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* SignatureScene: Turbo Tunnel is the most iconic part of the original ''Battletoads'', due to being the first part of the game where [[NintendoHard the difficulty goes through the roof]].
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I made a mistake. ^^; Computer Is A Cheating Bastard is for when an AI is able to do something you can't, but since there's no Mercy Invincibility for enemies in the game, it doesn't really count.


** In the NES game, Robo-Manus from Intruder Excluder. The fact that he '''[[ComputerIsACheatingBastard ignores your]] MercyInvincibility''' should tell you enough. He also has a GoombaStomp. Instant kill, ignores your Mercy Invincibility. Hope you got a lot of juggling practice back in level 5.

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** In the NES game, Robo-Manus from Intruder Excluder. The fact that he '''[[ComputerIsACheatingBastard ignores your]] '''ignores your MercyInvincibility''' should tell you enough. He also has a GoombaStomp. Instant kill, ignores your Mercy Invincibility. Hope you got a lot of juggling practice back in level 5.
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** In the NES game, Robo-Manus from Intruder Excluder. The fact that he '''ignores your MercyInvincibility''' should tell you enough. He also has a GoombaStomp. Instant kill, ignores your Mercy Invincibility. Hope you got a lot of juggling practice back in level 5.

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** In the NES game, Robo-Manus from Intruder Excluder. The fact that he '''ignores your '''[[ComputerIsACheatingBastard ignores your]] MercyInvincibility''' should tell you enough. He also has a GoombaStomp. Instant kill, ignores your Mercy Invincibility. Hope you got a lot of juggling practice back in level 5.
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* BreatherBoss: The Hypno-Disc is, surprisingly, not that difficult to defeat, being limited to melee attacks with a pretty predictable pattern. It’s especially pleasant (and [[CatharsisFactor cathartic]]) considering that it comes at the end of [[ThatOneLevel Clinger-Winger]].

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* BreatherBoss: The Hypno-Disc Buzzball is, surprisingly, not that difficult to defeat, being limited to melee attacks with a pretty predictable pattern. It’s especially pleasant (and [[CatharsisFactor cathartic]]) considering that it comes at the end of [[ThatOneLevel Clinger-Winger]].Clinger Winger]].



** Whether the games are still fun despite their infamous difficulty or if they're ruined by it.

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** Whether the games are still fun despite their infamous difficulty or if they're ruined by it. This is also partly the reason for the division on whether the American/European NES version or the Japanese Family Computer version has better level design.



** After getting killed countless times by the Hypno-Disc in Clinger-Winger, getting to smash the thing to pieces at the end is totally worth it.

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** After getting killed countless times by the Hypno-Disc Buzzball in Clinger-Winger, Clinger Winger, getting to smash the thing to pieces at the end is totally worth it.



** Level 11, Clinger Winger. It qualifies for two reasons: First, due to a bug, it is ''impossible'' to win when playing two players in the American NES release (it was fixed in the Japanese and European NES releases as well as in the Genesis remake and its appearance in ''Rare Replay''), meaning it is impossible to win the game unless you're playing solo (or wait for the other player to lose all their lives so you can continue by yourself). The other reason is that there is very little room for error: you're riding a vehicle along a wall that diverts into four directions, and you need to push the corresponding direction on the d-pad to move quickly. You slow way down any instant you aren't doing this, and your timing on corners needs to be absolutely perfect, as you only have a very small amount of margin for error until the Hypno Orb catches up to you and instantly kills you, at which point you must restart the whole thing again. Again, arguably even tougher in the Genesis version, since the shape of the controller's D-pad makes it much easier to hit a diagonal and completely botch a turn. Oh, and you have to fight the Hypno Orb that chases you at the end. Fortunately, they don't make you go all the way back to the beginning if you die to the Orb. All bets are off with a second player.

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** Level 11, Clinger Winger. It qualifies for two reasons: First, due to a bug, it is ''impossible'' to win when playing two players in the American NES release (it was fixed in the Japanese and European NES releases as well as in the Genesis remake and its appearance in ''Rare Replay''), meaning it is impossible to win the game unless you're playing solo (or wait for the other player to lose all their lives so you can continue by yourself). The other reason is that there is very little room for error: you're riding a vehicle along a wall that diverts into four directions, and you need to push the corresponding direction on the d-pad to move quickly. You slow way down any instant you aren't doing this, and your timing on corners needs to be absolutely perfect, as you only have a very small amount of margin for error until the Hypno Orb Buzzball catches up to you and instantly kills you, at which point you must restart the whole thing again. Again, arguably even tougher in Whether it is harder on the Genesis version, version is up to debate, since the shape of the controller's D-pad makes it much easier to hit a diagonal and completely botch a turn. turn, although Buzzball moves a lot slower than the NES version (even slower than the Japanese Family Computer version; Buzzball moves about the same speed as you instead of slightly faster). Oh, and you have to fight the Hypno Orb Buzzball that chases you at the end. Fortunately, they don't make you go all the way back to the beginning if you die to the Orb.orb. All bets are off with a second player.
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* NightmareFuel: The battle with Karnath in the arcade is the only moment where your Toad is not facing an equal or some weaker foes to show off on, and instead is terrifying. First, your Toad is looking anxiously at Karnath's lair, knowing ''something'' is coming. Then Karnath himself comes out, and shows [[MoreTeethThanTheOsmondFamily two very sharp rows of teeth as he is about to bite you.]] If his bite connects, and it's not hard to, he kills you in a couple of hits at ''most'', and if you die, you have to see him ''munching'' you.
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Per the cleanup thread, it's been decided that Turbo Tunnel and Clinger Winger can stay.

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* ThatOneLevel: Most of the levels are extremely difficult, but some particularly stand out:
** The most infamous level is Turbo Tunnel, the third stage of the game, which is when the difficulty goes through the roof for the first time. You ride on a hoverbike, with walls and enemies heading towards you. At first, it's pretty reasonable; the difficulty curve doesn't try to ''actively'' kill you until after the second checkpoint. What gets most people is when they place several short double walls in succession, as they require consistently timed jumps, or the section near the end with a bunch of high single walls, as it requires a delicate rhythm to weave through. Of course, once you finally manage to get through it, some of the later stages turn out to be ''even harder''.
** Level 11, Clinger Winger. It qualifies for two reasons: First, due to a bug, it is ''impossible'' to win when playing two players in the American NES release (it was fixed in the Japanese and European NES releases as well as in the Genesis remake and its appearance in ''Rare Replay''), meaning it is impossible to win the game unless you're playing solo (or wait for the other player to lose all their lives so you can continue by yourself). The other reason is that there is very little room for error: you're riding a vehicle along a wall that diverts into four directions, and you need to push the corresponding direction on the d-pad to move quickly. You slow way down any instant you aren't doing this, and your timing on corners needs to be absolutely perfect, as you only have a very small amount of margin for error until the Hypno Orb catches up to you and instantly kills you, at which point you must restart the whole thing again. Again, arguably even tougher in the Genesis version, since the shape of the controller's D-pad makes it much easier to hit a diagonal and completely botch a turn. Oh, and you have to fight the Hypno Orb that chases you at the end. Fortunately, they don't make you go all the way back to the beginning if you die to the Orb. All bets are off with a second player.
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Misuse; please read the last paragraph in the trope page.


