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* World 4-8 (''Turbine'') is the first MarathonLevel of many ''Gaiden'' has to offer. It's a collectathon level where you have to go down to switches on various levels, while the level's namesake spins platforms to interrupt the player. While falling off the stage leads to a lower platform where you can retry, it's also a long level, so the "retry" might not be enough time to finish the level.

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* World 4-8 (''Turbine'') is the first MarathonLevel of many ''Gaiden'' has to offer. It's a collectathon level where you have to go down to switches on various levels, while the level's namesake spins platforms to interrupt the player. While falling off the stage leads to a lower platform where you can retry, it's also a long level, so the "retry" might not be enough time to finish the level. It's possible to cheese the level by letting the spinning platforms carry you to the switches instead of going through the obstacles to make things easier.


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* World 6-1 (''Tripwire'') is a buffed version of Giant Comb: It consists of two near-circles, one larger than the other. However, there's a fast spinning wall, and the only way to advance past it is to bounce off of the bouncepads in the inside of these circles. The problem is you have to do this multiple times per ring, and the disparity between the speed you're going at and when the spinning wall comes into view causes the timing window to make it past the spinning wall to be much tighter than it looks. It's generally agreed that none of the other World 6 stages are as hard as this one.


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* World 8-1 (''Lock On'') is all of the inertia troubles of Polar and Spiral Bridge turned into an Exam stage. The entire stage (except for the starting platform) is constantly spinning, and there are three really hard bits: The first is to transfer from the main body of the stage to a series of yellow platforms that are spinning in the opposite direction. The second is to make the same transfer but from the yellow platforms to the outer part of the main body of the stage, which also happens to have walls that can accidentally knock you off. The third and most difficult part of the stage is to go down a slide that get skinnier which is located near the outer-most part of the stage, right where the inertia is at its strongest. Diagonal knowledge ''will'' be necessary to have a chance at passing this stage.

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* World 4-8 (''Turbine'') is the first MarathonLevel of many ''Gaiden'' has to offer. It's a collectathon level where you have to go down to switches on various levels, while the level's namesake spins platforms to interrupt the player. While falling off the stage leads to a lower platform where you can retry, it's also a long level, so the "retry" might not be enough time to finish the level.



* ''Baffling Balcony'' by Prof. Raine, is just a platform you have to jump up to, in a game without a jump button. It serves as a big GuideDangIt moment for players, particularly in ''Community Pack 2020'', since it requires speedrunning tech to pull off. You have to clip off of the lower platform to jump up to the goal. While the bananas and the bumper are somewhat of a clue, they also throw some people off into thinking they need to bounce off of the bumper to get to the goal.

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* ''Baffling Balcony'' by Prof. Raine, is just a platform you have to jump up to, in a game without a jump button. It serves as a big GuideDangIt moment for players, particularly in ''Community Pack 2020'', since it level that requires speedrunning tech to pull off. You have to a edge clip off of the lower platform to jump up to the goal. While the bananas a higher platform. Since edge clipping is a piece of speedrun tech, most players don't understand how to beat it, and the bumper are somewhat of a clue, when they also throw some people off into thinking do, don't think they need to bounce off of the bumper to get to the goal.beat it correctly.
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* ''Pistons''. Picture Triangle Holes, but all of the holes are of uniform size on a flat surface with ''massive'' triangular prisms shooting up out of the ground. The strategy is more or less TrialAndErrorGameplay; get hit by a piston and hope you land by the goal. An alternative is to stay very still at the central point around six pistons, as there is enough space to fit a monkey in these regions. You can use the red goal from 8 Bracelets to skip it in main game mode.

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* ''Pistons''. Picture Triangle Holes, but all of the holes are of uniform size on a flat surface with ''massive'' triangular prisms shooting up out of the ground. The strategy is more or less TrialAndErrorGameplay; get hit by a piston and hope you land by the goal. An alternative is to stay very still at the central point around six pistons, as there is enough space to fit a monkey in these regions. You can use the red goal from 8 Bracelets to skip it in main game mode.mode (green goal in Deluxe).
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* Expect a controller or two to be kneed in half with World 8-4/Expert 46 (''Pentagram''). The stage is a star with the goal behind four walls on one side, and platforms with switches on the other four. The five platforms with the goal/switches are separated from the star because there's also a ring of bumpers orbiting around the star. It's not the bumpers that are necessarily a problem, and getting onto the platforms with switches isn't too bad, but transferring back onto the star is prone to random fall-outs due to, more of less, needing to roll directly onto a corner. It doesn't help that the platforms with switches are quite small. ''And you need to do this'' '''''four''''' ''times.''

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* World 5-1 (''Dragonfly'') serves as a roadblock to some players due to being GuideDangIt affair. It requires you to get enough speed to enter the wormhole that takes you to the goal, as going through the wormhole as normal won't five you enough speed. However, this requires you to use outside tactics instead of just rolling straight into the second wormhole, meaning you have to go off the slope after entering the first wormhole a couple times without going too fast.

