Cheep-Cheeps means that you may lose this valuable item very quickly. It doesn't help that one of the White Mushroom Houses is triggered by 3-8... In conclusion, Sea Side is a place where many a controller has been thrown.

to:

* In Worlds 3-3 and 3-8. In both of them, there is water at the bottom of the screen, and 3-8, most of the platforms in the level rise and fall at intervals. The problem is, intervals, making the player an easy target of [[DemonicSpiders Boss Bass]] is swimming across Bass]], who swims at the bottom of the screen, ready to leap up and swallow the player whole in an instant. screen. This is, by the way, is the only enemy in the game that can instantly kill Mario or Luigi when they're not small. The game tries to help by giving you a Frog Suit in the Toad House to the right of 3-3, but the abundance of Cheep-Cheeps means that you may lose this valuable item very quickly. It doesn't help that one small, and it periodically leaps out of the White Mushroom Houses is triggered by 3-8... In conclusion, Sea Side is water to try and swallow them. Even if it's killed with a place where many fire ball, it will respawn a controller has been thrown.few seconds later.



** 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.
* 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.
* All of Pipe Maze, especially either of the levels blocking the crossroads:
** World 7-4 is an [[UnderTheSea underwater]] AutoScrollingLevel which herds you through a veritable maze of deadly, immobile, [[InvincibleMinorMinion invincible]] [[ElectricJellyfish Jelectros]] while several [[MookMaker Blooper Nannies]] follow you, spawning [[GoddamnedBats Little Bloopers]]. Spiked Cheep-Cheeps and Lava Lotuses are thrown into the mix as well to only make the journey more treacherous. Hopefully you have a Frog Suit in your inventory, or the journey won't be an easy one.

to:

** World 5-9. What makes 5-9's already difficult platform jumping is made even more difficult? challenging by its awkward ''Diagonal'' [[AutoScrollingLevel autoscrolling]]. Once you think you've mastered that, Near the end of the level, a [[DemonicSpiders Fire Chomps]] Chomp]] will appear and make sure things will only get harder. Thanks show up and, thanks to the autoscroll, the last Fire Chomp is will be perfectly positioned to self-destruct in your face ''just before'' just before you reach the exit if you try to ignore it and dodge its attacks from afar instead of getting up close don't manage to defeat it.
it before then.
* 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.
Beetles.
* All of Pipe Maze, especially either of the levels blocking the crossroads:
Maze:
** World 7-4 is an [[UnderTheSea underwater]] AutoScrollingLevel which herds you through a veritable maze of deadly, immobile, [[InvincibleMinorMinion invincible]] [[ElectricJellyfish Jelectros]] Jelectros]], while several [[MookMaker Blooper Nannies]] follow you, spawning [[GoddamnedBats Little Bloopers]]. Spiked Cheep-Cheeps and Lava Lotuses are thrown into the mix as well to only make the journey more treacherous. Hopefully you have a Frog Suit in your inventory, or the journey won't be an easy one.treacherous.



** If you find 7-7 too much to deal with, the alternative choice 7-8 isn't much better. The level is a bonanza of Piranha Plants and all of its relatives. Daring jumps across pipes while avoiding plants from above, Venus Fire Traps bombarding areas with shots, a few instances of tough jumps requiring strict timing to get past both piped and walking Ptooies and a few annoying Nipper Plants to deal with. And before the very end of the level, there's a [[UniqueEnemy single rooted]] Nipper Plant that spits a volley of fireballs, which can easily catch players off guard.

to:

** If you find 7-7 too much to deal with, the alternative choice 7-8 isn't much better. The level is a bonanza of Piranha Plants and all of its relatives. Daring jumps across pipes while avoiding plants from above, Venus Fire Traps bombarding areas with shots, a few instances of tough jumps requiring strict timing to get past both piped and walking Ptooies and a few annoying Nipper Plants to deal with. And before the very end of the level, there's a [[UniqueEnemy single rooted]] Nipper Plant that spits a volley of fireballs, which can easily catch players off guard.
Is there an issue? Send a MessageReason:
Watched the video, and the rest of the example seems to contradict what I'm seeing. This Youtuber makes many mistakes before completing the level, including collecting the first Super Star after it bounces away from the spawn point, yet still makes it to the next ? Block just fine. The last sentence has Word Cruft and wonky grammar, on top of being inaccurate. The player can still use the P-Wing to fly over most of the level, take a hit and abuse the invincibility frames to get to the end. While this doesn't happen in the video, the Youtuber uses a similar trick to get to one of the stars (see 0:45). Rewording the entire example.