* ThatOneLevel: Nearly every single level, but several levels particularly stand out:
** The most infamous level is the Turbo Tunnel, the third stage of the game, which is when the difficulty goes through the roof for the first time. You ride on a hoverbike, with walls and enemies heading towards you. At first, it's pretty reasonable; the difficulty curve doesn't try to ''actively'' kill you until after the second checkpoint. What gets most people is when they place several short double walls in succession, as they require consistently timed jumps, or the section near the end with a bunch of high single walls, as it requires a delicate rhythm to weave through. Of course, once you finally manage to get through it, some of the later stages turn out to be ''even harder''.
** Level 6, Karnath's Lair, otherwise known as the snake pit. Giant snakes come out of the tunnels in the level, and you need them to climb to the top of each portion of the stage to advance. It becomes stupidly hard, even with a {{guide|DangIt}}, because in the later segments you must drop from one snake to the next, and it must be timed perfectly or you will miss the next snake and land on SpikesOfDoom. Also, good luck on the fourth room. The Genesis version is arguably even worse, mostly due to malicious changes in the physics that make your foundation to stand on disappear faster, as well as a newly installed glass ceiling in the fourth section that forces you to take the long way to the exit. Thank ''the Lord'' the second room has a megawarp, which will also allow you to skip...
** Level 7, Volkmire's Inferno. It's basically a {{Shmup}} version of the Turbo Tunnels with your toad straddling a one-man jet. For the most part, it's much easier, and it contains checkpoints, too. However, the last leg where the walls come at you faster and faster (again, similar to the Tunnels) can be nerve-wracking. The final barrage of walls will seem to follow a pattern, with the safe zone moving from the top of the screen to the bottom and back again… only to fake you out by moving back to where it went, right before forcing you to move from the top safe zone to the bottom one with nearly frame-perfect timing.
** Level 8. Intruder motherfucking Excluder. An elevator shaft from hell, with the elevator replaced with a cornucopia of pixelated nightmares. You see, every stage up to this point technically had a difficulty curve; notice how we were going easy on Turbo Tunnel and Volkmire's Inferno. Intruder Excluder throws that out the window. Every enemy in this level chops off half your life bar, and every non-enemy hazard is instant death - fans in the walls suck you in or blow you into a bottomless pit, and gas dispensers dispense their instant death gas pretty much the instant they appear on screen. It's also a RiseToTheChallenge level with RatchetScrolling; if you miss a jump, or get hit by knockback at the wrong moment, you're dropping into the abyss with almost no chance for recovery. [[ThatOneBoss Robo-Manus]] isn't much better, since both his bullets and his insta-kill GoombaStomp ignore MercyInvincibility. You will rue the day you ever witnessed this level with your own eyes, even if you're playing the Genesis or Famicom version.
** Level 9, Terra Tubes. It's an AbsurdlySpaciousSewer covered in SpikesOfDoom, but in this case, you're ''swimming'' just to make it even worse. It's littered with fish and sharks who will knock you into the spikes for a one-hit kill. The only areas without spikes have ducks that can kill the toads in one hit with no need for spikes. There are also sections where you grab a helicopter-like device and float down a tunnel full of spikes. However, what makes most people throw their controller at the screen are the [[AdvancingWallOfDoom Advancing Wheels of Doom]], primarily for being extremely [[TrialAndErrorGameplay trial-and-error based]] and the fact that at one point, you have to make it past ''four in a row'' until you reach the next checkpoint, and, of course, so much as graze the wheel or any of the large number of spikes and you're dead in one hit. Obstacle dodging, fighting, swimming, floating, outrunning wheels... yes, this whole level is a GenreRoulette, where, at virtually any point, the 'Toads are one hit away from being killed, which is a problem as there's a lot of CheckpointStarvation, and it's the ''longest level in the game''. It's another level that's maddeningly difficult even in the comparatively easier Famicom and Genesis versions, let alone the infamous [=NES=] version.
** Level 10, Rat Race. The first two aren't that bad by Battletoads standards, but the third race is an extreme endurance test. You race a rat named Giblet, whose pattern is running straight until he hits a wall, and then turning around. The problem with the third race is that most of it consists of beams whose openings are at the other end, then falling to another beam with its opening at the opposite end. Since Giblet runs faster and falls faster than you, your only bet is to headbutt him on every beam so you can push him up a little and prevent him from falling. The problem is, this requires consistent timing, and you're expected to do this nearly 10 times in a row! There are only two sections of this race where it's a zigzag of falling, giving you a chance to catch up. And even then, the second one is very short. The only way to avoid this is to exploit a GoodBadBug mentioned above. Worse still, you have to fight General Slaughter at the end of the whole mess, and he means business, to say the least — mess up once, and he can StunLock you to death.
** Level 11, Clinger Winger. It qualifies for two reasons: First, due to a bug, it is ''impossible'' to win when playing two players in the American NES release (it was fixed in the Japanese and European NES releases as well as in the Genesis remake and its appearance in ''Rare Replay''), meaning it is impossible to win the game unless you're playing solo (or wait for the other player to lose all their lives so you can continue by yourself). The other reason is that it's essentially the aforementioned Turbo Tunnel (there is very little room for error), only made ''even harder'': this time, you're riding a vehicle along a wall that diverts into four directions, and you need to push the corresponding direction on the d-pad to move quickly. You slow way down any instant you aren't doing this, and your timing on corners needs to be absolutely perfect, as you only have a very small amount of margin for error until the Hypno Orb catches up to you and instantly kills you, at which point you must restart the whole thing again. Again, arguably even tougher in the Genesis version, since the shape of the controller's D-pad makes it much easier to hit a diagonal and completely botch a turn. Oh, and you have to fight the Hypno Orb that chases you at the end. Fortunately, they don't make you go all the way back to the beginning if you die to the Orb. All bets are off with a second player.

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Misuse. An entire level is not a scene.


* ScrappyMechanic: The ability to [[UnfriendlyFire hurt and even kill your teammate]] and the fact that if one player {{Game Over}}s, they both do are frequently cited as the worst parts of 2 Player mode (other than the whole "Clinger Winger is {{Unwinnable}}" thing.)

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* ScrappyMechanic: ScrappyMechanic:
**
The ability to [[UnfriendlyFire hurt and even kill your teammate]] and the fact that if one player {{Game Over}}s, they both do are frequently cited as the worst parts of 2 Player mode (other than the whole "Clinger Winger is {{Unwinnable}}" thing.)



* SignatureScene: [[NintendoHard For]] [[ThatOneLevel various reasons]], the Turbo Tunnel segment.

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Random quotes are not memes. Please follow the guidelines on the trope page.


* MemeticMutation: "Is this ''Battletoads''?"
** "No, it's ''VideoGame/{{Doom 3}}''."

