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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[[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.

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* The master stages may be pure hell, but ''reaching them'' in the fist first 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[[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.

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** ''Banana Mania's'' physics arguably make this level ''even harder'', where the smoother level geometry makes it easier to slide off the bridge or the platform atop the end where the goal rests.



* ''Soft Cream'', but only in ''Banana Mania''. Much like Spiral Bridge, the physics make this once challenging but still fairly straightforward level a nightmare.



%%When adding entries, the jump feature should not be factored as it is an overpowered mechanic.
[[AC:''Super Monkey Ball'']]
* ''Stamina Master'' may have received some nerfs, such as the moving platforms being easier, but it is still a pain to get through, as you'll still have to cross the sloped wire and the platforms still move rather quickly. As you go down the spiral, you may accidentally hit the side of the goal, thanks in part to the new physics engine. Of course this stage happens to be one of the several to have its original version to appear in the Original Stage mode.
* ''Edge Master'' is much more difficult than it was in the original, particularly due to how slopes work in the game's engine. What was once one of the easier Master stages in the original became one of the harder ones thanks to the game's physics.
[[AC:''Super Monkey Ball 2'']]
* ''Banana Mania's'' physics arguably make ''Spiral Bridge'' '''even harder''', where the smoother level geometry makes it easier to slide off the bridge or the platform atop the end where the goal rests.
* ''Soft Cream'' is another level that became more difficult thanks to the new engine. Much like Spiral Bridge, the physics make this once challenging but still fairly straightforward level a nightmare.
[[AC:''Special Mode'']]



* Twin Basin is normally a perfectly manageable stage late in [=SMB2=]'s expert mode. This is not the case in the stage's appearance as the eighth Dark Banana Mode stage. The two half-pipe rings are chock-full of insta-kill dark bananas, forcing the player to get around them. The first ring has the bananas in the inner part, forcing the monkey to roll on the outside part of the pipe with enough speed to get out of the ring. The second ring is a different story, with the bananas scattered all over it in a different shape. Which means you have to quickly move around the dark bananas. You could move across the ring at a quick speed, but you may risk running into a dark banana on the goal platform, forcing you to start the stage over again. And prepare to hear "Game Over!" plenty of times, which you likely will.

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* Twin Basin ''Exam-C'' had its timer extended from 60 seconds to 90 seconds... but only in Challenge Mode. In Original Stage mode, it is one of several stages to appear and it '''''keeps''''' the original timer this time. You are pretty much forced to rush through the last wire section as you'll hardly have any time to spare.
* This game's version of ''Air Hockey'' has its goal move much slower than in the original, making it much easier. The same cannot be said for Original Stage mode, where the goal moves at the same speed as the original, if not faster, turning this level into a LuckBasedMission.
* ''Twin Basin''
is normally a perfectly manageable stage late in [=SMB2=]'s expert mode. This is not the case in the stage's appearance as the eighth Dark Banana Mode stage. The two half-pipe rings are chock-full of insta-kill dark bananas, forcing the player to get around them. The first ring has the bananas in the inner part, forcing the monkey to roll on the outside part of the pipe with enough speed to get out of the ring. The second ring is a different story, with the bananas scattered all over it in a different shape. Which means you have to quickly move around the dark bananas. You could move across the ring at a quick speed, but you may risk running into a dark banana on the goal platform, forcing you to start the stage over again. And prepare to hear "Game Over!" plenty of times, which you likely will.
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Also a minor fix


** ''Banana Mania's physics arguably make this level ''even harder'', where the smoother level geometry makes it easier to slide off the bridge or the platform atop the end where the goal rests.

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** ''Banana Mania's Mania's'' physics arguably make this level ''even harder'', where the smoother level geometry makes it easier to slide off the bridge or the platform atop the end where the goal rests.
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Realized the level name was wrong.


* ''Soft Serve'', but only in ''Banana Mania''. Much like Spiral Bridge, the physics make this once challenging but still fairly straightforward level a nightmare.