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* World 5-1 (''Dragonfly'') serves as a roadblock to some players due to being GuideDangIt affair. It requires you to get enough speed to enter the wormhole that takes you to the goal, as going through the wormhole as normal won't five give you enough speed. However, this requires you to use outside tactics instead of just rolling straight into the second wormhole, meaning you have to go off the slope after entering the first wormhole a couple times without going too fast.


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* ''Baffling Balcony'' by Prof. Raine, is just a platform you have to jump up to, in a game without a jump button. It serves as a big GuideDangIt moment for players, particularly in ''Community Pack 2020'', since it requires speedrunning tech to pull off. You have to clip off of the lower platform to jump up to the goal. While the bananas and the bumper are somewhat of a clue, they also throw some people off into thinking they need to bounce off of the bumper to get to the goal.

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** Not to mention that this is the ''only'' Master stage in the original arcade version.



** Not to mention that this is the ''only'' Master stage in the original arcade version.
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* Master 10 (''Monkey Master'') is a kinetic art piece of [=AiAi=] balancing on a block, with the goal on the top of [=AiAi=]'s head. Take a shot every time you charge for the goal and miss it by mere inches, finish your glass if you happened to be running a continue-less or even a deathless run only for this stage to show up and destroy it. Mind you, due to how the stage works, you absolutely have to charge for the goal to have any chance of beating it.

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[[AC:''NGUU 3'']]
* World 3-9/Advanced 32 (''Hairpins'') closely resembles the stage of the same name from ''Adventure'', which wasn't much of a threat on its own aside from its length. This isn't necessarily a good thing, as there is a discrepancy between the physics of ''2'' and ''Adventure''. As a result, this stage is much more steep and there is no way to take a shortcut unlike the stage it replicates, thus requiring diagonal knowledge. Fortunately, at least the second half of the stage is more manageable. It is quite telling that there is a 75 second timer as this stage will take a while to complete.



* [[spoiler:Master 2 (Faith) is Free Fall on steroids. What really makes this stage nasty is that the bright, white platforms blend in too much with the light yellow sky.]]
* [[spoiler:Master Extra 10 ([[MeaningfulName Oh Screw This!]]) is essentially what happens when you combine ''Bridge Master'' from ''1'' and ''Invisible'' from ''2'' and make it a MarathonLevel.]]

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* [[spoiler:Master 2 (Faith) (''Faith'') is Free Fall on steroids. What really makes this stage nasty is that the bright, white platforms blend in too much with the light yellow sky.]]
* [[spoiler:Master Extra 10 ([[MeaningfulName Oh (''[[MeaningfulName Oh, Screw This!]]) This!]]'') is essentially what happens when you combine ''Bridge Master'' from ''1'' and ''Invisible'' from ''2'' and make it a MarathonLevel.]]



* World 8-6, (''Jumpscare''), requires you to slowly cross a platform that gets thinner without hitting the wall, which by the way has bounce pads. This is one of the first hacks to introduce bounce pads, and these happen to line up the wall you are trying to avoid hitting. It gets harder as you get closer to the end, as you have to roll along the edge of the platform without getting too close to the wall. Depending on how you play it, there's also CameraScrew.

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* World 8-6, (''Jumpscare''), 8-6 (''Jumpscare'') requires you to slowly cross a platform that gets thinner without hitting the wall, which by the way has bounce pads. This is one of the first hacks to introduce bounce pads, and these happen to line up the wall you are trying to avoid hitting. It gets harder as you get closer to the end, as you have to roll along the edge of the platform without getting too close to the wall. Depending on how you play it, there's also CameraScrew.



* World 5-1 (''Dragonfly''), serves as a roadblock to some players due to being GuideDangIt affair. It requires you to get enough speed to enter the wormhole that takes you to the goal, as going through the wormhole as normal won't five you enough speed. However, this requires you to use outside tactics instead of just rolling straight into the second wormhole, meaning you have to go off the slope after entering the first wormhole a couple times without going too fast.
* World 7-5 (''Phantasm''), stands out for how difficult it is compared to many of the stages you have played at this point in Story Mode. Most of the stage is invisible, like ''Invisible'' from ''2'', but rather than having leftover sections guide you, the bananas guide you. This is easier said than done, because each time you collect a banana you will have less bananas to help guide you. Worse still, there are two sections and you have to backtrack once you hit a switch. The second half of the stage is the most difficult part, as you have to deal with moving platforms, especially right before you hit the second switch.