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* MemeticMutation: "Is this ''Battletoads''?"
** "No, it's ''VideoGame/{{Doom 3}}''."
MemeticMutation:



** Fighting Frogs, Combat Amphibians



** No one has beaten Battletoads, ever.
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** Would [=GameStop=] happen to have a copy of ''Battletoads''? (Some people add "for the Wii", owing to Machinima/ArbyNTheChief.) [=GameStop=] seems to have been replaced by [[Series/PawnStars Gold and Silver Pawn Shop]] in recent years.

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** Would [=GameStop=] happen to have a copy of ''Battletoads''? (Some people add "for the Wii", owing to Machinima/ArbyNTheChief.WebVideo/ArbyNTheChief.) [=GameStop=] seems to have been replaced by [[Series/PawnStars Gold and Silver Pawn Shop]] in recent years.
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* DisappointingLastLevel: Not that the final level, Revolution, is easy at all, but compared to its predecessor, Clinger Winger... Averted with 2-player mode in the PAL version (in which both players can beat Clinger Winger and continue the game) - in that case, Revolution becomes the ''hardest'' level.

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* DisappointingLastLevel: Not that the final level, Revolution, is easy at all, but compared to its predecessor, Clinger Winger... Averted with 2-player mode in the PAL version European version, alongside ''Rare Replay'' (in which both players can beat Clinger Winger and continue the game) - in that case, Revolution becomes the ''hardest'' level.

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Removing execution-based misuse


* GermansLoveDavidHasselhoff: The series is very popular in Russia, where the first game was released for the Dendy, a popular Famicom clone. When the gameplay trailer for the reboot was shown on Youtube, to the surprise of many English speakers, several fans from Russia filled the comments section to express their thoughts on the next entry of a series that they remember fondly as part of their childhoods. [[AmericansHateTingle It's not very positive.]]

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* GermansLoveDavidHasselhoff: The series is very popular in Russia, where the first game was released for the Dendy, a popular Famicom clone. When the gameplay trailer for the reboot was shown on Youtube, to the surprise of many English speakers, several fans from Russia filled the comments section to express their thoughts on the next entry of a series that they remember fondly as part of their childhoods. [[AmericansHateTingle It's not very positive.]]



* TheyWastedAPerfectlyGoodPlot: The first two stages make great use of the beat-em-up mechanics, with a polished, fair and even rather creative action-platformer game. Then [[ThatOneLevel Turbo Tunnel]] hits, the absolutely massive DifficultySpike appears, and the entire rest of the game becomes a GameplayRoulette where the actual combat mechanics only come into play every couple of levels. There's quite a few would-be fans that think a game that better emphasized the core gameplay could've been an interesting title in its own right - but those tend to be quelled by the MemeticMutation of how stupidly hard the game is.



* SuspiciouslySimilarSong: Much of the show's background music consists of genericized versions of old surf-rock tunes (e.g. one of the battle scenes has a song that is clearly trying to sound like Music/DickDale's version of "Hava Nagila" of all things).
* TheyWastedAPerfectlyGoodPlot:
** The cartoon is quite similar to the [[AllThereInTheManual manual description of the plot]], as the toads are actually three humans who got turned into the characters by some otherworldly occurrence. While it wouldn't have been ''good'' necessarily, it definitely had potential.
** Alternatively, if they followed the manual of the game ''this'' closely, why not go all the way with it? Actually making the three protagonists the developers, showcasing differences between the actual protagonists and their avatars, and how the characters in the game world would react to see the three heroes they know having completely different personalities?

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* SuspiciouslySimilarSong: Much of the show's background music consists of genericized versions of old surf-rock tunes (e.g. one of the battle scenes has a song that is clearly trying to sound like Music/DickDale's version of "Hava Nagila" of all things).
* TheyWastedAPerfectlyGoodPlot:
** The cartoon is quite similar to the [[AllThereInTheManual manual description of the plot]], as the toads are actually three humans who got turned into the characters by some otherworldly occurrence. While it wouldn't have been ''good'' necessarily, it definitely had potential.
** Alternatively, if they followed the manual of the game ''this'' closely, why not go all the way with it? Actually making the three protagonists the developers, showcasing differences between the actual protagonists and their avatars, and how the characters in the game world would react to see the three heroes they know having completely different personalities?
things).
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* TheyWastedAPerfectlyGoodPlot: The first two stages make great use of the beat-em-up mechanics, with a polished, fair and even rather creative action-platformer game. Then [[ThatOneLevel Turbo Tunnel]] hits, the absolutely massive DifficultySpike appears, and the entire rest of the game becomes a GameplayRoulette where the actual combat mechanics only come into play every couple of levels. There's quite a few would-be fans that think a game that better emphasized the core gameplay could've been an interesting title in its own right - but those tend to be quelled by the MemeticMutation of how stupidly hard the game is.

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* BreatherLevel: Not that the final level, Revolution, is easy at all, but compared to its predecessor, Clinger Winger...
** Inverted with 2 player mode in PAL version (in which both players can beat Clinger Winger and continue the game) - in that case, Revolution becomes the ''hardest'' level.
** Surf City is pretty easy compared to the Turbo Tunnel and Ice Caverns levels before it. The only real hard part is the fight with Big Blag halfway through.

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* BreatherBoss: The Hypno-Disc is, surprisingly, not that difficult to defeat, being limited to melee attacks with a pretty predictable pattern. It’s especially pleasant (and [[CatharsisFactor cathartic]]) considering that it comes at the end of [[ThatOneLevel Clinger-Winger]].
* BreatherLevel: Not that the final level, Revolution, is easy at all, but compared to its predecessor, Clinger Winger...
** Inverted with 2 player mode in PAL version (in which both players can beat Clinger Winger and continue the game) - in that case, Revolution becomes the ''hardest'' level.
**
Surf City is pretty easy compared to the Turbo Tunnel and Ice Arctic Caverns levels before it.it. While the hazards are randomly generated, they aren’t as merciless as before, and there’s even a OneUp partway through the stage. The only real hard part is the fight with Big Blag halfway through.



** '''Oh yes.''' Every time you beat [[NintendoHard Turbo Tunnel]], [[PlatformHell Karnath's Lair]] or [[ThatOneLevel Rat Race]] you will feel like a badass.

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** '''Oh yes.''' Every time you beat [[NintendoHard Turbo Tunnel]], [[PlatformHell Karnath's Lair]] or [[ThatOneLevel Turbo Tunnel, Karnath’s Lair, or Rat Race]] Race]], you will feel like a badass.



** After being smashed countless times by the Hypno-Disc in Clinger-Winger, getting to smash the thing to pieces at the end is totally worth it.

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** After being smashed getting killed countless times by the Hypno-Disc in Clinger-Winger, getting to smash the thing to pieces at the end is totally worth it.



* DemonicSpiders: In the NES version of the first game, pretty much any enemy that can kill you in one hit.

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* DemonicSpiders: DemonicSpiders:
**
In the NES version of the first game, pretty much any enemy that can kill you in one hit.