** [[https://www.youtube.com/watch?v=McEZ5ifAn-Y World 7-7]]. You get a 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. Oh, at that last pipe can't be flown over; using a P-Wing to get through is out.

to:

** [[https://www.youtube.com/watch?v=McEZ5ifAn-Y World 7-7]]. You get a Super Star at the start, but 7-7]]'s gimmick is that the ground is made entirely of damaging Munchers, so you have to run to Mario must hit the next ? Block before Blocks spread throughout the invincibility expires to release another Star. Even then, if you immediately level and collect the Star when it appears, you won't have enough time Super Stars 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 remain invincible until the pipes start to get in the way, including one near he reaches the end where goal. Near the end, you have to crouch-slide underneath it under a pipe if you aren't small. Oh, at that last pipe can't be flown over; using a P-Wing small, which can catch players off guard and lead to get through is out.a cheap death.
Is there an issue? Send a MessageReason:
None


** [[https://www.youtube.com/watch?v=McEZ5ifAn-Y World 7-7]]. You get a 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.

to:

** [[https://www.youtube.com/watch?v=McEZ5ifAn-Y World 7-7]]. You get a 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. Oh, at that last pipe can't be flown over; using a P-Wing to get through is out.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* World 3-4 is a looping castle with a nasty twist: one of the correct paths is too small for Super/Fiery Mario/Luigi to run under, with a single break so he can't slide all the way through. Even if you manage to time things just right to pass under the whole thing, there's a lava pit at the end with a Podoboo looking to ruin your day. There is one mercy: there's a Mushroom right after the path, so you can at least get your extra hit point back.
Is there an issue? Send a MessageReason:
None


* Chapter 3-3 has [[DemonicSpiders those damned Crazee Dayzees]] in a rather annoying '''jump-centric''' level. They hit you when you're in the middle of a jump, and there's a good chance you will be knocked down and forced to do large chunks of the level again. When you finally make it out of there and deal with this level's miniboss, you still have quite a bit of jumping to do ...and it's possibly made worse by having a few ''Lakitus'' roam the sky, which you likely won't see until it's too late.

to:

* Chapter 3-3 has [[DemonicSpiders those damned Crazee Dayzees]] in a rather annoying '''jump-centric''' level. They hit you when you're in the middle of a jump, and there's a good chance you will be knocked down and forced to do large chunks of the level again. When you finally make it out of there and deal with this level's miniboss, your first fight with Dimentio, you still have quite a bit of jumping to do ...and it's possibly made worse by having a few ''Lakitus'' roam the sky, which you likely won't see until it's too late.
Is there an issue? Send a MessageReason:
None


** If you find 7-7 too much to deal with, the alternative choice 7-8 isn't much better. An absolute gauntlet of Piranha Plants and all of its relatives. There are quite a few instances of tough jumps with strict timing to get past both piped and walking Ptooies with a few annoying Nipper Plants to deal with as well. And before the very end of the level, there's a [[UniqueEnemy single rooted]] Nipper Plant that spits a volley of fireballs, which can easily catch players off guard.

to:

** If you find 7-7 too much to deal with, the alternative choice 7-8 isn't much better. An absolute gauntlet The level is a bonanza of Piranha Plants and all of its relatives. There are quite Daring jumps across pipes while avoiding plants from above, Venus Fire Traps bombarding areas with shots, a few instances of tough jumps with requiring strict timing to get past both piped and walking Ptooies with and a few annoying Nipper Plants to deal with as well.with. And before the very end of the level, there's a [[UniqueEnemy single rooted]] Nipper Plant that spits a volley of fireballs, which can easily catch players off guard.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** If you find 7-7 too much to deal with, the alternative choice 7-8 isn't much better. An absolute gauntlet of Piranha Plants and all of its relatives. There are quite a few instances of tough jumps with strict timing to get past both piped and walking Ptooies with a few annoying Nipper Plants to deal with as well. And before the very end of the level, there's a [[UniqueEnemy single rooted]] Nipper Plant that spits a volley of fireballs, which can easily catch players off guard.
Is there an issue? Send a MessageReason:
None