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* World 5-1 (''Dragonfly''), (''Dragonfly'') serves as a roadblock to some players due to being GuideDangIt affair. It requires you to get enough speed to enter the wormhole that takes you to the goal, as going through the wormhole as normal won't five you enough speed. However, this requires you to use outside tactics instead of just rolling straight into the second wormhole, meaning you have to go off the slope after entering the first wormhole a couple times without going too fast.
* World 7-5 (''Phantasm''), (''Phantasm'') stands out for how difficult it is compared to many of the stages you have played at this point in Story Mode. Most of the stage is invisible, like ''Invisible'' from ''2'', but rather than having leftover sections guide you, the bananas guide you. This is easier said than done, because each time you collect a banana you will have less bananas to help guide you. Worse still, there are two sections and you have to backtrack once you hit a switch. The second half of the stage is the most difficult part, as you have to deal with moving platforms, especially right before you hit the second switch.switch.
[[AC:''Community Pack stages and other notable examples'']]
* ''No Tech Zone'' by [=RMac524=] doesn't seem too bad as you have to fall onto different platforms... until you get to the very end. The goal is nowhere in sight as it is floating in the abyss beneath the large platform. Because of this, finding the right hole to fall into the goal is essentially a guessing game as it's not always guaranteed to get into the goal. While it can be done in as many tries as you can in the original Community Pack, it appears as Expert 50 in Community Pack 1.5, making it likely for players to have their runs to Master end thanks to TrialAndErrorGameplay.
* The original version of ''Holey Mountain'' by [=PseudonymousBN=] is a nightmare to deal with and was one of the more notable stages in the early days of ''Super Monkey Ball'' hacking. The gaps you have to cross are almost too long and you have to go over them with perfect timing, and you also have to cross thin curves as well. There is also a bumper than can knock you off after you made the first jump. Thankfully, this stage was nerfed in a later version.
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* [[spoiler:''Whiplash'']] is the ''first'' stage of [[spoiler:World 12]], and what a first stage it is. Imagine ''Launchers'' if it were instead on a pyramid, with several layers that you need to launch up. The last launcher is over such a small height that it's trial and error to actually get into the goal.

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* [[spoiler:''Whiplash'']] is the ''first'' stage of [[spoiler:World 12]], and what a first stage it is. Imagine ''Launchers'' if it were instead on a pyramid, with several layers that you need to launch up. The last launcher is over such a small height that it's trial and error to actually get into the goal. Touch And Roll's [[CameraScrew complete lack of a minimap]] doesn't help matters either.

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* World 8-4 (''Overcorrection''). Think of Cliff from Deluxe, except certain parts of the wall are removed and it gradually gets skinnier. It's too easy for the edges of the wall to bump you off to the right, or for you to lean too much to the left upon leaving the walls and slip off to the left. Hilariously, there's also ''more'' blue goals that involves doing this up to four more times in a row.

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* World 8-4 (''Overcorrection''). Think of Cliff from Deluxe, except certain parts of the wall are removed and it gradually gets skinnier. It's too easy for the edges of the wall to bump you off to the right, or for you to lean too much to the left upon leaving the walls and slip off to the left. Hilariously, there's also ''more'' blue goals that involves doing this the exact same bridge up to four more times in a row.


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* World 9-10, (''Technique''), consists of a platform slowly "climbing" a tower by flipping on its side in 90 degree increments. The problem is the player also needs to remain on this platform in each rotation, so the player is expected to be flung in the air, land and balance on the ''side'' of the platform, then transfer to the underside much like Nintnedo, and do it '''three more times'''.
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* ''Heavy Sphere'' wouldn't be so bad if the starting bridge the player lands on wasn't so far away from the bridge that actually need to be crossed. This level basically comes down to TrialAndError, getting to the very back of the starting bridge and trying to figure out when the exact cue to charge to the bridge is.

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* ''Heavy Sphere'' wouldn't be so bad if the starting bridge the player lands on wasn't so far away from the bridge that actually need to be crossed. This level basically comes down to TrialAndError, [[TrialAndErrorGameplay trial and error]], getting to the very back of the starting bridge and trying to figure out when the exact cue to charge to the bridge is.

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Spiral Bridge is still hard to get the hang of for Game Cube standards: It's like a lesser version of Warp. You may get it consistent and never die on it again but if you've never played it before...


* ''Narrow Peaks'' is a stage dedicated to the angular hills that appear in Expert 7 from [=SMB1=] (and even Master 3). The left path ends with an almost identical replica of Expert 7's narrow hill, and the right path has even skinnier ones than that. After that is a long, narrow path to the goal.

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* ''Narrow Peaks'' is a stage dedicated to the angular hills that appear in Expert 7 from [=SMB1=] (and even Master 3). The left path ends with an almost identical replica of Expert 7's narrow hill, and the right path has even skinnier ones than that. After that is a long, narrow path to the goal. If you have good camera control, this level won't pose much of a threat. Otherwise, you're gonna be here for a while. And while it can be skipped in Challenge Mode, the only way to do that is to get to the aforementioned red goal in Tiers.



* ''Spiral Bridge'' is a circular platform with a spiral ramp that leads to the floating platform with the goal. The problem is the circular platform and spiral ramp is spinning. There WILL be CameraScrew if you aren't going fast enough, and when you get to the top of the tower, you have to time exiting the straight bridge to the goal JUST right or else you will fall off and have to do it all over again.



