Follow TV Tropes

Following

History YMMV / TheSpongeBobMovieGame

Go To

OR

Is there an issue? Send a MessageReason:
None


** The third and final Bungee Challenge in ''Welcome to Planktopolis... Minions''. Let's just say that you '''will''' not get out of this one without taking a lot of damage and/or dying a lot, even when upgraded to maximum health. The intersecting paths of the targets that you need to hit and the electrical beams that you need to avoid make it all the more tricky to find a perfect open spot to bungee down to the intended target without getting electrocuted. Even if you "somehow" managed to get through this in one go, you'll likely be very low on health and have to deal with enemies and obstacles immediately after that will put you at risk of dying anyway, since Krabby Patties are scarce in this level.

to:

** The third and final Bungee Challenge in ''Welcome to Planktopolis... Minions''. Let's just say that you '''will''' not get out of this one without taking a lot of damage and/or dying a lot, even when upgraded to maximum health. The intersecting paths of the targets that you need to hit and the electrical beams that you need to avoid make it all the more tricky to find a perfect open spot know when to bungee down to the intended target without getting electrocuted. Even if you "somehow" managed to get through this in one go, you'll likely be very low on health and have to deal with enemies and obstacles immediately after that will put you at risk of dying anyway, since Krabby Patties are scarce in this level.
Is there an issue? Send a MessageReason:
None


** The third and final Bungee Challenge in ''Welcome to Planktopolis... Minions''. Let's just say that you '''will''' not get out of this one without taking a lot of damage and/or dying a lot, even when upgraded to maximum health. The intersecting paths of the targets that you need to hit and the electrical beams that you need to avoid make it all the more tricky to find a perfect open spot to bungee down to the intended target without getting electrocuted. Even if you "somehow" managed to get through this in one go, you'll likely be very low on health and have to deal with enemies and obstacles immediately after that will put you at risk of dying anyway, since Krabby Patties are sparse in this level.

to:

** The third and final Bungee Challenge in ''Welcome to Planktopolis... Minions''. Let's just say that you '''will''' not get out of this one without taking a lot of damage and/or dying a lot, even when upgraded to maximum health. The intersecting paths of the targets that you need to hit and the electrical beams that you need to avoid make it all the more tricky to find a perfect open spot to bungee down to the intended target without getting electrocuted. Even if you "somehow" managed to get through this in one go, you'll likely be very low on health and have to deal with enemies and obstacles immediately after that will put you at risk of dying anyway, since Krabby Patties are sparse scarce in this level.
Is there an issue? Send a MessageReason:
None


* PowerupLetdown: Patrick's [[RollingAttack Cartwheel]] attack. Unlike the other moves in the game, this one has no specific gameplay uses whatsoever so players hardly get the need to use it. In addition, unlike most rolling attack examples, Patrick doesn't gain a speed boost and is '''NOT''' invincible when he uses it. Meaning he's very vulnerable to getting hit by enemy attacks considering the attack doesn't bowl down multiple enemies in a straight line to clear them out at once. Instead, it just attacks whatever is in front of Patrick, directly putting him into harms way. The upgrade isn't much better either because the red sphere that surrounds Patrick doesn't function like a protective shield, it's just there to increase the damage dealt to enemies. Not to mention that the attack is utterly useless against later enemies that can spin, teleport away, and counter with a laser.
Is there an issue? Send a MessageReason:
None


* PowerupLetdown: Patrick's [[RollingAttack Cartwheel]] attack. Unlike the other moves in the game, this one has no specific gameplay uses whatsoever so players hardly get the need to use it. In addition, unlike most rolling attack examples, Patrick doesn't gain a speed boost and it doesn't bowl down multiple enemies in a straight line to clear them out at once. Instead, it just attacks whatever is in front of Patrick, leaving him vulnerable to enemy attacks. The upgrade isn't much better either because the red sphere that surrounds Patrick doesn't function like a protective shield, it's just there to increase the damage dealt to enemies. Not to mention that the attack is utterly useless against later enemies that can spin, teleport away, and counter with a laser.