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* ''Soft Serve'', Cream'', but only in ''Banana Mania''. Much like Spiral Bridge, the physics make this once challenging but still fairly straightforward level a nightmare.
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* Remember ''Strata'' under the Super Monkey Ball 2 Folder? Well, this stage is in Golden Banana Mode, and there are bananas located on the thinnest path at the bottom of the level.
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*** ''Banana Mania's'' stage view mode absolutely cheeses this, however: First, push one switch to activate one pushing wall, and then push a switch to activate the other pushing wall. Pause the game, and you'll see which switches are pressed that trigger each wall. Memorize the ones not pressed; those are the ones you want to push the goal upward.


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** ''Banana Mania's physics arguably make this level ''even harder'', where the smoother level geometry makes it easier to slide off the bridge or the platform atop the end where the goal rests.


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* ''Soft Serve'', but only in ''Banana Mania''. Much like Spiral Bridge, the physics make this once challenging but still fairly straightforward level a nightmare.


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** While requiring an unlock via 30,000 play points, the [[GameBreaker jump feature]] in ''Banana Mania'' amusingly snaps this level in half.


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*** ''Banana Mania'' widens these paths a little bit to the point where if you're precise enough, you can actually traverse the banana bunch-riddled shortcut this time.
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** ''Banana Mania'' seemingly makes things easier by adding convenient notches in the aforementioned launchers, but it's still a tricky stage.

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[[folder:3D]]

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[[folder:3D]][[folder:[=3D=]]]



[[folder:Banana Mania]]
* The entire Original Stage mode is full of horrors from the original games in their unmodified state. However, an exception comes from ''Catwalk''. While already tough in the original, this one is even worse due to a lack of invisible guardrails to keep the ball in line, making what was originally a beginner stage into one harder than most expert stages due to the precision now required to traverse these catwalks. It’s so hard that it’s easier to try and charge the skinnier catwalk in hopes of cheesing the stage. And this is the '''first''' stage in the mode.
* Twin Basin is normally a perfectly manageable stage late in [=SMB2=]'s expert mode. This is not the case in the stage's appearance as the eighth Dark Banana Mode stage. The two half-pipe rings are chock-full of insta-kill dark bananas, forcing the player to get around them. The first ring has the bananas in the inner part, forcing the monkey to roll on the outside part of the pipe with enough speed to get out of the ring. The second ring is a different story, with the bananas scattered all over it in a different shape. Which means you have to quickly move around the dark bananas. You could move across the ring at a quick speed, but you may risk running into a dark banana on the goal platform, forcing you to start the stage over again. And prepare to hear "Game Over!" plenty of times, which you likely will.
[[/folder]]




[[folder:Banana Mania]]
* The entire Original Stage mode is full of horrors from the original games in their unmodified state. However, an exception comes from ''Catwalk''. While already tough in the original, this one is even worse due to a lack of invisible guardrails to keep the ball in line, making what was originally a beginner stage into one harder than most expert stages due to the precision now required to traverse these catwalks. It’s so hard that it’s easier to try and charge the skinnier catwalk in hopes of cheesing the stage. And this is the '''first''' stage in the mode.[[/folder]]
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* The entire Original Stage mode is full of horrors from the original games in their unmodified state. However, an exception comes from ''Catwalk''. While already tough in the original, this one is even worse due to a lack of invisible guardrails to keep the ball in line, making what was originally a beginner stage into one harder than most expert stages due to the precision now required to traverse these catwalks. It’s so hard that it’s easier to try and charge the skinnier catwalk in hopes of cheesing the stage. And this is the
'''first''' stage in the mode.[[/folder]]

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* The entire Original Stage mode is full of horrors from the original games in their unmodified state. However, an exception comes from ''Catwalk''. While already tough in the original, this one is even worse due to a lack of invisible guardrails to keep the ball in line, making what was originally a beginner stage into one harder than most expert stages due to the precision now required to traverse these catwalks. It’s so hard that it’s easier to try and charge the skinnier catwalk in hopes of cheesing the stage. And this is the
the '''first''' stage in the mode.[[/folder]]
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[[folder:Super Monkey Ball: Banana Mania]]

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[[folder:Super Monkey Ball: Banana [[folder:Banana Mania]]
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[[folder:Super Monkey Ball: Banana Mania]]
* The entire Original Stage mode is full of horrors from the original games in their unmodified state. However, an exception comes from ''Catwalk''. While already tough in the original, this one is even worse due to a lack of invisible guardrails to keep the ball in line, making what was originally a beginner stage into one harder than most expert stages due to the precision now required to traverse these catwalks. It’s so hard that it’s easier to try and charge the skinnier catwalk in hopes of cheesing the stage. And this is the
'''first''' stage in the mode.[[/folder]]
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*** As if SEGA knew how much of a gigantic difficulty spike Arthropod was, the stage was altered in ''Banana Mania'' so that the rings are now attached (similar in concept to the beta design) and the goal comes up sooner.