* ''Heavy Sphere'' wouldn't be so bad if the starting bridge the player lands on wasn't so far away from the bridge that actually need to be crossed. This level basically comes down to TrialAndError, getting to the very back of the starting bridge and trying to figure out when the exact cue to charge to the bridge is.



* ''Spiral Bridge'' [[note]] a spinning circular platform with a spiral ramp that leads to the floating platform with the goal[[/note]] from ''2'' isn't too much of a threat in its game of origin, however [[PortingDisaster the botched physics of the Playstation 2 version]] can hide a nasty surprise in this once BreatherLevel. The problem is if you don't go fast enough through the spiral tower, there WILL be CameraScrew that forces you to face backwards. Even when you get to the top of the tower, you still have to time exiting the straight bridge to the goal JUST right or else you will fall off and have to do it all over again.

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Added an extra detail of the stupid Noise Factory mission in Adventure as well as adding one level from Jr.


* Expert 19 is based on Expert 29 from''1'' except that instead of conveyors you have to cross sloped platforms that move. You actually have to speed up to land on the platforms and even then it may not always work. Fortunately, at least this level is skippable by taking the warp in Expert 15.



* From the story mode, we have the Noise Factory Climb mission. The entire mission is played using the Stickyball power-up, and your goal is to roll around on the pipes to redirect the noise flow so you can "drive out the monsters", as the factory worker explains. That doesn't sound too bad, except for the fact that the Stickyball moves very slow while stuck to the pipes, the pipes themselves are also very slow while they're moving, you're given ''no indications'' of your progress, [[CameraScrew the cameraman seems like he's on drugs]], and one wrong button push can send you careening down into the abyss for a Fall Out. The worst part of it all? '''''NO MAP.'''''
* The story mode also has a mission where you collect 8 balloons for Ale'wat. Navagating the hedge maze where the mission takes place can already be a somewhat tedious task, but the balloons are scattered widely and some are in tricky to reach places of the area. What really makes this mission painful, however, is that you have to bring Ale'wat each of the 8 balloons '''''one at a time.'''''

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* From the story mode, we have the Noise Factory Climb mission. The entire mission is played using the Stickyball power-up, and your goal is to roll around on the pipes to redirect the noise flow so you can "drive out the monsters", as the factory worker explains. That doesn't sound too bad, except for the fact that the Stickyball moves very slow while stuck to the pipes, the pipes themselves are also very slow while they're moving, you're given ''no indications'' of your progress, [[CameraScrew the cameraman seems like he's on drugs]], and one wrong button push can send you careening down into the abyss for a Fall Out. This also applies to the balloon mission of this world, as instead of simply going straight to the monkey who assigned you the Noise Factory Climb mission, you have to ''climb the pipes again''. The worst part of it all? '''''NO MAP.'''''
* The story mode also has a mission where you collect 8 balloons for Ale'wat.[[TheScrappy Ale'wat]]. Navagating the hedge maze where the mission takes place can already be a somewhat tedious task, but the balloons are scattered widely and some are in tricky to reach places of the area. What really makes this mission painful, however, is that you have to bring Ale'wat each of the 8 balloons '''''one at a time.'''''
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* If you're playing on an Xbox 360, certain levels that are otherwise fine in the original Xbox will have massive slowdown, primarily the ones with mirror surfaces. While this as the potential to make some of them easy, others become much more painful than they already are such as Sega Logo, Switch Inferno, and Warp.
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[[quoteright:287:https://static.tvtropes.org/pmwiki/pub/images/102cylinders.png]]
[[caption-width-right:287:Yeah, great idea, it's not like both of these were already hard enough on their own.]]
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* World 5-4 (''Galaxy'') consists of rings of varying sizes and elevations orbiting all over the place. The goal is on one of them, making beating the level more or less trial and error. Unfortunately, this was one of the few stages in Monkeyed Ball that not only came back for Monkeyed Ball 2, but ''also got put into '''challenge mode''''' (as Expert 43), ready for another round of hair-yanking frustration. (Luckily, it can be skipped with the warp goals in the previous level, Blind Bounce.)
* Expert Extra 9 (''Boomerang'') is your typical rail stage... except certain sections of both of the rails are removed. You have to transfer from one rail to the next in certain spots. If you get caught between the rails, you're already doomed.
* [[spoiler:Master 2 (Faith) is Free Fall on steroids. What really makes this stage nasty is that the bright, white platforms blend in too much with the light yellow sky.]]
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* World 5-1, (''Dragonfly''), serves as a roadblock to some players due to being GuideDangIt affair. It requires you to get enough speed to enter the wormhole that takes you to the goal, as going through the wormhole as normal won't five you enough speed. However, this requires you to use outside tactics instead of just rolling straight into the second wormhole, meaning you have to go off the slope after entering the first wormhole a couple times without going too fast.
* World 7-5, or (''Phantasm''), stands out for how difficult it is compared to many of the stages you have played at this point in Story Mode. Most of the stage is invisible, like ''Invisible'' from ''2'', but rather than having leftover sections guide you, the bananas guide you. This is easier said than done, because each time you collect a banana you will have less bananas to help guide you. Worse still, there are two sections and you have to backtrack once you hit a switch. The second half of the stage is the most difficult part, as you have to deal with moving platforms, especially right before you hit the second switch.