* DisappointingLastLevel: Not that the final level, Revolution, is easy at all, but compared to its predecessor, Clinger Winger... Averted with 2-player mode in the PAL version (in which both players can beat Clinger Winger and continue the game) - in that case, Revolution becomes the ''hardest'' level.



** [[WhyDidItHaveToBeSnakes Level 6, Karnath's Lair, otherwise known as the snake pit]]. Giant snakes come out of the tunnels in the level, and you need them to climb to the top of each portion of the stage to advance. It becomes [[ThatOneLevel stupidly hard]], even with a {{guide|DangIt}}, because in the later segments you must drop from one snake to the next, and it must be timed perfectly or you will miss the next snake and land on SpikesOfDoom. Also, good luck on the fourth room. The Genesis version is arguably even worse, mostly due to malicious changes in the physics that make your foundation to stand on disappear faster, as well as a newly installed glass ceiling in the fourth section that forces you to take the long way to the exit. Thank ''the Lord'' the second room has a megawarp, which will also allow you to skip...
** Level 7, Volkmire's Inferno. It's basically a {{Shmup}} version of the Turbo Tunnels with your toad straddling a one-man jet. For the most part, it's much easier, and it contains checkpoints, too. However, the last leg where the walls come at you faster and faster (again, similar to the Tunnels) can be nerve-racking.

to:

** [[WhyDidItHaveToBeSnakes Level 6, Karnath's Lair, otherwise known as the snake pit]].pit. Giant snakes come out of the tunnels in the level, and you need them to climb to the top of each portion of the stage to advance. It becomes [[ThatOneLevel stupidly hard]], hard, even with a {{guide|DangIt}}, because in the later segments you must drop from one snake to the next, and it must be timed perfectly or you will miss the next snake and land on SpikesOfDoom. Also, good luck on the fourth room. The Genesis version is arguably even worse, mostly due to malicious changes in the physics that make your foundation to stand on disappear faster, as well as a newly installed glass ceiling in the fourth section that forces you to take the long way to the exit. Thank ''the Lord'' the second room has a megawarp, which will also allow you to skip...
** Level 7, Volkmire's Inferno. It's basically a {{Shmup}} version of the Turbo Tunnels with your toad straddling a one-man jet. For the most part, it's much easier, and it contains checkpoints, too. However, the last leg where the walls come at you faster and faster (again, similar to the Tunnels) can be nerve-racking.nerve-wracking. The final barrage of walls will seem to follow a pattern, with the safe zone moving from the top of the screen to the bottom and back again… only to fake you out by moving back to where it went, right before forcing you to move from the top safe zone to the bottom one with nearly frame-perfect timing.



** Level 9, Terra Tubes. It's an AbsurdlySpaciousSewer covered in SpikesOfDoom, but in this case, you're ''swimming'' just to make it even worse. It's littered with fish and sharks who will knock you into the spikes for a one-hit kill. The only areas without spikes have ducks that can kill the toads in one hit with no need for spikes. There are also sections where you grab a helicopter-like device and float down a tunnel full of spikes. However, what makes most people throw their controller at the screen are the [[AdvancingWallOfDoom Advancing Wheels of Doom]], primarily for being extremely trial-and-error based and the fact that at one point, you have to make it past ''four in a row'' until you reach the next checkpoint, and, of course, so much as graze the wheel or any of the large number of spikes and you're dead in one hit. Obstacle dodging, fighting, swimming, floating, outrunning wheels... yes, this whole level is a GenreRoulette, where, at virtually any point, the 'Toads are one hit away from being killed, which is a problem as there's a lot of CheckpointStarvation, and it's the ''longest level in the game''. It's another level that's maddeningly difficult even in the comparatively easier Famicom and Genesis versions, let alone the infamous [=NES=] version.
** Level 10, Rat Race. The first two aren't that bad by Battletoads standards, but the third race is an extreme endurance test. You race a rat named Giblet, whose pattern is running straight until he hits a wall, and then turning around. The problem with the third race is that most of it consists of beams whose openings are at the other end, then falling to another beam with its opening at the opposite end. Since Giblet runs faster and falls faster than you, your only bet is to headbutt him on every beam so you can push him up a little and prevent him from falling. The problem is, this requires consistent timing, and you're expected to do this nearly 10 times in a row! There are only two sections of this race where it's a zigzag of falling, giving you a chance to catch up. And even then, the second one is very short. The only way to avoid this is to exploit a GoodBadBug mentioned above. Worse still, you have to fight General Slaughter at the end of the whole mess, and he means business, to say the least.

to:

** Level 9, Terra Tubes. It's an AbsurdlySpaciousSewer covered in SpikesOfDoom, but in this case, you're ''swimming'' just to make it even worse. It's littered with fish and sharks who will knock you into the spikes for a one-hit kill. The only areas without spikes have ducks that can kill the toads in one hit with no need for spikes. There are also sections where you grab a helicopter-like device and float down a tunnel full of spikes. However, what makes most people throw their controller at the screen are the [[AdvancingWallOfDoom Advancing Wheels of Doom]], primarily for being extremely [[TrialAndErrorGameplay trial-and-error based based]] and the fact that at one point, you have to make it past ''four in a row'' until you reach the next checkpoint, and, of course, so much as graze the wheel or any of the large number of spikes and you're dead in one hit. Obstacle dodging, fighting, swimming, floating, outrunning wheels... yes, this whole level is a GenreRoulette, where, at virtually any point, the 'Toads are one hit away from being killed, which is a problem as there's a lot of CheckpointStarvation, and it's the ''longest level in the game''. It's another level that's maddeningly difficult even in the comparatively easier Famicom and Genesis versions, let alone the infamous [=NES=] version.
** Level 10, Rat Race. The first two aren't that bad by Battletoads standards, but the third race is an extreme endurance test. You race a rat named Giblet, whose pattern is running straight until he hits a wall, and then turning around. The problem with the third race is that most of it consists of beams whose openings are at the other end, then falling to another beam with its opening at the opposite end. Since Giblet runs faster and falls faster than you, your only bet is to headbutt him on every beam so you can push him up a little and prevent him from falling. The problem is, this requires consistent timing, and you're expected to do this nearly 10 times in a row! There are only two sections of this race where it's a zigzag of falling, giving you a chance to catch up. And even then, the second one is very short. The only way to avoid this is to exploit a GoodBadBug mentioned above. Worse still, you have to fight General Slaughter at the end of the whole mess, and he means business, to say the least.least — mess up once, and he can StunLock you to death.
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* No one has beaten Battletoads, ever.

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* ** No one has beaten Battletoads, ever.
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* No one has beaten Battletoads, ever.
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* GermansLoveDavidHasselhoff: The series is very popular in Russia, where the first game was released for the Dendy, a popular Famicom clone. When the gameplay trailer for the reboot was shown on Youtube, to the surprise of many English speakers, several fans from Russia filled the comments section to express their thoughts on the next entry of a series that they remember fondly as part of their childhoods. It's not very positive.

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* GermansLoveDavidHasselhoff: The series is very popular in Russia, where the first game was released for the Dendy, a popular Famicom clone. When the gameplay trailer for the reboot was shown on Youtube, to the surprise of many English speakers, several fans from Russia filled the comments section to express their thoughts on the next entry of a series that they remember fondly as part of their childhoods. [[AmericansHateTingle It's not very positive.]]