Please refrain from adding any {{Brutal Bonus Level}}s, {{That One Sidequest}}s (such as specific Stars, Shines, Moons, etc. in the 3D games), or {{Self Imposed Challenge}}s.

to:

Please refrain from adding any {{Brutal Bonus Level}}s, {{That One Sidequest}}s (such as specific Stars, Shines, Moons, etc. in the 3D games), or {{Self Imposed Challenge}}s.
Challenge}}s. Examples from {{Game Mod}}s and {{Fan Game}}s are also disallowed, as they are unofficial and thusly have no standards for difficulty.
Is there an issue? Send a MessageReason:
the SMG 1 trial galaxies already have entries on Brutal Bonus Level and I haven't received any input on whether they should stay or go so I'm just commenting them out until further notice


* 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.

to:

* %%* 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.

Changed: 1363

Removed: 2039

Is there an issue? Send a MessageReason:
various clarifications and fixes, as well as removing some more BB Ls I never caught since they were from games I haven't played


* 5-6 (Cakewalk Flip) isn't so hard if you're just playing through. If you're going for the collectibles (''especially'' the stamp and third Green Star), on the other hand... the Ring Burners in conjunction with flipping platforms can cause lots of hassle... and that's with one player. Any more than one player, and the level becomes unmitigated chaos, with the platforms flipping every time ''anybody'' jumps, making it a much smarter strategy to just have one person play the level while the three others stay in bubbles.

to:

* 5-6 (Cakewalk Flip) isn't so hard if you're just playing through. If you're going for the collectibles (''especially'' the stamp Stamp and third Green Star), on the other hand... the Ring Burners in conjunction with flipping platforms can cause lots of hassle... and that's with one player. Any more than one player, and the level becomes unmitigated chaos, with the platforms flipping every time ''anybody'' jumps, making it a much smarter strategy to just have one person play the level while the three others other participants stay in bubbles.



* World Castle-3 (Red-Hot Run). This level consists of boost panels that speed you up during the level. The ledges are somewhat thin, and it's very easy to lose control and accidentally fall off the path at no fault of your own, leaving only a small margin for error. Also, the 3 Green Stars and the Stamp are located in the easiest areas to fall off, you only have 100 seconds and [[CheckpointStarvation there's no checkpoint]].

to:

* World Castle-3 (Red-Hot Run). This level consists of boost panels that speed you up during the level. The ledges are somewhat thin, and it's very easy to lose control and accidentally fall off the path at no fault of your own, leaving only a small margin for error. Also, the 3 Green Stars and the Stamp are located in the easiest areas to fall off, you only have 100 seconds seconds, and even though the level is quite short, [[CheckpointStarvation there's no checkpoint]].



* Bowser-7 (Grumblump Inferno). This is the 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 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 only adding to the headache]], you will have to do all this ''while'' dodging Hammer Bros and Fire Piranha Plants in some places. Then there's the collectibles, particularly the Stamp, which is on a very thin pillar guarded by a Hammer Bro. The only mercy you're given is that the level at least gives you Tanooki Suits. And whatever you do, do ''not'' ground pound the blocks -- if you do, they get angry and move ''twice as fast!''

to:

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



[[folder:''Captain Toad: Treasure Tracker'']]
* [[spoiler: Mummy Me Maze Forever is similar to the Mummy Me chases earlier in the game. Except for one thing: Now you have to clear 50 rooms while avoiding up to three Mummy Mes, and other enemies that get in your way. Like all the other Mario [[BrutalBonusLevel brutal bonus levels]] these days, if you die, [[CheckpointStarvation you must start the whole thing all over again.]] What sets it apart from Mario's other [[BrutalBonusLevel brutal bonus levels]], however, is the fact that you cannot run out of lives, meaning your frustrations with this level can GIVE you extra lives if anything, though 99 lives is the maximum limit.]]
[[/folder]]