to:

* PowerupLetdown: Patrick's [[RollingAttack Cartwheel]] attack. Unlike the other moves in the game, this one has no specific gameplay uses whatsoever so players hardly get the need to use it. In addition, unlike most rolling attack examples, Patrick doesn't gain a speed boost and it is '''NOT''' invincible when he uses it. Meaning he's very vulnerable to getting hit by enemy attacks considering the attack doesn't bowl down multiple enemies in a straight line to clear them out at once. Instead, it just attacks whatever is in front of Patrick, leaving directly putting him vulnerable to enemy attacks.into harms way. The upgrade isn't much better either because the red sphere that surrounds Patrick doesn't function like a protective shield, it's just there to increase the damage dealt to enemies. Not to mention that the attack is utterly useless against later enemies that can spin, teleport away, and counter with a laser.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* PowerupLetdown: Patrick's [[RollingAttack Cartwheel]] attack. Unlike the other moves in the game, this one has no specific gameplay uses whatsoever so players hardly get the need to use it. In addition, unlike most rolling attack examples, Patrick doesn't gain a speed boost and it doesn't bowl down multiple enemies in a straight line to clear them out at once. Instead, it just attacks whatever is in front of Patrick, leaving him vulnerable to enemy attacks. The upgrade isn't much better either because the red sphere that surrounds Patrick doesn't function like a protective shield, it's just there to increase the damage dealt to enemies. Not to mention that the attack is utterly useless against later enemies that can spin, teleport away, and counter with a laser.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Some of the soundtrack is off-putting as well.
*** One good example is the [[https://www.youtube.com/watch?v=KSpjb0Odp5g music]] for the ''Now that we're men'' level. In addition to the disturbing accordion sounds and whatnot, '''genuine''' [[https://www.youtube.com/watch?v=KSpjb0Odp5g&t=29 screams]] can be heard.
Is there an issue? Send a MessageReason:
None


** The third and final Sonic Wave Challenge in ''Shell City, Dead Ahead''. Unlike the previous two challenges where the rings follow a linear path back to the beginning of the level, the rings here instead loop around a wide open area, meaning you'll never know where they will pop up. This is made even more difficult by the fact that some rings require you to make some aggravatingly sharp turns with the hard-to-steer controls of the Sonic Wave and the challenge is very long, so if you miss a ring, you'll have to go through the whole course all over again. Oh, and don't be fooled when you reach the target thinking you can just hit it by the side because you'll need to make one more loop before you can actually hit it to finish the challenge.

to:

** The third and final Sonic Wave Challenge in ''Shell City, Dead Ahead''. Unlike the previous two challenges where the rings follow a linear path back to the beginning of the level, the rings here instead loop around a wide open area, meaning you'll never know where they will pop up. This is made even more difficult by the fact that some rings require you to make some aggravatingly sharp turns with the hard-to-steer controls of the Sonic Wave and the challenge is very long, so if you miss a ring, you'll have to go through the whole course all over again. Oh, and don't be fooled when you reach the target thinking you can just hit it by the side because you'll need to make one more loop before you can actually hit it to finish the challenge.challenge.
** The third and final Bungee Challenge in ''Welcome to Planktopolis... Minions''. Let's just say that you '''will''' not get out of this one without taking a lot of damage and/or dying a lot, even when upgraded to maximum health. The intersecting paths of the targets that you need to hit and the electrical beams that you need to avoid make it all the more tricky to find a perfect open spot to bungee down to the intended target without getting electrocuted. Even if you "somehow" managed to get through this in one go, you'll likely be very low on health and have to deal with enemies and obstacles immediately after that will put you at risk of dying anyway, since Krabby Patties are sparse in this level.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NintendoHard: Arguably the most difficult [=SpongeBob=] game out of all of them. {{THQ}} and Heavy Iron Studios really went the extra mile in making the levels and challenges harder this time around, managing to make the difficulty level surpass even that of [[VideoGame/SpongeBobSquarePantsBattleForBikiniBottom Battle for Bikini Bottom]].
Is there an issue? Send a MessageReason:
None