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I find it funny how this page constantly hyped up Clinger Winger yet never actually explained how the level was played


** Much like its Turbo Tunnel predecessor, Clinger-Winger isn't too difficult once you get a knack for it. While the final third of Rat Race is extremely difficult with even less margin for error and The Revolution is going to be arduous no matter what.



** Level 10, Rat Race. The first two aren't that bad by Battletoads standards, but the third race is an extreme endurance test. You race a rat named Scuzz, whose pattern is running straight until he hits a wall, and then turning around. The problem with the third race is that most of it consists of beams whose openings are at the other end, then falling to another beam with its opening at the opposite end. Since Scuzz runs faster and falls faster than you, your only bet is to headbutt him on every beam so you can push him up a little and prevent him from falling. The problem is, this requires consistent timing, and you're expected to do this nearly 10 times in a row! There are only two sections of this race where it's a zigzag of falling, giving you a chance to catch up. And even then, the second one is very short. The only way to avoid this is to exploit a GoodBadBug mentioned above. Worse still, you have to fight General Slaughter at the end of the whole mess, and he means business, to say the least.
** Level 11, Clinger Winger. It qualifies for two reasons: First, due to a bug, it is ''impossible'' to win when playing two players in the American NES release (it was fixed in the Japanese and European NES releases as well as in the Genesis remake and its appearance in ''Rare Replay''), meaning it is impossible to win the game unless you're playing solo (or wait for the other player to lose all their lives so you can continue by yourself). The other reason is that it's essentially the aforementioned Turbo Tunnel (there is very little room for error), only made ''even harder'', with absolutely no checkpoints to boot. Again, arguably even tougher in the Genesis version, since the shape of the controller's D-pad makes it much easier to hit a diagonal and completely botch a turn. Oh, and you have to fight the Hypno Orb that chases you at the end. Fortunately, they don't make you go all the way back to the beginning if you die to the Orb. If it helps any -- by [[PauseScumming pausing the game the moment you come to any turn]], you can then make a near-perfect turn every time, making this level a breeze. All bets are off with a second player.

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** Level 10, Rat Race. The first two aren't that bad by Battletoads standards, but the third race is an extreme endurance test. You race a rat named Scuzz, Giblet, whose pattern is running straight until he hits a wall, and then turning around. The problem with the third race is that most of it consists of beams whose openings are at the other end, then falling to another beam with its opening at the opposite end. Since Scuzz Giblet runs faster and falls faster than you, your only bet is to headbutt him on every beam so you can push him up a little and prevent him from falling. The problem is, this requires consistent timing, and you're expected to do this nearly 10 times in a row! There are only two sections of this race where it's a zigzag of falling, giving you a chance to catch up. And even then, the second one is very short. The only way to avoid this is to exploit a GoodBadBug mentioned above. Worse still, you have to fight General Slaughter at the end of the whole mess, and he means business, to say the least.
** Level 11, Clinger Winger. It qualifies for two reasons: First, due to a bug, it is ''impossible'' to win when playing two players in the American NES release (it was fixed in the Japanese and European NES releases as well as in the Genesis remake and its appearance in ''Rare Replay''), meaning it is impossible to win the game unless you're playing solo (or wait for the other player to lose all their lives so you can continue by yourself). The other reason is that it's essentially the aforementioned Turbo Tunnel (there is very little room for error), only made ''even harder'', with harder'': this time, you're riding a vehicle along a wall that diverts into four directions, and you need to push the corresponding direction on the d-pad to move quickly. You slow way down any instant you aren't doing this, and your timing on corners needs to be absolutely no checkpoints perfect, as you only have a very small amount of margin for error until the Hypno Orb catches up to boot.you and instantly kills you, at which point you must restart the whole thing again. Again, arguably even tougher in the Genesis version, since the shape of the controller's D-pad makes it much easier to hit a diagonal and completely botch a turn. Oh, and you have to fight the Hypno Orb that chases you at the end. Fortunately, they don't make you go all the way back to the beginning if you die to the Orb. If it helps any -- by [[PauseScumming pausing the game the moment you come to any turn]], you can then make a near-perfect turn every time, making this level a breeze. All bets are off with a second player.
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** After being smashed countless times by the Hypno-Disc in Clinger-Winger, getting to smash the thing to pieces at the end is totally worth it.
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** In the same stage, the ducks. Take them out from behind and you'll be fine. If they see you and land a hit, consider yourself done for.

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** In the same stage, the rubber ducks. Take them out from behind and you'll be fine. If they see you and land a hit, consider yourself done for.



* FirstInstallmentWins: An unusual example. Though it is generally agreed nearly every game after it is considerably better, the NES version is still the one that everyone remembers and it represents the franchise in ''Rare Replay''.

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* FirstInstallmentWins: An unusual example. Though it is generally agreed nearly every game after it is considerably better, the NES version is still the one that everyone remembers and it represents the franchise in ''Rare Replay''.Replay'' alongside the arcade game.



* GoodBadBugs: In Level 10 (the Rat Race), there is a bug that allows you to kill Giblet before the level is over, and the game will consider the level finished[[note]]It's done by first hitting the bomb, then headbutting him twice in a row after he bounces. This will "kill" him and make the game think you've won the level[[/note]]. It's very hard to pull off, but if you can, you can skip the [[ThatOneLevel third race]].

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* GoodBadBugs: In Level 10 (the Rat Race), there is a bug that allows you to kill Giblet before the level is over, and the game will consider the level finished[[note]]It's done by first hitting the bomb, then headbutting him twice in a row after he bounces. This will "kill" him and make the game think you've won the level[[/note]]. It's very hard to pull off, but if you can, you can skip the [[ThatOneLevel third race]].race]] and the fight with General Slaughter.
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!!'' Battletoads'' -- the VideoGame series

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!!'' Battletoads'' !!''Battletoads'' -- the VideoGame series

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Not YMMV


!!''Battletoads'' -- the VideoGame series

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!!''Battletoads'' !!'' Battletoads'' -- the VideoGame series



** Inverted with 2 player mode in PAL version (in which both players can beat Clinger Winger and continue the game) - in that case Revolution becomes the ''hardest'' level.

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** Inverted with 2 player mode in PAL version (in which both players can beat Clinger Winger and continue the game) - in that case case, Revolution becomes the ''hardest'' level.



** Whether the games are still fun in spite of their infamous difficulty or if they're ruined by it.

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** Whether the games are still fun in spite of despite their infamous difficulty or if they're ruined by it.



* CatharsisFactor: '''Oh yes.''' Every time you beat [[NintendoHard Turbo Tunnel]], [[PlatformHell Karnath's Lair]] or [[ThatOneLevel Rat Race]] you will feel like a badass.

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* CatharsisFactor: CatharsisFactor:
**
'''Oh yes.''' Every time you beat [[NintendoHard Turbo Tunnel]], [[PlatformHell Karnath's Lair]] or [[ThatOneLevel Rat Race]] you will feel like a badass.