* "Zig-Zag Lava Bubbles" fills the entire screen with bouncing Lava Bubbles. Extremely precise movement through thin corridors is required, or you ''will'' die.
* "Be Brave & Get Up Close!" has a row of ? Blocks in front of a huge tower of giant Chain Chomps. You have to try to get the invincibility star placed in the very last block so you can use it to knock out the Chain Chomps and jump over the remaining tower of Chain Chomp pegs and hit the goal, but the somewhat erratic behaviour of the Chain Chomps makes this practically a LuckBasedMission. You also have a short timer on this level as well, so you can't take forever either.
* "Even Trampolines Dream of Flying" consists of mostly nothing but a bottomless pit with winged trampolines as your only means of getting across, it doesn’t help how not only are they constantly moving, hardly give you any time to position and bounce properly and bouncing on trampolines is extremely wonky. You will die ''A LOT'' while playing this level.
* This trope is actually exploited by the game itself. In the 100-Mario Challenge, courses are pulled from the Course World based on their completion rate.[[note]]Which is a ratio based on deaths and quits vs. wins.[[/note]] On Expert and Super Expert difficulty, the courses usually have a completion rate in the single digits, meaning that players will receive levels that are considered ThatOneLevel by ''other'' players.

to:

* "Zig-Zag Lava Bubbles" fills the entire screen with bouncing Lava Bubbles. Extremely precise movement through thin corridors is required, or you ''will'' die.
* "Be Brave & Get Up Close!" (7-3) has a row of ? Blocks in front of a huge tower of giant Chain Chomps. You have to try to get the invincibility star placed in the very last block so you can use it to knock out the Chain Chomps and jump over the remaining tower of Chain Chomp pegs and hit the goal, but the somewhat erratic behaviour of the Chain Chomps makes this practically a LuckBasedMission. You also have a short timer on this level as well, so you can't take forever either.
* "Zig-Zag Lava Bubbles" (8-3) fills the entire screen with bouncing Lava Bubbles. Extremely precise movement through thin corridors is required, or you ''will'' die.
* "Even Trampolines Dream of Flying" (15-1) consists of mostly nothing but a bottomless pit with winged trampolines as your only means of getting across, it doesn’t help how not only are they constantly moving, hardly give you any time to position and bounce properly and bouncing on trampolines is extremely wonky. You will die ''A LOT'' while playing this level.
* This trope is actually exploited by the game itself. In the 100-Mario Challenge, courses are pulled from the Course World based on their completion rate.[[note]]Which is a ratio based on deaths and quits vs. wins.[[/note]] On Expert and Super Expert difficulty, the courses usually have a completion rate in the single digits, meaning that players will receive levels that are considered ThatOneLevel by ''other'' players.
level.



* Black coins:

to:

* Black coins:Coins:



** The airship. It combines Ninjis, gaps, and cannonballs to make a run where even the slightest mistake will hurt or kill you. This is the bare minimum. If you've beaten the World Tour, add flame spouts and Rocky Wrench to the list for added annoyance.

to:

** The airship. It combines Ninjis, gaps, and cannonballs to make a run where even the slightest mistake will hurt or kill you. This is the bare minimum. If you've beaten the World Tour, add flame spouts Rocket Engines and Rocky Wrench Wrenches to the list for added annoyance.



* Remix 10:
** A few of the Remix courses require you to use the back swipe mechanic to slow your character if you want the medals, which is incredibly unreliable on smaller devices.
** Of particular note is a variation on Wall-Kicking it Underground, which has the medals placed in such a way that the second medal requires a pixel-perfect jump to avoid getting stuck on an alternate path where you can't reach the third. If you're very lucky, you'll wind up there with a 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.