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* World 5-1, 5-1 (''Dragonfly''), serves as a roadblock to some players due to being GuideDangIt affair. It requires you to get enough speed to enter the wormhole that takes you to the goal, as going through the wormhole as normal won't five you enough speed. However, this requires you to use outside tactics instead of just rolling straight into the second wormhole, meaning you have to go off the slope after entering the first wormhole a couple times without going too fast.
* World 7-5, or 7-5 (''Phantasm''), stands out for how difficult it is compared to many of the stages you have played at this point in Story Mode. Most of the stage is invisible, like ''Invisible'' from ''2'', but rather than having leftover sections guide you, the bananas guide you. This is easier said than done, because each time you collect a banana you will have less bananas to help guide you. Worse still, there are two sections and you have to backtrack once you hit a switch. The second half of the stage is the most difficult part, as you have to deal with moving platforms, especially right before you hit the second switch.

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[[AC:''NGUU 1'']]
* Beginner 6 (''Crossing'') is basically a demake of Expert 15 from ''Jr.'', which was already considered a difficult level in that game. The platforms you have to cross diagonally are small and after that you have to cross a thin platforms to reach the goal. This serves as a contributing factor to this hack's notorious SchizophrenicDifficulty as this stage is [[SarcasmMode conveniently]] located in '''''BEGINNER MODE.'''''
[[AC:''Monkeyed Ball''/''Monkeyed Ball 2: Witty Subtitle'']]
* [[spoiler:Master Extra 10 ([[MeaningfulName Oh Screw This!]]) is essentially what happens when you combine ''Bridge Master'' from ''1'' and ''Invisible'' from ''2'' and make it a MarathonLevel.]]



* World 8-6, or ''Jumpscare'', requires you to slowly cross a platform that gets thinner without hitting the wall, which by the way has bounce pads. This is one of the first hacks to introduce bounce pads, and these happen to line up the wall you are trying to avoid hitting. It gets harder as you get closer to the end, as you have to roll along the edge of the platform without getting too close to the wall. Depending on how you play it, there's also CameraScrew.

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* World 8-6, or ''Jumpscare'', (''Jumpscare''), requires you to slowly cross a platform that gets thinner without hitting the wall, which by the way has bounce pads. This is one of the first hacks to introduce bounce pads, and these happen to line up the wall you are trying to avoid hitting. It gets harder as you get closer to the end, as you have to roll along the edge of the platform without getting too close to the wall. Depending on how you play it, there's also CameraScrew.



* World 5-1, or ''Dragonfly'', serves as a roadblock to some players due to being GuideDangIt affair. It reguires you to get enough speed to enter the wormhole that takes you to the goal, as going through the wormhole as normal won't five you enough speed. However, this requires you to use outside tactics instead of just rolling straight into the second wormhole, meaning you have to go off the slope after entering the first wormhole a couple times without going too fast.
* World 7-5, or ''Phantasm'', stands out for how difficult it is compared to many of the stages you have played at this point in Story Mode. Most of the stage is invisible, like ''Invisible'' from ''2'', but rather than having leftover sections guide you, the bananas guide you. This is easier said than done, because each time you collect a banana you will have less bananas to help guide you. Worse still, there are two sections and you have to backtrack once you hit a switch. The second half of the stage is the most difficult part, as you have to deal with moving platforms, especially right before you hit the second switch.

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* World 5-1, or ''Dragonfly'', (''Dragonfly''), serves as a roadblock to some players due to being GuideDangIt affair. It reguires requires you to get enough speed to enter the wormhole that takes you to the goal, as going through the wormhole as normal won't five you enough speed. However, this requires you to use outside tactics instead of just rolling straight into the second wormhole, meaning you have to go off the slope after entering the first wormhole a couple times without going too fast.
* World 7-5, or ''Phantasm'', (''Phantasm''), stands out for how difficult it is compared to many of the stages you have played at this point in Story Mode. Most of the stage is invisible, like ''Invisible'' from ''2'', but rather than having leftover sections guide you, the bananas guide you. This is easier said than done, because each time you collect a banana you will have less bananas to help guide you. Worse still, there are two sections and you have to backtrack once you hit a switch. The second half of the stage is the most difficult part, as you have to deal with moving platforms, especially right before you hit the second switch.
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* ''Pendulums'' consists of transferring from one platform to the next (go too early and you'll get bumped off, go too late and the platform under you will collapse), much like Momentum, except they get faster as you go. The final set of platforms in particular requires absolutely perfect timing. It's no wonder everyone skips this stage with the warp goals before it in ''Free Throw''. Ironically, the stage is actually easier on ''fast forward'' if you're any good at air control and finding clever shortcuts.