* ThatOneSidequest: The Macho Time Challenge in ''Rock Slide'' can be a real pain to beat if you don't know how to exploit shortcuts efficiently. The longest slide track in the game and with a short 4:10 time limit, You need to be very creative in using shortcuts to your advantage as some will bypass large sections of the slide entirely.

to:

* ThatOneSidequest: The Macho Time Challenge in ''Rock Slide'' can be a real pain to beat if you don't know how to exploit shortcuts efficiently. The longest slide track in the game and with a short 4:10 time limit, You need to be very creative in using shortcuts to your advantage as some will bypass large sections of the slide entirely.entirely.
** The third and final Sonic Wave Challenge in ''Shell City, Dead Ahead''. Unlike the previous two challenges where the rings follow a linear path back to the beginning of the level, the rings here instead loop around a wide open area, meaning you'll never know where they will pop up. This is made even more difficult by the fact that some rings require you to make some aggravatingly sharp turns with the hard-to-steer controls of the Sonic Wave and the challenge is very long, so if you miss a ring, you'll have to go through the whole course all over again. Oh, and don't be fooled when you reach the target thinking you can just hit it by the side because you'll need to make one more loop before you can actually hit it to finish the challenge.
Is there an issue? Send a MessageReason:
None


** Many of the optional bonus levels which consist of Patrick jumping on platforms while being timed, rolling Spongebob [[BeTheBall as a ball]] to the end of complicated platforms, or fighting groups of enemies at the same time. The ones you find later on in the game are especially hard, some people even [[RageQuit rage quitting]] after losing the level many times.

to:

** Many of the optional bonus levels which consist of Patrick jumping on platforms while being timed, rolling Spongebob [[BeTheBall as a ball]] to the end of complicated platforms, or fighting groups of enemies at the same time. The ones you find later on in the game are especially hard, some people even [[RageQuit rage quitting]] after losing the level many times.times.
* ThatOneSidequest: The Macho Time Challenge in ''Rock Slide'' can be a real pain to beat if you don't know how to exploit shortcuts efficiently. The longest slide track in the game and with a short 4:10 time limit, You need to be very creative in using shortcuts to your advantage as some will bypass large sections of the slide entirely.

Added: 524

Changed: 56

Is there an issue? Send a MessageReason:
None


** And then there's ''Welcome to Planktopolis... Minions''. The third-to-last level before the final boss, this level can be an absolute nightmare. It is filled to the brim with spike traps, electrical beams, and lava pits at every corner, and the enemies encountered in this level will definitely give you a hard time. Ranging from waves of elite Foggers swarming you to the aforementioned MERV enemies that will impede your path. The platforming segments require some intensive skill to pass through and mastering [=SpongeBob=]'s wall jump ability is critically essential for beating this level as you'll encounter a lot of those segments. And finally, there's Plankton's Riddle: a puzzle located very late in the level that will put your survival skills to the ultimate test. Unless you're a long-time player who knows what to do, each wrong button pressed will bring you closer to death by raising the lava level, destroying certain platforms, and adding even more MERV enemies to face.

to:

** And then there's ''Welcome to Planktopolis... Minions''. The third-to-last level before the final boss, this level can be an absolute nightmare. It is filled to the brim with spike traps, electrical beams, and lava pits at every corner, and the enemies encountered in this level will definitely give you a hard time. Ranging from waves of elite Foggers swarming you to the aforementioned MERV enemies that will impede your path.path (who now fire missiles that break up into smaller ones). The platforming segments require some intensive skill to pass through and mastering [=SpongeBob=]'s wall jump ability is critically essential for beating this level as you'll encounter a lot of those segments. And finally, there's Plankton's Riddle: a puzzle located very late in the level that will put your survival skills to the ultimate test. Unless you're a long-time player who knows what to do, each wrong button pressed will bring you closer to death by raising the lava level, destroying certain platforms, and adding even more MERV enemies to face.face.
*** Speaking of those Foggers, they're at their ABSOLUTE TOUGHEST in the Combat Arena Challenge in the ''Now That We're Men'' level, where you'll meet them early in their Planktopolis form. Similar to the prior challenge, they have a sped-up attack, only this time they're faster in attacking and MUCH more durable, so it's VERY easy to get surrounded by them fast if you don't have all of your skills upgraded. What's more, the aforementioned missile MERV enemies also appear, meaning you're screwed if you're not prepared.
Is there an issue? Send a MessageReason:
None


* AwesomeMusic: Just link in [[VideoGame/SpongebobSquarepantsBattleForBikniBottom BFBB]], the soundtrack was well received.

to:

* AwesomeMusic: Just link in [[VideoGame/SpongebobSquarepantsBattleForBikniBottom [[VideoGame/SpongebobSquarepantsBattleForBikiniBottom BFBB]], the soundtrack was well received.
Is there an issue? Send a MessageReason:
None


* AwesomeMusic: Just link in [[Main/SpongebobSquarepantsBattleForBikniBottom BFBB]], the soundtrack was well received.

to:

* AwesomeMusic: Just link in [[Main/SpongebobSquarepantsBattleForBikniBottom [[VideoGame/SpongebobSquarepantsBattleForBikniBottom BFBB]], the soundtrack was well received.
Is there an issue? Send a MessageReason:
Being a Mighty Glacier has nothing to do with lacking ranged attacks.


* ThatOneLevel: ''Shell City, Dead Ahead'' can be considered a wake-up call for most players. Located at around the half-way mark, it is one of the most lengthy and wide-open levels of the whole game that features mastering Patrick at his fullest. The level heavily features some complex platforming segments which involves picking up objects and throwing them to solve puzzles, with some of them putting you in waves of enemies that need to be exploited for your own good. It doesn't help that the MERV enemies make their debut in this level and Patrick, being the MightyGlacier that he is, lacks any sufficient ranged attacks to take them out. Unless you have upgraded his throwing ability which covers some great distance, this level will be a pain to beat.

to:

* ThatOneLevel: ''Shell City, Dead Ahead'' can be considered a wake-up call for most players. Located at around the half-way mark, it is one of the most lengthy and wide-open levels of the whole game that features mastering Patrick at his fullest. The level heavily features some complex platforming segments which involves picking up objects and throwing them to solve puzzles, with some of them putting you in waves of enemies that need to be exploited for your own good. It doesn't help that the MERV enemies make their debut in this level and Patrick, being the MightyGlacier that he is, Patrick lacks any sufficient ranged attacks to take them out. Unless you have upgraded his throwing ability which covers some great distance, this level will be a pain to beat.
Is there an issue? Send a MessageReason:
None


* ThatOneBoss: The final boss fight against [[spoiler: King Neptune]] can be aggravatingly difficult. For starters, he cannot be harmed directly and any attack attempts, even at close range, will be blocked and knocked away. The only way to damage him is to flip each table around the Krusty Krab II to redirect his laser attack back at him in order to stun him for an opportunity, but even this is difficult because he fires a really accurate flame stream that must be constantly jumped over. And once you deplete a third of his health, he changes his attack pattern into an area-of-effect energy beam that is even more difficult to jump over due to the confusing pattern of the beams. Another third of his health later, he breaks the floor and adds two Flinger enemies to amp up the difficulty even more. The last leg of this fight will really test your skills and patience to the breaking point. Needless to say, for a [=SpongeBob=] game that's supposedly easy, this is actually one of the most difficult boss fights in the series.

to:

* ThatOneBoss: The final boss fight against [[spoiler: King Neptune]] can be aggravatingly difficult. For starters, he cannot be harmed directly and any attack attempts, even at close range, will be blocked and knocked away. The only way to damage him is to flip each table around the Krusty Krab II to redirect his laser attack back at him in order to stun him for an opportunity, but even this is difficult because he fires a really accurate flame stream that must be constantly jumped over. And once you deplete a third of his health, he changes his attack pattern into an area-of-effect energy beam that is even more difficult to jump over due to the confusing pattern of the beams. Another third of his health later, he breaks the floor and adds two Flinger enemies to amp up the difficulty even more. The last leg of this fight will really test your skills and patience to the breaking point. Needless to say, for a [=SpongeBob=] game that's supposedly easy, this is actually one of the most difficult boss fights in the series.



* ThatOneLevel: ''Shell City, Dead Ahead'' can be considered a wake-up call for most players. Located at around the half-way mark, it is one of the most lengthy and wide-open levels of the whole game that features mastering Patrick at his fullest. The level heavily features some complex platforming segments which involves picking up objects and throwing them to solve puzzles, with some of them putting you in waves of enemies that need to be exploited for your own good. It doesn't help that the MERV enemies make their debut in this level and Patrick, being the [[Main/MightyGlacier Mighty Glacier]] that he is, lacks any sufficient ranged attacks to take them out. Unless you have upgraded his throwing ability which covers some great distance, this level will be a pain to beat.
** And then there's ''Welcome to Planktopolis... Minions''. The third-to-last level before the final boss, this level can be an absolute nightmare. It is filled to the brim with spike traps, electrical beams, and lava pits, and the enemies encountered in this level will definitely give you a hard time. Ranging from waves of elite Foggers swarming you to the aforementioned MERV enemies that will impede your path. The platforming segments require some intensive skill to pass through and mastering [=SpongeBob=]'s wall jump ability is critically essential for beating this level as you'll encounter a lot of those segments. And finally, there's Plankton's Riddle: a puzzle located very late in the level that will put your survival skills to the ultimate test. Unless you're a long-time player who knows what to do, each wrong button pressed will bring you closer to death by raising the lava level, destroying certain platforms, and adding even more MERV enemies to face.

to:

* ThatOneLevel: ''Shell City, Dead Ahead'' can be considered a wake-up call for most players. Located at around the half-way mark, it is one of the most lengthy and wide-open levels of the whole game that features mastering Patrick at his fullest. The level heavily features some complex platforming segments which involves picking up objects and throwing them to solve puzzles, with some of them putting you in waves of enemies that need to be exploited for your own good. It doesn't help that the MERV enemies make their debut in this level and Patrick, being the [[Main/MightyGlacier Mighty Glacier]] MightyGlacier that he is, lacks any sufficient ranged attacks to take them out. Unless you have upgraded his throwing ability which covers some great distance, this level will be a pain to beat.
** And then there's ''Welcome to Planktopolis... Minions''. The third-to-last level before the final boss, this level can be an absolute nightmare. It is filled to the brim with spike traps, electrical beams, and lava pits, pits at every corner, and the enemies encountered in this level will definitely give you a hard time. Ranging from waves of elite Foggers swarming you to the aforementioned MERV enemies that will impede your path. The platforming segments require some intensive skill to pass through and mastering [=SpongeBob=]'s wall jump ability is critically essential for beating this level as you'll encounter a lot of those segments. And finally, there's Plankton's Riddle: a puzzle located very late in the level that will put your survival skills to the ultimate test. Unless you're a long-time player who knows what to do, each wrong button pressed will bring you closer to death by raising the lava level, destroying certain platforms, and adding even more MERV enemies to face.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ItsShortSoItSucks: One of the few criticisms of the game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** All the garbage (which includes toilets filled with murky, green water) in ''Shell City, Dead Ahead''.
Is there an issue? Send a MessageReason:
None