* "No Jumping Allowed!" takes the most basic mechanic from the series away from you. You cannot jump a single time (unless you grab the flag before you land), and if you do, you will automatically fail the level. It's not just jumping - falling off a ledge or even stepping down a single block is instant failure. Mario's feet cannot leave the ground under any circumstances or it's a failed level for you.
* "Chain Chomp Chiller" takes the same concept as "No Jumping Allowed!", only this time you have to run past a whole field of Unchained Chomps without any use of headgear to protect yourself from them. While the winged Chomps have a higher jump, allowing a bigger (but still not an awfully big) timeframe for you to run past them, the final parts of the level pit you against Unchained Chomps ''without'' wings, leaving you only some springs for you to use, meaning you either have to backtrack to get more springs, or run at nearly pixel-perfect timing. Assist Mode might just be the only thing that'll get you through this level if you're not very good at dealing with Unchained Chomps.
* "Dash On, Dash Off" is one of those levels where you have to, as suggested by the name, rush through it and activate ON/OFF switches, and perhaps jumping over some large gaps. What adds to the challenge is there's a ''strict'' 30-second time limit, and you better not screw around as much or otherwise, the timer will run out on you by the time you make that jump to the last switch.
* "March of the Rookie Toads", tasks you with bringing ten Toads over to the goalpole, who follow eiher you to your very move, or behind another Toad doing the same thing, who can get trapped in a bubble in one hit. If that doesn't sound hectic enough, Fire Piranha Plants on Lakitu Clouds also shows up as well, meaning if you aren't very careful with how you jump, half of the time you'll spend on this level is dealing with the Toads who were caught by the Sun swooping down on them, if they weren't caught by a stray Goomba or any other enemy that shows up throughout the level. However if you use Assist Mode and steal the Lakitu's Cloud with Super Star, it suddenly becomes a breeze.

to:

* "No Jumping Allowed!" "[[EmphasizeEverything NO JUMPING ALLOWED!]]" (#15) takes the most basic mechanic from the series away from you. You cannot jump a single time (unless you grab the flag before you land), and if you do, you will automatically fail the level. It's not just jumping - falling off a ledge or even stepping down a single block is instant failure. Mario's feet cannot leave the ground under any circumstances or it's a failed level for you.
* "Chain Chomp Chiller" (Undodog 3) takes the same concept as "No Jumping Allowed!", "NO JUMPING ALLOWED!", only this time you have to run past a whole field of Unchained Chomps without any use of headgear to protect yourself from them. While the winged Chomps have a higher jump, allowing a bigger (but still not an awfully big) timeframe for you to run past them, the final parts of the level pit you against Unchained Chomps ''without'' wings, leaving you only some springs for you to use, meaning you either have to backtrack to get more springs, or run at nearly pixel-perfect timing. Assist Mode might just be the only thing that'll get you through this level if you're not very good at dealing with Unchained Chomps.
* "Dash On, Dash Off" (#33) is one of those levels where you have to, as suggested by the name, rush through it and activate ON/OFF switches, and perhaps jumping over some large gaps. What adds to the challenge is there's a ''strict'' 30-second time limit, and you better not screw around as much or otherwise, the timer will run out on you by the time you make that jump to the last switch.
* "March of the Rookie Toads", Toads" (Peach 2) tasks you with bringing ten Toads over to the goalpole, who follow eiher either 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 show 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 Angry 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 However, if you use Assist Mode and steal the Lakitu's Cloud with a Super Star, it suddenly becomes a breeze.



* [[ExactlyWhatItSaysOnTheTin "The Very Loooooong Cave"]] is a long level that requires a steady sequence of very precise jumps, which due to the continuous auto-scroll, you have essentially ''no'' time to prepare for. One especially aggravating sequence is when you have to ride a ''rolling boulder'' across a lava pit to reach an alternate exit door. The very end of the level autoscrolls especially fast and has a series of pillars that you need to GroundPound to collect the last red coins. If you miss, you will reach the goal and be forced to start over from the beginning.

to:

* Level 6-5: [[ExactlyWhatItSaysOnTheTin "The Very Loooooong Cave"]] is a long level that requires a steady sequence of very precise jumps, which due to the continuous auto-scroll, you have essentially ''no'' time to prepare for. One especially aggravating sequence is when you have to ride a ''rolling boulder'' across a lava pit to reach an alternate exit door. The very end of the level autoscrolls especially fast and has a series of pillars that you need to GroundPound to collect the last red coins. If you miss, you will reach the goal and be forced to start over from the beginning.