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*** As if SEGA knew how much of a gigantic difficulty spike Arthropod was, the stage was altered in ''Banana Mania'' so that the gap between the rings are now attached is small enough to roll over (similar in concept to the beta design) and the goal comes up sooner.
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** The version of the level in Banana Mania bumped the time limit up from 60 seconds to 90 seconds, but the stage itself is still left unchanged.

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** The version of the level in Banana Mania ''Banana Mania'' bumped the time limit up from 60 seconds to 90 seconds, but the stage itself is still left unchanged.
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*** As if SEGA knew how much of a gigantic difficulty spike Arthropod was, the stage was altered in ''Banana Mania'' so that the beta design was used and the goal comes up sooner.

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*** As if SEGA knew how much of a gigantic difficulty spike Arthropod was, the stage was altered in ''Banana Mania'' so that the rings are now attached (similar in concept to the beta design was used design) and the goal comes up sooner.

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* ''Starfish'' is a rainbow-colored port of 2's ''Reversible Gear,'' [[SarcasmMode conveniently located]] '''[[DifficultySpike IN THE SECOND WORLD.]]''' Oh, and the game doesn't use continues, so you're ''bound'' to get sent back to the start on your first visit.
* ''Fluctuation'' (not to be confused with the [=SMB2=] level of the same name, which is vastly different) is Expert 4 from the first game, except harder due to the DS controls, especially on the narrow hill at the end.

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* ''Starfish'' is a rainbow-colored port of 2's ''Reversible Gear,'' [[SarcasmMode conveniently located]] '''[[DifficultySpike IN THE SECOND WORLD.]]''' Oh, and the game doesn't use there are no continues, so you're ''bound'' to get sent back to the start on your first visit.
* ''Fluctuation'' (not to be confused with the [=SMB2=] level of the same name, which is vastly different) is Expert 4 (Excursion) from the first game, except harder due to the DS controls, especially on the narrow hill at the end.


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* Surprisingly, a BOSS FIGHT makes the list. The 5th boss, Tako the octopus, will spray ink at the player and use his tentacles to try to knock off the player. There will also be waves coming every once in a while that will throw the player off course if the player does not jump over them. There are also mini octopi beside him. This boss fight can be more annoying if he splashes on you, meaning you might fall into the ocean, costing a life in that process.
** The 7th boss fight, Yoko, controls a mesh of colored balls that have spikes on them. It takes too long to fight the boss, especially when you have to dodge the attacks. It doesn't help if you try to chase Yoko herself, meaning it can be a time waster! This is considered the hardest boss of all.
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** The version of the level in Banana Mania bumped the time limit up from 60 seconds to 90 seconds, but the stage itself is still left unchanged.
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Arthropod revealed to have altered, easier design. Note made in the Super Monkey Ball 2 folder.

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*** As if SEGA knew how much of a gigantic difficulty spike Arthropod was, the stage was altered in ''Banana Mania'' so that the beta design was used and the goal comes up sooner.
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* ''Toggle'', which places the player behind 80 or so rotating tiles. Half of them flip upside down, then the other half flip upside down, then rinse and repeat. You can't take them one at a time as you don't have enough time. Your only hope is to blast through the level as fast as you can and hope your timing is right, that you don't get a bad bounce, or you don't get shoved off the side by the many obstacles.