** The SNES title, ''Battletoads in Battlemaniacs'', is a big improvement over the first game. Featuring more balanced difficulty, better controls, an amazing soundtrack, and, best of all, the ability to turn the "friendly fire" option off. The only flaw it really has is a low number of bosses. Sadly, not as many people remember this entry.

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** The SNES title, ''Battletoads in Battlemaniacs'', is a big improvement over the first game. Featuring more balanced difficulty, better controls, an amazing soundtrack, and, best of all, the ability to turn the "friendly fire" option off. The only flaw it really has is a low number of bosses. Sadly, not as many people remember this entry.



** The reboot also received criticism for frequently switching from the standard beat em up gameplay to various other genres including 2D platforming, schump, and puzzle. The previous games really weren’t any better at this though, the NES game in particular had more 2D Platformer and vehicle sections than it did regular beat em up stages.

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** The reboot also received criticism for frequently switching from the standard beat em up gameplay to various other genres including 2D platforming, schump, and puzzle. The previous games really weren’t any better at this though, the NES game in particular had more 2D Platformer and vehicle sections than it did on regular beat em 'em up stages.



** The ''{{Franchise/Pokemon}}'' series now has at least three amphibian pokemon, Poliwrath/Politoed, Seismitoad, and Toxicroak, who all specialize in physical might. A small-but-significant number of fans jokingly nickname them after the legendary Battletoads themselves.

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** The ''{{Franchise/Pokemon}}'' series now has at least three amphibian pokemon, Poliwrath/Politoed, Seismitoad, and Toxicroak, who all specialize in physical might. A small-but-significant small but significant number of fans jokingly nickname them after the legendary Battletoads themselves.



* ItsHardSoItSucks: The NES game is perhaps the most notorious example of this trope of all time with its plethora of instant kill hazards, levels with gratuitous trial and error, and a metric ton of cheap moments that have to be completed with a piddling amount of lives. Even fans who have immense nostalgia for the game will admit that 90% of the stages are prime examples on how NOT to design game levels.

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* ItsHardSoItSucks: The NES game is perhaps the most notorious example of this trope of all time with its plethora of instant kill instant-kill hazards, levels with gratuitous trial and error, and a metric ton of cheap moments that have to be completed with a piddling amount of lives. Even fans who have immense nostalgia for the game will admit that 90% of the stages are prime examples on how NOT to design game levels.



* ObviousBeta: The arcade game is notoriously short, with only 6 levels and a lot of unused sprites which can be found on its data, not to mention the lack of a proper intro sequence. Early magazine screenshots show that the game was supposed to be much larger, with two entire levels and a boss fight being cut from the final version. Both T. Bird and Angelica were also supposed to have prominent roles in the game. The game also never had a dedicated cabinet, being sold only as a installation kit.



* PopularWithFurries: They have have their fans because they're muscular, anthropomorphic frogs.

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* PopularWithFurries: They have have had their fans because they're muscular, anthropomorphic frogs.



** The UsefulNotes/{{Amiga}} version and its CD 32 offshot, though the remixed music of the latter is pretty kickin'.

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** The UsefulNotes/{{Amiga}} version and its CD 32 offshot, offshoot, though the remixed music of the latter is pretty kickin'.



** The most infamous level is the Turbo Tunnel, the third stage of the game, which is when the difficulty goes through the roof for the first time. You ride on a hoverbike, with walls and enemies heading towards you. At first it's pretty reasonable; the difficulty curve doesn't try to ''actively'' kill you until after the second checkpoint. What gets most people is when they place several short double walls in succession, as they require consistently timed jumps, or the section near the end with a bunch of high single walls, as it requires a delicate rhythm to weave through. Of course, once you finally manage to get through it, some of the later stages turn out to be be ''even harder''.

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** The most infamous level is the Turbo Tunnel, the third stage of the game, which is when the difficulty goes through the roof for the first time. You ride on a hoverbike, with walls and enemies heading towards you. At first first, it's pretty reasonable; the difficulty curve doesn't try to ''actively'' kill you until after the second checkpoint. What gets most people is when they place several short double walls in succession, as they require consistently timed jumps, or the section near the end with a bunch of high single walls, as it requires a delicate rhythm to weave through. Of course, once you finally manage to get through it, some of the later stages turn out to be be ''even harder''.



** Level 7, Volkmire's Inferno. It's basically a {{Shmup}} version of the Turbo Tunnels with your toad straddling a one-man jet. For the most part it's much easier, and it contains checkpoints, too. However, the last leg where the walls come at you faster and faster (again, similar to the Tunnels) can be nerve-racking.

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** Level 7, Volkmire's Inferno. It's basically a {{Shmup}} version of the Turbo Tunnels with your toad straddling a one-man jet. For the most part part, it's much easier, and it contains checkpoints, too. However, the last leg where the walls come at you faster and faster (again, similar to the Tunnels) can be nerve-racking.



** Level 9, Terra Tubes. It's an AbsurdlySpaciousSewer covered in SpikesOfDoom, but in this case you're ''swimming'' just to make it even worse. It's littered with fish and sharks who will knock you into the spikes for a one-hit kill. The only areas without spikes have ducks that can kill the toads in one hit with no need for spikes. There are also sections where you grab a helicopter-like device and float down a tunnel full of spikes. However, what makes most people throw their controller at the screen are the [[AdvancingWallOfDoom Advancing Wheels of Doom]], primarily for being extremely trial-and-error based and the fact that at one point, you have to make it past ''four in a row'' until you reach the next checkpoint, and, of course, so much as graze the wheel or any of the large number of spikes and you're dead in one hit. Obstacle dodging, fighting, swimming, floating, outrunning wheels... yes, this whole level is a GenreRoulette, where, at virtually any point, the 'Toads are one hit away from being killed, which is a problem as there's a lot of CheckpointStarvation, and it's the ''longest level in the game''. It's another level that's maddeningly difficult even in the comparatively easier Famicom and Genesis versions, let alone the infamous [=NES=] version.
** Level 10, Rat Race. The first two aren't that bad by Battletoads standards, but the third race is an extreme endurance test. You race a rat named Scuzz, whose pattern is running straight until he hits a wall, and then turning around. The problem with the third race is that most of it consists of beams whose openings are at the other end, then falling down to another beam with its opening at the opposite end. Since Scuzz runs faster and falls faster than you, your only bet is to headbutt him on every beam so you can push him up a little and prevent him from falling. The problem is, this requires consistent timing, and you're expected to do this nearly 10 times in a row! There are only two sections of this race where it's a zigzag of falling, giving you a chance to catch up. And even then, the second one is very short. The only way to avoid this is to exploit a GoodBadBug mentioned above. Worse still, you have to fight General Slaughter at the end of the whole mess, and he means business, to say the least.
** Level 11, Clinger Winger. It qualifies for two reasons: First, due to a bug, it is ''impossible'' to win when playing two players in the American NES release (it was fixed in the Japanese and European NES releases as well as in the Genesis remake and its appearance in ''Rare Replay''), meaning it is impossible to win the game unless you're playing solo (or wait for the other player to lose all their lives so you can continue on by yourself). The other reason is that it's essentially the aforementioned Turbo Tunnel (there is very little room for error), only made ''even harder'', with absolutely no check points to boot. Again, arguably even tougher in the Genesis version, since the shape of the controller's D-pad makes it much easier to hit a diagonal and completely botch a turn. Oh, and you have to fight the Hypno Orb that chases you at the end. Fortunately, they don't make you go all the way back to the beginning if you die to the Orb. If it helps any -- by [[PauseScumming pausing the game the moment you come to any turn]], you can then make a near-perfect turn every time, making this level a breeze. All bets are off with a second player.