* Stage 5-7, "Super Hard Acrobatics", lives up to its name and then some. Unsurprisingly, it's composed of vicious jumping puzzles and dodging on moving platforms. If this weren't bad enough, unless you specifically set yourself otherwise, you're probably carrying Baby Donkey Kong into the stage,[[note]]Getting the preceding stage's baby coin requires using Donkey Kong for the level's final section, and there's no opportunity to switch babies after that.[[/note]] which cripples your speed and aerial ability.
* Bowser's Castle (of course) gives you five different ways to go through it, depending on who you have on your back. [[SadisticChoice Every one of them]] is NintendoHard.
** Mario's route has you outrunning a giant Tap-Tap across small platforms. You have to keep running in order to avoid being hit, and your jumps have to be precise so that you hit all the collectibles as well as avoiding falling to your death. It's the most hectic route, but also the shortest, and isn't so bad if you can make your VideoGame/SonicTheHedgehog instincts kick in.
** Wario's route depends on puzzle-solving ability rather than platforming skills. It's confusing, long, and tedious. There isn't much in the way of stuff that's likely to kill you, but you can easily ruin your chances of HundredPercentCompletion if you're not really careful how you progress through the level.
** Peach's route is essentially this game's equivalent to "Animal Antics" from ''VideoGame/DonkeyKongCountry2DiddysKongQuest''. You have to use her parasol to ride the breezes through sections lined with instant-death spikes, being very careful not to let the wind blow you into right into them. A particularly nasty section toward the end forces you to ride the breezes upward through a long diagonal shaft. It ain't over after that; you still have to do some careful falling and fluttering through more spiked passages to finally reach the door that takes you to the next section.
** Bowser's route has you crossing a bunch of tiny ice platforms, in some places bouncing off Koopas to progress, all while being constantly besieged with [[GoddamnedBats Gusties]] coming at you from all directions. They're usually right on top of you before you see them, giving you very little chance to attack or dodge them.
** Finally, Donkey Kong's route is probably the most difficult of them all. It involves a lot of swinging on ropes while dodging firebars over a bunch of, you guessed it, instant-death spikes. If you're going for HundredPercentCompletion, there are two flowers in this section that are a real pain to collect. One of them forces you to throw an egg up a vertical shaft while swinging on a rope; the hard part is lining up and making your throw without letting the rope's momentum swing you into the spikes. The other is surrounded by spikes in the middle of a zip-lining section. If you don't know it's coming, you probably won't have time to grab it by the time you notice it. Even if you do know it's coming, it's very difficult to grab; you have to slide toward the bottom of the rope (otherwise you won't be in range to hit the flower with an egg), nail the flower with an egg, then ''very quickly'' climb back up the rope so that you won't hit the next set of spikes.

to:

* Stage 5-7, "Super Hard "Superhard Acrobatics", lives up to its name and then some. Unsurprisingly, it's composed of vicious jumping puzzles and dodging on moving platforms. If this weren't bad enough, unless you specifically set yourself otherwise, you're probably carrying Baby Donkey Kong into the stage,[[note]]Getting the preceding stage's baby coin requires using Donkey Kong for the level's final section, and there's no opportunity to switch babies after that.[[/note]] which cripples your speed and aerial ability.
* World 5-8: At Last, Bowser's Castle Castle! (of course) gives you five different ways to go through it, depending on who you have on your back. [[SadisticChoice Every one of them]] is NintendoHard.
** Baby Mario's route has you outrunning a giant Tap-Tap across small platforms. You have to keep running in order to avoid being hit, and your jumps have to be precise so that you hit all the collectibles as well as avoiding falling to your death. It's the most hectic route, but also the shortest, and isn't so bad if you can make your VideoGame/SonicTheHedgehog instincts kick in.
** Baby Wario's route depends on puzzle-solving ability rather than platforming skills. It's confusing, long, and tedious. There isn't much in the way of stuff that's likely to kill you, but you can easily ruin your chances of HundredPercentCompletion if you're not really careful how you progress through the level.
** Baby Peach's route is essentially this game's equivalent to "Animal Antics" from ''VideoGame/DonkeyKongCountry2DiddysKongQuest''. You have to use her parasol to ride the breezes through sections lined with instant-death spikes, being very careful not to let the wind blow you into right into them. A particularly nasty section toward the end forces you to ride the breezes upward through a long diagonal shaft. It ain't over after that; you still have to do some careful falling and fluttering through more spiked passages to finally reach the door that takes you to the next section.
** Baby Bowser's route has you crossing a bunch of tiny ice platforms, in some places bouncing off Koopas to progress, all while being constantly besieged with [[GoddamnedBats Gusties]] coming at you from all directions. They're usually right on top of you before you see them, giving you very little chance to attack or dodge them.
** Finally, Baby Donkey Kong's route is probably the most difficult of them all. It involves a lot of swinging on ropes while dodging firebars Firebars over a bunch of, you guessed it, instant-death spikes. If you're going for HundredPercentCompletion, there are two flowers in this section that are a real pain to collect. One of them forces you to throw an egg up a vertical shaft while swinging on a rope; the hard part is lining up and making your throw without letting the rope's momentum swing you into the spikes. The other is surrounded by spikes in the middle of a zip-lining section. If you don't know it's coming, you probably won't have time to grab it by the time you notice it. Even if you do know it's coming, it's very difficult to grab; you have to slide toward the bottom of the rope (otherwise you won't be in range to hit the flower with an egg), nail the flower with an egg, then ''very quickly'' climb back up the rope so that you won't hit the next set of spikes.



* "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.

to:

* "Slime 3-4: Slime Drop Drama" 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.



* [[spoiler:Just try to 100% complete S-1 in plus mode. Almost the ''entire level'' is made of girders.]]
* The Expert levels are no walk in the park, either, especially X-6, complete with those Thwomps out of stone. Worse: the goal is on top of one of those removable blocks. Just try to complete it, especially in Plus mode.
Is there an issue? Send a MessageReason:
deleting SMS examples since they have a dedicated page now, the majority of which are already covered on said page