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* [[spoiler:''Long Torus''. The stage is a rotating crank, with the handle being a torus, but the middle is stretched out a long way from the starting platform, with the goal(s) on the other side. First, because the radius of the torus is bigger than the cylinder leading up to it, it's easy to slip off of the torus before you even get to the straight paths. Secondly, even if you do make it to the end of the torus, odds are the goal will be facing vertically and you'll have to fall into it: Good luck not missing it entirely.]]

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* The master stages may be pure hell, but ''reaching them'' in the fist place is already very hard! To clarify, if you want to reach the master stages, you must first clear both the Expert stages ''and'' the expert extra stages [[ContinuingIsPainful without a single continue]], with the former containing some of the worst stages in Monkey Ball history! And even if you find them easy, you still have to survive 60 stages back to back with only 3 lives. At least the sequel had the decency to give you up to 99 lives.

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* The master stages may be pure hell, but ''reaching them'' in the fist place is already very hard! To clarify, if you want to reach the master stages, you must first clear both the Expert stages ''and'' the expert extra stages [[ContinuingIsPainful without a single continue]], with the former containing some of the worst stages in Monkey Ball history! And even if you find them easy, you still have to survive 60 stages stages[[note]]55 if you take all of the hardest warp goals[[/note]] back to back with only 3 lives. At least the sequel had the decency to give you up to 99 lives.



* World 8-6, or ''Jumpscare'', requires you to slowly cross a platform that gets thinner without hitting the wall, which by the way has bounce pads. This is one of the first hacks to introduce bounce pads, and these happen to line up the wall you are trying to avoid hitting. It gets harder as you get closer to the end, as you have to roll along the edge of the platform without getting too close to the wall.

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* World 6-5 (''Steps''). Remember the ledge you need to climb from an angle in ''Labyrinth'' from Super Monkey Ball 2? Picture that ''three times in a row''.
* World 8-4 (''Overcorrection''). Think of Cliff from Deluxe, except certain parts of the wall are removed and it gradually gets skinnier. It's too easy for the edges of the wall to bump you off to the right, or for you to lean too much to the left upon leaving the walls and slip off to the left. Hilariously, there's also ''more'' blue goals that involves doing this up to four more times in a row.
* World 8-6, or ''Jumpscare'', requires you to slowly cross a platform that gets thinner without hitting the wall, which by the way has bounce pads. This is one of the first hacks to introduce bounce pads, and these happen to line up the wall you are trying to avoid hitting. It gets harder as you get closer to the end, as you have to roll along the edge of the platform without getting too close to the wall. Depending on how you play it, there's also CameraScrew.
* World 10 in its entirety, but some of the standouts are World 10-4 (''Birds''), World 10-5 (''Unlock''), and 10-6 (''Frame Windows'').
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Forgot to write a reason in my previous edit, but I decided to add romhacks to this page given that there are now plenty of custom stages.


With custom levels being made since 2016, it is to be expected that the fans have made levels that rival or even surpass some of the more infamous stages in the franchise.

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* With custom levels being made since 2016, it is to be expected that the fans have made levels that rival or even surpass some of the more infamous stages in the franchise.



* World 7-5, or ''Phantasm'', stands out for how difficult it is compared to many of the stages you gave played at this point in Story Mode. Most of the stage is invisible, like ''Invisible'' from ''2'', but rather than having leftover sections guide you, the bananas guide you. This is easier said than done, because each time you collect a banana you will have less bananas to help guide you. Worse still, there are two sections and you have to backtrack once you hit a switch. The second half of the stage is the most difficult part, as you have to deal with moving platforms, especially right before you hit the second switch.

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* World 7-5, or ''Phantasm'', stands out for how difficult it is compared to many of the stages you gave have played at this point in Story Mode. Most of the stage is invisible, like ''Invisible'' from ''2'', but rather than having leftover sections guide you, the bananas guide you. This is easier said than done, because each time you collect a banana you will have less bananas to help guide you. Worse still, there are two sections and you have to backtrack once you hit a switch. The second half of the stage is the most difficult part, as you have to deal with moving platforms, especially right before you hit the second switch.
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[[folder:Rom Hacks]]
%%Note that given that there are now plenty of custom ''Super Monkey Ball'' stages made by fans, it can be easy to go overboard on adding levels to this folder. As such, given that this trope is about levels that stand out in terms of difficulty, please add levels you really think should be added here.
With custom levels being made since 2016, it is to be expected that the fans have made levels that rival or even surpass some of the more infamous stages in the franchise.
[[AC:''Super Monkey Ball 651'']]
* World 8-6, or ''Jumpscare'', requires you to slowly cross a platform that gets thinner without hitting the wall, which by the way has bounce pads. This is one of the first hacks to introduce bounce pads, and these happen to line up the wall you are trying to avoid hitting. It gets harder as you get closer to the end, as you have to roll along the edge of the platform without getting too close to the wall.
[[AC:''Super Monkey Ball Gaiden'']]
* World 5-1, or ''Dragonfly'', serves as a roadblock to some players due to being GuideDangIt affair. It reguires you to get enough speed to enter the wormhole that takes you to the goal, as going through the wormhole as normal won't five you enough speed. However, this requires you to use outside tactics instead of just rolling straight into the second wormhole, meaning you have to go off the slope after entering the first wormhole a couple times without going too fast.
* World 7-5, or ''Phantasm'', stands out for how difficult it is compared to many of the stages you gave played at this point in Story Mode. Most of the stage is invisible, like ''Invisible'' from ''2'', but rather than having leftover sections guide you, the bananas guide you. This is easier said than done, because each time you collect a banana you will have less bananas to help guide you. Worse still, there are two sections and you have to backtrack once you hit a switch. The second half of the stage is the most difficult part, as you have to deal with moving platforms, especially right before you hit the second switch.
[[/folder]]
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* The story mode also has a mission where you collect 8 balloons for Ale'wat. Navagating the hedge maze where the mission takes place can already be a somewhat tedious task, but the balloons are scattered widely and some are in tricky to reach places of the area. What really makes this mission painful, however, is that you have to bring Ale'wat each of the 8 balloons '''''one at a time'''''.