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* ''Toggle'', which places the player behind 80 or so rotating tiles. Half of them flip upside down, then the other half flip upside down, then rinse and repeat. You can't take them one at a time as you don't have enough time. Your only hope is to blast through the level as fast as you can and hope your timing is right, that you don't get a bad bounce, or you don't get shoved off the side by the many obstacles. It's like [[VideoGame/SuperMario3DWorld Beat Block Skyyway]] ''on crack.''
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* This game, in general, can be a lot challenging because there are no continues after you lose all your lives, despite that every ten bananas give you an extra life.

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* This game, in general, can be a lot much challenging than all the other Super Monkey Ball games because there are no NO continues after if you lose all your lives, despite that every ten bananas give you an extra life.



* ''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.

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* ''Back Round'' is Expert 32 (Curvature) 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.



* 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 and HD Remaster versions have a GameBreakingBug that makes you fall through the solid platform just before the goal.

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* 10-5, which the most ANNOYING stage, consists of mostly bumpy surfaces that makes the result of jumps quite unpredictable, unpredictable: it is a huge obstacle in a game that requires expert precision. To add insult to injury, all versions aside from the PAL and all HD Remaster versions remasters have a GameBreakingBug that makes you fall through the solid platform just before the goal.
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* Also from the story mode, the mission where you need to turn invisible and rescue the monkeys from the dunk tanks is rather difficult due to a combination of CameraScrew, poorly placed obstacles, and the fact that hitting even one of the obstacles results in the security guard kicking you out.
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** Similarly, if you want to unlock all the Master levels in Practice Mode, you may need to have infinite continues, since [[spoiler:Master in this game cannot, generally speaking, be unlocked as a separate mode, even if you have completed Expert and Expert Extra stages without continues in the first place.]]


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* What's more that in this game, there is no Practice Mode (Banana Blitz HD also lacks this feature, well it's basically Story Mode), so you need to beat the stages in a strict order. Also, there are no bonus stages in Adventure.

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World 10's levels aren't "secret" just because they aren't in Challenge Mode, and Spasmodic can be beaten very consistently if you wait about half a second then hold forward.


** As Master 13 in ''Deluxe'', it's solid evidence that ThirteenIsUnlucky.

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** As Master 13 in ''Deluxe'', it's solid evidence that ThirteenIsUnlucky.ThirteenIsUnlucky, especially considering the less precise control stick of the [=PlayStation=] 2 and Xbox controllers makes subtle adjustments on the narrow peak ''even harder'' and the existence of [[spoiler:Master Extra stages]] rendering usage of continues moot.



* Master 9 (''Bridge Master'') consists entirely of a bridge that starts off narrow and gets ''wire-thin'' by the end. And it's not a straight path, there's a lot of turns in it. And they aren't curvy turns either; they are ''90 degree turns''.
** Not to mention that this is the ''only'' Master stage in the original arcade version.

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* Master 9 (''Bridge Master'') Master''), the ''only'' Master stage in the original arcade version, consists entirely of a bridge that starts off narrow and gets ''wire-thin'' by the end. And it's not a straight path, there's a lot of turns in it. And they aren't curvy turns either; they are ''90 degree turns''.
** Not to mention that this is the ''only'' Master stage in the original arcade version.
turns''.



* [[spoiler:''Labyrinth'' (renamed ''Crazy Maze'' in SMB Deluxe)]], mainly because getting to the goal is a GuideDangIt affair.

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* [[spoiler:''Labyrinth'' ''Labyrinth'' (renamed ''Crazy Maze'' in SMB Deluxe)]], ''Deluxe''), mainly because getting to the goal is a GuideDangIt affair.



* [[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.]]
* [[spoiler:''Spasmodic''.]] Of all the timing puzzles the game has to offer, this one is by far the worst. [[spoiler:There are 3 small platforms that are constantly flipping and there isn't much of a window between each flip. If your timing is even a fraction of a second off, you will get thrown off the course.]]
* [[spoiler:''Helix'']] is a "follow-the-path-downhill" kind of stage,[[spoiler: except the entire path is CYLINDRICAL!]]

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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: it. Good luck not missing it entirely.]]
* %%* [[spoiler:''Spasmodic''.]] Of all the timing puzzles the game has to offer, this one is by far the worst. [[spoiler:There are 3 small platforms that are constantly flipping and there isn't much of a window between each flip. If your timing is even a fraction of a second off, you will get thrown off the course.]]
* [[spoiler:''Helix'']] is a "follow-the-path-downhill" kind of stage,[[spoiler: except stage, [[spoiler:except the entire path is CYLINDRICAL!]] CYLINDRICAL!]]