[[folder:''Super Mario Sunshine'']]
* "The Sand Bird Is Born", a notoriously difficult level that is likely to be one of the first missions attempted by first-time players. Thought collecting 8 red coins was annoying enough? Try doing it on a moving object with flapping wings which, combined with the game's wonky physics, is very easy to fall off of! When it turns sideways, good luck getting to a safe location in time. To make matters worse, if you think it's too difficult, it's actually one of the ''easiest'' of the infamously difficult sub-levels.
* Sirena Beach as a whole has left a bad taste in many a player's mouth. The first mission is a fight against ThatOneBoss that eventually becomes a ZergRush that would rival that of [[VideoGame/SeriousSam Serious Sam's encounters]]; this is followed by a romp through a brutal secret stage. Then you have to navigate the [[GuideDangIt maze-like hotel]] with the first step in it bordering on InsaneTrollLogic, followed by a LuckBasedMission with wonky physics leading to ''another'' secret stage, followed by a luck-based boss fight, followed by a boring clean-the-goop mission with a strict time limit, followed by chasing Shadow Mario through said maze-like hotel, and ''then'' finishing off with finding 8 red coins in the resident TimedMission... [[RuleOfThree again in said maze-like hotel]].
* The Secret Levels, in which every other platform is either moving, has tons of holes in, or is disintegrating beneath your feet, and in some cases the camera is [[CameraScrew swooping around so much]] that that jump you judged you'd make has now sent you plummeting off the edge. You also [[NoGearLevel lose access to F.L.U.D.D. on your first visit to these Secret Levels]]. They all share the same catchy [[https://www.youtube.com/watch?v=DvZWxiUfrNo tune.]] Some secrets aren't notorious for the levels themselves, but for how cryptic their means of entry can be, such as with Gelato Beach, whose secret level is the ''first'' which involves dune buds. You might be misled by the shine sprite glowing in the distant cabana, but that's actually for the region's final shine sprite, "The Watermelon Festival" (see above). The hardest Secret Levels are the following:
** "The Hotel Lobby's Secret", the second episode of Sirena Beach. Getting to it involves some tricky platforming while spraying the Pink Boos with water. In the actual Secret Level, you start off having to use multiple Winged enemies as {{Goomba Springboard}}s, wall jump through some brick blocks, go on a narrow path of sand blocks, then ride a rotating platform to the end. Ironic in that its other secret level is a cakewalk by comparison in terms of the secret level proper.
** "The Shell's Secret", the sixth episode of Noki Bay. This is the longest secret level in the game, with nearly every obstacle showing up at least once, other than the Chucksters and Sand and Ice Blocks. Thankfully, there's enough 1-ups that you probably won't get a game over unless you botch the first couple of jumps, but it's still a long, frustrating, drawn out slog that demands you make a lot of ridiculous jumps, sometimes over the bottomless pit.
** "The Secret of the Village Underside", the fifth episode of Pianta Village. Yoshi controls terribly anyway, but you have to somehow jump down to a platform you can barely see. Then you get the actual Secret Level, which instead of actual platforming, you just have to be thrown by Piantas. Sounds easy, but you have to be DEAD ON in your positioning and how you move the control stick, otherwise you're screwed! Actually, you may still be screwed anyway. At least the Red Coin mission is much easier thanks to F.L.U.D.D.'s presence.
* One of the worst ''Sunshine'' mini-stages is Delfino Plaza's [[FanNickname "Lily Pad Ride"]]. To get to it, you first have to ride Yoshi across 3 barges and get to the island without falling into the water. The mini-stage itself requires the player to grab 8 Red Coins (many of which are in mid-air) while floating down an [[GrimyWater instant-death river]] on a barely-maneuverable lily pad that will ''dissolve'' if it's been active long enough. If you reach the end of the course without collecting all coins, the only exit is a pipe that sends you all the way back to Delfino Plaza, undoing all your progress and forcing you to backtrack to the island again.
* [[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.
* 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 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, then find a hard-to-notice coconut so you can turn more Cheep-Cheeps into vertically-moving platforms to reach the Shine. The platforms going high up 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.
[[/folder]]
Is there an issue? Send a MessageReason:
Chained Sinkhole.


''VideoGame/MarioParty'' and ''VideoGame/SuperMarioSunshine'' examples have [[ThatOneLevel/MarioParty their own]] [[ThatOneLevel/SuperMarioSunshine pages]].

to:

''VideoGame/MarioParty'' ''[[ThatOneLevel/MarioParty Mario Party]]'' and ''VideoGame/SuperMarioSunshine'' examples ''[[ThatOneLevel/SuperMarioSunshine Super Mario Sunshine]]'' have [[ThatOneLevel/MarioParty their own]] [[ThatOneLevel/SuperMarioSunshine pages]].own pages.
Is there an issue? Send a MessageReason:
None


''VideoGame/MarioParty'' and ''VideoGame/SuperMarioSunshine'' examples have [[ThatOneLevel/MarioParty their own]] [[https://tvtropes.org/pmwiki/pmwiki.php/ThatOneLevel/SuperMarioSunshine pages]].

to:

''VideoGame/MarioParty'' and ''VideoGame/SuperMarioSunshine'' examples have [[ThatOneLevel/MarioParty their own]] [[https://tvtropes.org/pmwiki/pmwiki.php/ThatOneLevel/SuperMarioSunshine [[ThatOneLevel/SuperMarioSunshine pages]].
Is there an issue? Send a MessageReason:
None


''VideoGame/MarioParty'' examples have [[ThatOneLevel/MarioParty their own page]].

to:

''VideoGame/MarioParty'' and ''VideoGame/SuperMarioSunshine'' examples have [[ThatOneLevel/MarioParty their own page]].own]] [[https://tvtropes.org/pmwiki/pmwiki.php/ThatOneLevel/SuperMarioSunshine pages]].
Is there an issue? Send a MessageReason:
Tubular is an optional level. Deleting per the instructions at the top of the page.


* Tubular from the Special Zone. This level. There's a reason a save point exists after this 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.

Top