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* The story mode also has a mission where you collect 8 balloons for Ale'wat. Navagating the hedge maze where the mission takes place can already be a somewhat tedious task, but the balloons are scattered widely and some are in tricky to reach places of the area. What really makes this mission painful, however, is that you have to bring Ale'wat each of the 8 balloons '''''one at a time'''''.time.'''''
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* The story mode also has a mission where you collect 8 balloons for Ale'wat. Navagating the hedge maze where the mission takes place can already be a somewhat tedious task, but the balloons are scattered widely and some are in tricky to reach places of the area. What really makes this mission painful, however, is that you have to bring Ale'wat each of the 8 balloons '''''one at a time'''''.

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* Some of the ported stages in World 9 (Big Bang Boom) have become more devious due to [[ForWantOfANail some minor changes added to those stages]]. This includes: ''Armada'' (Flock but faster), ''Pendulum'' (Momentum but slightly faster), and ''Starlight Express'' (Spiral Hard but the goal is ''sideways'').

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* ''Back Round'' is Expert 32 from the first game. While the very thinnest section was [[DummiedOut nerfed]], the next thinnest section is still hard on its own, especially with DS controls.
* Some of the ported stages in World 9 (Big Bang Boom) have become more devious due to [[ForWantOfANail some minor changes added to those stages]]. This includes: ''Armada'' (Flock but faster), ''Pendulum'' (Momentum but slightly faster), ''Wheel of Fortune'' (Polar, unchanged but still hard on its own), and ''Starlight Express'' (Spiral Hard but the goal is ''sideways'').''sideways'').
* ''Revolution'' consists of several platforms that are orbiting around a ring like a Ferris wheel, with every other platform orbiting in the other direction. The problem is there's lots of camera screw at play. Combined with some of the platforms being skinny, this level can drain lives quickly.
* ''Sieve Track'' is a port of Expert 21 from the first game, but with more erratic and faster movement.
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Do you know what you're talking about? I'm pretty sure Gears and Polar are exactly the same as they are in SMB 1.


* Most of the ported stages in World 9 (Big Bang Boom) have become more devious due to [[ForWantOfANail some minor changes added to those stages]]. This includes: ''Motion Gear'' (Gears, but smaller), ''Armada'' (Flock but faster), ''Pendulum'' (Momentum, unchanged but still hard on its own), ''Wheel of Fortune'' (Polar but slightly larger), and ''Starlight Express'' (Spiral Hard but thinner).

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* Most Some of the ported stages in World 9 (Big Bang Boom) have become more devious due to [[ForWantOfANail some minor changes added to those stages]]. This includes: ''Motion Gear'' (Gears, but smaller), ''Armada'' (Flock but faster), ''Pendulum'' (Momentum, unchanged but still hard on its own), ''Wheel of Fortune'' (Polar (Momentum but slightly larger), faster), and ''Starlight Express'' (Spiral Hard but thinner).the goal is ''sideways'').
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* 10-5, which consists of mostly bumpy surfaces that makes the result of jumps quite unpredictable, a huge obstacle in a game that requires expert precision. To add insult to injury, all versions aside from the PAL version have a GameBreakingBug that makes you fall through the solid platform just before the goal.

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* 10-5, which consists of mostly bumpy surfaces that makes the result of jumps quite unpredictable, a huge obstacle in a game that requires expert precision. To add insult to injury, all versions aside from the PAL version and HD Remaster versions have a GameBreakingBug that makes you fall through the solid platform just before the goal.
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* ''Gankanny'', the penultimate stage of Expert and challenge mode unless you have a PSP, revolves around a grid platform that spins. Doesn't sound too bad, right? Well, there are a few problems. First, you must avoid the large cylindrical obstacles in the way. Second, the goal is not on the grid but rather floating on its own, so not only do you have to avoid obstacles, but you also have to be on one of the specific sections of the grid to reach the goal. This is especially notable because unlike other games, Expert is considered by some to be easier than Advanced.