to:

** Level 9, Terra Tubes. It's an AbsurdlySpaciousSewer covered in SpikesOfDoom, but in this case case, you're ''swimming'' just to make it even worse. It's littered with fish and sharks who will knock you into the spikes for a one-hit kill. The only areas without spikes have ducks that can kill the toads in one hit with no need for spikes. There are also sections where you grab a helicopter-like device and float down a tunnel full of spikes. However, what makes most people throw their controller at the screen are the [[AdvancingWallOfDoom Advancing Wheels of Doom]], primarily for being extremely trial-and-error based and the fact that at one point, you have to make it past ''four in a row'' until you reach the next checkpoint, and, of course, so much as graze the wheel or any of the large number of spikes and you're dead in one hit. Obstacle dodging, fighting, swimming, floating, outrunning wheels... yes, this whole level is a GenreRoulette, where, at virtually any point, the 'Toads are one hit away from being killed, which is a problem as there's a lot of CheckpointStarvation, and it's the ''longest level in the game''. It's another level that's maddeningly difficult even in the comparatively easier Famicom and Genesis versions, let alone the infamous [=NES=] version.
** Level 10, Rat Race. The first two aren't that bad by Battletoads standards, but the third race is an extreme endurance test. You race a rat named Scuzz, whose pattern is running straight until he hits a wall, and then turning around. The problem with the third race is that most of it consists of beams whose openings are at the other end, then falling down to another beam with its opening at the opposite end. Since Scuzz runs faster and falls faster than you, your only bet is to headbutt him on every beam so you can push him up a little and prevent him from falling. The problem is, this requires consistent timing, and you're expected to do this nearly 10 times in a row! There are only two sections of this race where it's a zigzag of falling, giving you a chance to catch up. And even then, the second one is very short. The only way to avoid this is to exploit a GoodBadBug mentioned above. Worse still, you have to fight General Slaughter at the end of the whole mess, and he means business, to say the least.
** Level 11, Clinger Winger. It qualifies for two reasons: First, due to a bug, it is ''impossible'' to win when playing two players in the American NES release (it was fixed in the Japanese and European NES releases as well as in the Genesis remake and its appearance in ''Rare Replay''), meaning it is impossible to win the game unless you're playing solo (or wait for the other player to lose all their lives so you can continue on by yourself). The other reason is that it's essentially the aforementioned Turbo Tunnel (there is very little room for error), only made ''even harder'', with absolutely no check points checkpoints to boot. Again, arguably even tougher in the Genesis version, since the shape of the controller's D-pad makes it much easier to hit a diagonal and completely botch a turn. Oh, and you have to fight the Hypno Orb that chases you at the end. Fortunately, they don't make you go all the way back to the beginning if you die to the Orb. If it helps any -- by [[PauseScumming pausing the game the moment you come to any turn]], you can then make a near-perfect turn every time, making this level a breeze. All bets are off with a second player.



!!''WesternAnimation/{{Battletoads}}'' -- The animated series that never made it past pilot.

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!!''WesternAnimation/{{Battletoads}}'' -- The animated series that never made it past the pilot.



* LesYay: Some viewers found a strong homoerotic subtext the scene where the Dark Queen grabs princess Angelica, who tries to push her away even though the Dark Queen is grabbing her closer.

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* LesYay: Some viewers found a strong homoerotic subtext in the scene where the Dark Queen grabs princess Angelica, who tries to push her away even though the Dark Queen is grabbing her closer.



* SuspiciouslySimilarSong: Much of the show's background music consists of genericized versions of old surf rock tunes (e.g. one of the battle scenes has a song that is clearly trying to sound like Music/DickDale's version of "Hava Nagila" of all things).

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* SuspiciouslySimilarSong: Much of the show's background music consists of genericized versions of old surf rock surf-rock tunes (e.g. one of the battle scenes has a song that is clearly trying to sound like Music/DickDale's version of "Hava Nagila" of all things).
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* BileFascination: Plenty of people watch this just to make sarcastic comments about it. Even WebVideo/{{Retsupurae}} [[https://www.youtube.com/watch?v=RKkL-e5FfEA here had a shot at it]].
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** A case that borders on Mondegreen, the 'toads transformation phrase "Let's Get Warty!" is often misheard by viewers as "Let's Get ''Horny!''"

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* FranchiseOriginalSin: The newest game has received a lot of flack for its new more cartoony art style, but many fans have pointed out the series has always been exceedingly exaggerated with its animation and style.

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* FranchiseOriginalSin: FranchiseOriginalSin:
**
The newest game has reboot received a lot of flack for its new more cartoony art style, but many fans have pointed out the series has always been exceedingly exaggerated with its animation and style.style.
** The reboot also received criticism for frequently switching from the standard beat em up gameplay to various other genres including 2D platforming, schump, and puzzle. The previous games really weren’t any better at this though, the NES game in particular had more 2D Platformer and vehicle sections than it did regular beat em up stages.



** The ''{{Franchise/Pokemon}}'' series now has at least three amphibian pokemon, Poliwrath/Politoed, Seismitoad, and Toxicroak. A small-but-significant number of fans jokingly nickname them after the legendary Battletoads themselves.

to:

** The ''{{Franchise/Pokemon}}'' series now has at least three amphibian pokemon, Poliwrath/Politoed, Seismitoad, and Toxicroak.Toxicroak, who all specialize in physical might. A small-but-significant number of fans jokingly nickname them after the legendary Battletoads themselves.
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Ear Worm isn't YMMV


** Fans are split on how the Genesis/Mega Drive version of the first game compares to the NES original. In the "[[PolishedPort superior]]" department: The graphics and audio have been improved and its difficulty level is more forgiving (this is due to the game using the easier Japanese Famicom version as a base). In the "[[PortingDisaster inferior]]" department, the Toads' sprites weren't redrawn like others, enemies have missing animations, the intro sequence is missing, the game's ending is shortened, and the percussive EarWorm pause music is nowhere to be heard.

to:

** Fans are split on how the Genesis/Mega Drive version of the first game compares to the NES original. In the "[[PolishedPort superior]]" department: The graphics and audio have been improved and its difficulty level is more forgiving (this is due to the game using the easier Japanese Famicom version as a base). In the "[[PortingDisaster inferior]]" department, the Toads' sprites weren't redrawn like others, enemies have missing animations, the intro sequence is missing, the game's ending is shortened, and the percussive EarWorm pause music is nowhere to be heard.
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** It's been pointed out that the [[https://www.google.com/amp/s/amp.reddit.com/r/firefly/comments/5q6mt2/every_time_i_load_up_battletoads_on_nes_i_cant/#ampf=undefined Dark Queen's spaceship]] looks a lot like [[Series/{{Firefly}} Serenity]].