* Hell, ''any'' level where there is no indication of the paths of the goal or obstacles. Virtually your only hope of winning is through an exact timing strategy (pausing at certain times and pressing the correct direction on the control stick). In addition to [[spoiler:''Dizzy System'']], ''Air Hockey,'' ''Train Worm,'' [[spoiler:''Spasmodic'', ''Sliced Cheese'', and ''Synchronized'']] are all also guilty.

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* Hell, ''any'' level where there is no indication of the paths of the goal or obstacles. Virtually your only hope of winning is through an exact timing strategy (pausing at certain times and pressing the correct direction on the control stick). In addition to [[spoiler:''Dizzy System'']], ''Air Hockey,'' Hockey'', ''Train Worm,'' [[spoiler:''Spasmodic'', ''Sliced Cheese'', Worm'', and ''Synchronized'']] [[spoiler:''Synchronized'']] are all also guilty.



* This game [[FromBadToWorse amplifies the difficulty of some levels involving curve bridges]] due to [[PortingDisaster the GameCube having a more percise control stick]]. Most notable among those is ''Exam-C'' (Expert 7 in the original), which was just moderately challenging in the original. Dear god, it's harder than '''''Arthropod'''''.



** ''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=] joystick.control stick.



** There's also ''[[DifficultySpike Catwalk]]'', which consists of three really long, unforgivably narrow paths. You can bypass those by taking a fourth path that is ''narrower than all of those combined''. Oh, and the widest and narrowest, unlike the other two, lack invisible guardrails to help adjust you.
* That game also [[FromBadToWorse amplified the difficulty of some levels involving curve bridges]] due to [[PortingDisaster the GameCube having better controls]]. Most notable among those is ''Exam-C'' (Expert 7 in the original), which was just moderately challenging in the original. Dear god, it's harder than '''''Arthropod'''''.

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** There's also ''[[DifficultySpike Catwalk]]'', which Catwalk]]'' consists of three really long, unforgivably narrow paths. You can bypass those by taking a fourth path that is ''narrower than all of those combined''. Oh, and the widest and narrowest, unlike the other two, lack invisible guardrails to help adjust you.
* That game also [[FromBadToWorse amplified the difficulty of some levels involving curve bridges]] due to [[PortingDisaster the GameCube having better controls]]. Most notable among those is ''Exam-C'' (Expert 7 in the original), which was just moderately challenging in the original. Dear god, it's harder than '''''Arthropod'''''.
you.
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* 9-2 has garnered infamy for being one of the few stages in the series with a ''20 second time 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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* 9-2 has garnered infamy for being one of the few stages in the series with a ''20 second time limit'' (at least one other stage with this low of a timer comes from ''Jr.'').'', not including the Rom Hacks of Super Monkey Ball 2). You have a very high chance of slipping off the long, bumpy slide as you rush for the goal.

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It doesn't feel right spoilering out incidental game mechanics.


* The bonus stages, albeit for different reasons. Good luck getting a perfect on '''any''' of them. The easiest ones (and this is relative) are ''Bowl'' and ''Leveler''. The other seven range from brutally difficult (Rampage, Board Park) to outright impossible (Banana Hunting, Fighters, Earthquake). It should be telling that the bonus levels were designed to be so difficult to collect all of the bananas on that ''there isn't even a "perfect" coded in the game.''[[note]]This feature is brought back in Deluxe, however.[[/note]]



** It should be telling that, [[spoiler: in ''Deluxe'', the object used in the level (now called ''Destiny'') was changed into a much-less complex (and copyright-friendly) 6-sided die, including the ease of only having to stand in the corner as the goal lifts up from the facet of the 'one' side.]]
* The bonus stages, albeit for different reasons. Good luck getting a perfect on '''any''' of them. The easiest ones (and this is relative) are ''Bowl'' and ''Leveler''. The other seven range from brutally difficult (Rampage, Board Park) to outright impossible (Banana Hunting, Fighters, Earthquake). It should be telling that the bonus levels were designed to be so difficult to collect all of the bananas on that [[spoiler: ''there isn't even a "perfect" coded in the game.'']][[note]]This feature is brought back in Deluxe, however.[[/note]]