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* ''Gankanny'', the penultimate stage of Expert and challenge mode unless you have a PSP, revolves around a grid platform that spins. Doesn't sound too bad, right? Well, there are a few problems. First, you must avoid the large cylindrical obstacles in the way. Second, the goal is not on the grid but rather floating on its own, so not only do you have to avoid obstacles, but you also have to be on one of the specific sections of the grid to reach the goal. This is especially notable because unlike other games, games in the series, [[SchizophrenicDifficulty Expert is considered by some to be easier than Advanced.]]



* 9-2 has garnered infamy for being the only stage in the series with a ''20 second time limit''. You have a very high chance of slipping off the long, bumpy slide as you rush for the goal.

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* 9-2 has garnered infamy for being one of the only stage few stages in the series with a ''20 second time limit''.limit'' (at least one other stage with this low of a timer comes from ''Jr.''). You have a very high chance of slipping off the long, bumpy slide as you rush for the goal.

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* "Reversible Gear" will most likely be your first instance of this in [=SMB2=] if your doing the difficulties in order/Story Mode first. The level itself is very simple, but getting in the center of the gear through it's one hole (where the goal is) can be incredibly tricky. You may lose a a life or 5 on this one, even when you know what to do, since it requires some strict timing. Granted with enough practice you may never lose a life on it again.

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* "Reversible Gear" ''Reversible Gear'' will most likely be your first instance of this in [=SMB2=] if your doing the difficulties in order/Story Mode first. The level itself is very simple, but getting in the center of the gear through it's one hole (where the goal is) can be incredibly tricky. You may lose a a life or 5 on this one, even when you know what to do, since it requires some strict timing. Granted with enough practice you may never lose a life on it again.



* ''Freewheeler''. It consists of a flat spiral that is constantly rotating. It wouldn't be so bad if the camera wasn't impossible to control; as it is, you do the last part of it going backwards and ''unable to see where you're going'' without looking at the minimap.
* ''Pitch and Putt''. '''Good lord.''' If you don't go as fast as possible at the start, you die. After that, you have to be ''dead center'' while flying through the air otherwise you'll miss a platform or even worse, fly over the goal entirely. And '''god help you''' if you try and do it without this "super jump". Slanted platforms around holes, with really tiny connecting paths, and some of them are slanted up, making it near-impossible without perfect control over the ball.

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* ''Freewheeler''. It consists of a flat spiral that is constantly rotating. It wouldn't be so bad if the camera wasn't impossible to control; as it is, you do the last part of it going backwards and ''unable to see where you're going'' without looking at the minimap.
minimap. You also only have 60 seconds to clear the level, so very often you will hear "Hurry Up!" as you are nearing the goal. Oh, and there's a very similar level in the PSP Exclusive mode called ''Corkscrew''.
* ''Pitch and Putt''. '''Good lord.''' If you don't go as fast as possible at the start, you die. After that, you have to be ''dead center'' while flying through the air otherwise you'll miss a platform or even worse, fly over the goal entirely. And '''god help you''' if you try and do it without this "super jump". Slanted platforms around holes, with really tiny connecting paths, and some of them are slanted up, making it near-impossible without perfect control over the ball. The worst part? This stage is '''just before the halfway point in''' '''''Advanced.'''''


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* ''Gravity Wells'', the penultimate stage of Advanced, is more or less a LuckBasedMission thanks to how wonky this game's physics work. You must quickly roll around the bolls and even then it is not guaranteed you will go in the right direction. If you are too slow and cannot get out of a bowl, you may as well lose a life.
* ''Squeegee'' is a near-exact replica of Advanced 29 (Unrest) from ''1'', to the point where even that game's underwater theme can potentially play on this stage, but because of how different the game's physics are compared to the first two games, the platforms are more steep this time around.
* ''Gankanny'', the penultimate stage of Expert and challenge mode unless you have a PSP, revolves around a grid platform that spins. Doesn't sound too bad, right? Well, there are a few problems. First, you must avoid the large cylindrical obstacles in the way. Second, the goal is not on the grid but rather floating on its own, so not only do you have to avoid obstacles, but you also have to be on one of the specific sections of the grid to reach the goal. This is especially notable because unlike other games, Expert is considered by some to be easier than Advanced.
* ''Ring Goal'', the final stage of the Exclusive Mode for the PSP, is another LuckBasedMission thanks to the goals moving on a ring rather quickly and you must use a launcher to reach one of the goals. Because of how fast the goals are moving, you will often miss them and you will likely run out of time as you only have 60 seconds.
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** ''Exam-A'' can be a lot harder without the familiar precision of the GameCube joystick.

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** ''Exam-A'' can be a lot harder without the familiar precision of the GameCube [=GameCube=] joystick.

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