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** It's been pointed out that the [[https://www.google.com/amp/s/amp.reddit.com/r/firefly/comments/5q6mt2/every_time_i_load_up_battletoads_on_nes_i_cant/#ampf=undefined Dark Queen's Battletoad's spaceship]] looks a lot like [[Series/{{Firefly}} Serenity]].
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Please don't sinkhole this article in your own attempt at an understatement on the wiki. The attempt either works or it doesn't.


* GermansLoveDavidHasselhoff: The series is very popular in Russia, where the first game was released for the Dendy, a popular Famicom clone. When the gameplay trailer for the reboot was shown on Youtube, to the surprise of many English speakers, several fans from Russia filled the comments section to express their thoughts on the next entry of a series that they remember fondly as part of their childhoods. [[{{Understatement}} It's not very positive]].

to:

* GermansLoveDavidHasselhoff: The series is very popular in Russia, where the first game was released for the Dendy, a popular Famicom clone. When the gameplay trailer for the reboot was shown on Youtube, to the surprise of many English speakers, several fans from Russia filled the comments section to express their thoughts on the next entry of a series that they remember fondly as part of their childhoods. [[{{Understatement}} It's not very positive]].positive.
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** Fans are split on how the Genesis/Mega Drive version of the first game compares to the NES original. In the "[[PolishedPort superior]]" department: the game has better graphics and audio, and is much more forgiving in its difficulty (this is due to the game using the easier Japanese Famicom version as a base). In the "[[PortingDisaster inferior]]" department, the toads' sprites weren't redrawn like others, enemies have missing animations, the intro sequence is missing and the game's ending is shortened.

to:

** Fans are split on how the Genesis/Mega Drive version of the first game compares to the NES original. In the "[[PolishedPort superior]]" department: the game has better The graphics and audio, audio have been improved and its difficulty level is much more forgiving in its difficulty (this is due to the game using the easier Japanese Famicom version as a base). In the "[[PortingDisaster inferior]]" department, the toads' Toads' sprites weren't redrawn like others, enemies have missing animations, the intro sequence is missing and missing, the game's ending is shortened.shortened, and the percussive EarWorm pause music is nowhere to be heard.



* MemeticMutation: "Is this Battletoads?"

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* MemeticMutation: "Is this Battletoads?"''Battletoads''?"



*** AscendedMeme: In ''Rare Replay'', the achievement for playing ''Battletoads'' for the first time is "Do You Have Battletoads?".
*** At [=GameStops=] promoting ''Rare Replay'', employees wore buttons reading "Ask me about Battletoads". The pre-release box art for the collection was also comprised of just the Battletoads logo.

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*** AscendedMeme: In ''Rare Replay'', the achievement for playing ''Battletoads'' for the first time is "Do You Have Battletoads?".
''Battletoads''?".
*** At [=GameStops=] promoting ''Rare Replay'', employees wore buttons reading "Ask me about Battletoads".''Battletoads''". The pre-release box art for the collection was also comprised of just the Battletoads logo.



* PolishedPort: The Mega Drive/Genesis version. Among the improvements: The graphics are more colorful, the music is better (sounding more rock-inspired than the NES), there are some bug fixes, and most importantly, the game is more forgiving than the NES version, particularly in the levels "Turbo Tunnel" and "Volkmire's Inferno".

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* PolishedPort: The Mega Drive/Genesis version. Among the improvements: The graphics are more colorful, the music is better (sounding more rock-inspired than the NES), there are some bug fixes, and most importantly, the game is more forgiving than the NES version, particularly in the levels "Turbo Tunnel" Turbo Tunnel and "Volkmire's Inferno".Volkmire's Inferno.



** Karnath, that giant snake from the Arcade version can [[OneHitKO kill you in one-hit]] if you're playing in Co-Op (two if you're going solo). You'd better hope that you're quick enough to dodge his nasty bite attack --which he is frighteningly good with timing-- or else you'll be out several dollars worth of quarters.

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** Karnath, that giant snake from the Arcade version can [[OneHitKO kill you in one-hit]] if you're playing in Co-Op (two if you're going solo). You'd better hope that you're quick enough to dodge his nasty bite attack --which he is frighteningly good with timing-- or else you'll be out several dollars dollars' worth of quarters.



** Level 11, Clinger Winger. It qualifies for two reasons: First, due to a bug, it is ''impossible'' to win when playing two players in the American NES release (it was fixed in the Japanese and European NES releases as well as in the Genesis remake and its appearance in Rare Replay), meaning it is impossible to win the game unless you're playing solo (or wait for the other player to lose all their lives so you can continue on by yourself). The other reason is that it's essentially the aforementioned Turbo Tunnel (there is very little room for error), only made ''even harder'', with absolutely no check points to boot. Again, arguably even tougher in the Genesis version, since the shape of the controller's D-pad makes it much easier to hit a diagonal and completely botch a turn. Oh, and you have to fight the Hypno Orb that chases you at the end. Fortunately, they don't make you go all the way back to the beginning if you die to the Orb. If it helps any -- by [[PauseScumming pausing the game the moment you come to any turn]], you can then make a near-perfect turn every time, making this level a breeze. All bets are off with a second player.

to:

** Level 11, Clinger Winger. It qualifies for two reasons: First, due to a bug, it is ''impossible'' to win when playing two players in the American NES release (it was fixed in the Japanese and European NES releases as well as in the Genesis remake and its appearance in Rare Replay), ''Rare Replay''), meaning it is impossible to win the game unless you're playing solo (or wait for the other player to lose all their lives so you can continue on by yourself). The other reason is that it's essentially the aforementioned Turbo Tunnel (there is very little room for error), only made ''even harder'', with absolutely no check points to boot. Again, arguably even tougher in the Genesis version, since the shape of the controller's D-pad makes it much easier to hit a diagonal and completely botch a turn. Oh, and you have to fight the Hypno Orb that chases you at the end. Fortunately, they don't make you go all the way back to the beginning if you die to the Orb. If it helps any -- by [[PauseScumming pausing the game the moment you come to any turn]], you can then make a near-perfect turn every time, making this level a breeze. All bets are off with a second player.

Changed: 96

Removed: 93

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!! ''Battletoads'' -- the VideoGame series

to:

!! ''Battletoads'' !!''Battletoads'' -- the VideoGame series



!!! Rebooted Version
[[YMMV/BattleToads2020 Has it's own page]].

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!! ''WesternAnimation/{{Battletoads}}'' -- The animated series that never made it past pilot.

to:

!!! Rebooted !!Rebooted Version
[[YMMV/BattleToads2020 Has it's its own page]].

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!! ''WesternAnimation/{{Battletoads}}''
!!''WesternAnimation/{{Battletoads}}'' -- The animated series that never made it past pilot.

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