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** It should be telling that, [[spoiler: in ''Deluxe'', the [[spoiler:the object used in the level (now called ''Destiny'') was changed into a much-less complex (and copyright-friendly) 6-sided die, including the ease of only having to stand in the corner as the goal lifts up from the facet of the 'one' side.]]
* The bonus stages, albeit for different reasons. Good luck getting a perfect on '''any''' of them. The easiest ones (and this is relative) are ''Bowl'' and ''Leveler''. The other seven range from brutally difficult (Rampage, Board Park) to outright impossible (Banana Hunting, Fighters, Earthquake). It should be telling that the bonus levels were designed to be so difficult to collect all of the bananas on that [[spoiler: ''there isn't even a "perfect" coded in the game.'']][[note]]This feature is brought back in Deluxe, however.[[/note]]
]]



* This game, in general, can be a lot challenging because there are no continues after you lose all your lives, despite that every ten bananas give you an extra life.



* This game, in general, can be a lot challenging because [[spoiler: there are no continues after you lose all your lives, despite that]] every ten bananas give you an extra life.
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* The extra stages are without a doubt the ultimate test of skill. It would be hard to pick just one. Of course the extra stages seem to take place in Hell so that should be enough of a sign...
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* 8-5: While most of the stages in this game are generally too easy to beat, this is the only stage that is unbeatable. This bonus stage is a pinball-like stage. You get launched to the areas by the super bumpers while trying to grab all 50 bananas within the time limit. Problem is, the platform is too steep and you may need to hit some bumpers to climb up. You need to collect all 50 bananas within the time limit with both the left stick and motion controls to get OneHundredPercentCompletion. It doesn't help that you can easily run out of time easily. This is also the last bonus stage in this game.

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* 8-5: 8-5 (''Smart Ball''): While most of the stages in this game are generally too easy to beat, this is the only stage that is unbeatable. This bonus stage is a pinball-like stage. You get launched to the areas by the super bumpers while trying to grab all 50 bananas within the time limit. Problem is, the platform is too steep and you may need to hit some bumpers to climb up.up to get more bananas. You need to collect all 50 bananas within the time limit with both the left stick and motion controls to get OneHundredPercentCompletion. It doesn't help that you might have to keep on going through the narrow paths to each super bumper, meaning you can easily run out of time easily.time. This is also the last bonus stage in this game.
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[[folder:3D]]
* 8-5: While most of the stages in this game are generally too easy to beat, this is the only stage that is unbeatable. This bonus stage is a pinball-like stage. You get launched to the areas by the super bumpers while trying to grab all 50 bananas within the time limit. Problem is, the platform is too steep and you may need to hit some bumpers to climb up. You need to collect all 50 bananas within the time limit with both the left stick and motion controls to get OneHundredPercentCompletion. It doesn't help that you can easily run out of time easily. This is also the last bonus stage in this game.

[[/folder]]
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I also added that SMB Touch and Roll is the only game to have no continues.

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* This game, in general, can be a lot challenging because [[spoiler: there are no continues after you lose all your lives, despite that]] every ten bananas give you an extra life.
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* ''Baffling Balcony'' by Prof. Raine, is a level that requires a edge clip to jump up to a higher platform. Since edge clipping is a piece of speedrun tech, most players don't understand how to beat it, and when they do, don't think they beat it correctly.

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* ''Baffling Balcony'' by Prof. Raine, Raine from ''[=RE=]: Encore'', is a level that requires a edge clip to jump up to a higher platform. Since edge clipping is a piece of speedrun tech, most players don't understand how to beat it, and when they do, don't think they beat it correctly.
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* World ?-? (''Enigma'') is less of a level and more of a puzzle that locks the player away from the rest of the master levels. While there are various hints in the level on what to do, the only obvious one, a [=QR=] Code set precariously in the background, takes you to [[spoiler:a rickroll.]] The eerie atmosphere and the sheer surprise of a puzzle make it one of the most notable levels in the hack.

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