** In the [[GameBoyAdvance GBA]] version, the levels of World 5: [[spoiler: Shell City]] feature a frustrating mechanic that makes even the standard time limit look like nothing. In those levels, there's a thermometer on the side of the screen that is constantly rising and the only way to keep it down is to [[Main/GroundPound Ground Pound]] each fire alarm switch you find. Because if you fail to activate even one of these switches, the thermometer will get too high and instantly kill [=SpongeBob=] and Patrick. It doesn't help that these levels are filled with obstacles that can slow you down, ranging from spikes to falling hooks, and it's hard to determine whether or not you're near the end of the level because unlike most 2D platforming examples, this game has no specified goal points. These levels have you in a constant and strict speed run that must be near flawless to beat. It also doesn't help that the boss of this world also runs on this same mechanic. See ThatOneBoss above.

to:

** In the [[GameBoyAdvance GBA]] version, the levels of World 5: [[spoiler: Shell City]] feature a frustrating mechanic that makes even the standard time limit look like nothing. In those levels, there's a thermometer on the side of the screen that is constantly rising and the only way to keep it down is to [[Main/GroundPound Ground Pound]] each fire alarm switch you find. Because if you fail to activate even one of these switches, the thermometer will get too high and instantly kill [=SpongeBob=] and Patrick. It doesn't help that these levels are filled with obstacles that can slow you down, ranging from spikes to falling hooks, and it's hard to determine whether or not you're near the end of the level because unlike most 2D platforming examples, this game has no specified goal points. These levels have you in a constant and strict speed run that must be near flawless to beat. It also doesn't help that the boss of this world also runs on this same mechanic. See ThatOneBoss above.above.
** Many of the optional bonus levels which consist of Patrick jumping on platforms while being timed, rolling Spongebob [[BeTheBall as a ball]] to the end of complicated platforms, or fighting groups of enemies at the same time. The ones you find later on in the game are especially hard, some people even [[RageQuit rage quitting]] after losing the level many times.

Added: 973

Changed: 128

Is there an issue? Send a MessageReason:
None


* BestBossEver: The fights against Dennis and [[spoiler: King Neptune]]. [[spoiler: King Neptune's boss fight, in particular, even has the awesome "Goofy Goober Rock" playing as its background music.]]
* BreatherBoss: The Frogfish. Its main attacks are running at you (which is easy to run from) and using its tongue to hit you (which you can kill easily if you have power ups for Patrick's spin attack and butt bounce). Really the only attack that can really harm you is when it starts spitting blue globs at you but even that is really only a nuisance.



* NightmareFuel: The ''Shell City, Dead Ahead'' level.

to:

** In the final boss, a broken plank on the floor behind Krabs leaves you safe from [[spoiler: Neptune's]] attacks.
* NauseaFuel: During the level where Spongebob and Patrick are in the trench of monsters, there are some areas where you have to go into the mouths of wall monsters. There's yellow mucus, stomach acid, villi, and everything.
* NightmareFuel: The ''Shell City, Dead Ahead'' level. The levels taken place in Planktopolis are also frightening ([[ThatOneLevel and hard]]).
** Dennis, the Frogfish, and the Cyclops, of course.



** In the [[GameBoyAdvance GBA]] version, the levels of World 5: [[spoiler: Shell City]] feature a frustrating mechanic that makes even the standard time limit look like nothing. In those levels, there's a thermometer on the side of the screen that is constantly rising and the only way to keep it down is to [[Main/GroundPound Ground Pound]] each fire alarm switch you find. Because if you fail to activate even one of these switches, the thermometer will get too high and instantly kill [=SpongeBob=] and Patrick. It doesn't help that these levels are filled with obstacles that can slow you down, ranging from spikes to falling hooks, and it's hard to determine whether or not you're near the end of the level because unlike most 2D platforming examples, this game has no specified goal points. These levels have you in a constant and strict speed run that must be near flawless to beat. It also doesn't help that the boss of this world also runs on this same mechanic. See ThatOneBoss above.

to:

** In the [[GameBoyAdvance GBA]] version, the levels of World 5: [[spoiler: Shell City]] feature a frustrating mechanic that makes even the standard time limit look like nothing. In those levels, there's a thermometer on the side of the screen that is constantly rising and the only way to keep it down is to [[Main/GroundPound Ground Pound]] each fire alarm switch you find. Because if you fail to activate even one of these switches, the thermometer will get too high and instantly kill [=SpongeBob=] and Patrick. It doesn't help that these levels are filled with obstacles that can slow you down, ranging from spikes to falling hooks, and it's hard to determine whether or not you're near the end of the level because unlike most 2D platforming examples, this game has no specified goal points. These levels have you in a constant and strict speed run that must be near flawless to beat. It also doesn't help that the boss of this world also runs on this same mechanic. See ThatOneBoss above.
Is there an issue? Send a MessageReason:
None


* SugarWiki/NoProblemWithLicensedGames: Thanks in no part to the console games being based on [[VideoGame/SpongeBobSquarePantsBattleForBikiniBottom Battle For Bikini Bottom]]. While it's a tad bit glitch due to being rushed to make it in time for the movie, it's still a surprisingly solid platformer. The verdict is out on the GBA and Point and Click versions, as they're generally nowhere near as well know as the console versions.

to:

* SugarWiki/NoProblemWithLicensedGames: Thanks in no part to the console games being based on [[VideoGame/SpongeBobSquarePantsBattleForBikiniBottom Battle For Bikini Bottom]]. While it's a tad bit glitch glitchy due to being rushed to make it in time for the movie, it's still a surprisingly solid platformer. The verdict is out on the GBA and Point and Click versions, as they're generally nowhere near as well know as the console versions.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SugarWiki/NoProblemWithLicensedGames: Thanks in no part to the console games being based on [[VideoGame/SpongeBobSquarePantsBattleForBikiniBottom Battle For Bikini Bottom]]. While it's a tad bit glitch due to being rushed to make it in time for the movie, it's still a surprisingly solid platformer. The verdict is out on the GBA and Point and Click versions, as they're generally nowhere near as well know as the console versions.
Is there an issue? Send a MessageReason:
None


** In the GBA version, there's the boss of world 5, the Cyclops. Mainly because of two factors: not only will he [[Main/OneHitKill instantly kill you]] if he manages to catch you, but you also must pay attention to the rising thermometer on the side of the screen which if you let it get too high, will also result in instant death. You must constantly [[Main/GroundPound Ground Pound]] the fire alarm switch to keep the thermometer down all the while trying to avoid his hands and wait for an opportunity to attack his head, which can be easier said than done because sometimes, the Ground Pound can leave you vulnerable to being caught by his hands.

to:

** In the GBA [[GameBoyAdvance GBA]] version, there's the boss of world World 5, the Cyclops. Mainly because of two factors: not only will he [[Main/OneHitKill instantly kill you]] if he manages to catch you, but you also must pay attention to the rising thermometer on the side of the screen which if you let it get too high, will also result in instant death. You must constantly [[Main/GroundPound Ground Pound]] the fire alarm switch to keep the thermometer down all the while trying to avoid his hands and wait for an opportunity to attack his head, which can be easier said than done because sometimes, the Ground Pound can leave you vulnerable to being caught by his hands.



** In the GBA version, the levels of World 5: [[spoiler: Shell City]] feature a frustrating mechanic that makes even the standard time limit look like nothing. In those levels, there's a thermometer on the side of the screen that is constantly rising and the only way to keep them down is to [[Main/GroundPound Ground Pound]] each fire alarm switch you find. Because if you fail to activate even one of these switches, the thermometer will get too high and instantly kill [=SpongeBob=] and Patrick. It doesn't help that these levels are filled with obstacles that can slow you down, ranging from spikes to falling hooks, and it's hard to determine whether or not you're near the end of the level because unlike most 2D platforming examples, this game has no specified goal points. These levels have you in a constant and strict speed run that must be near flawless to beat. It doesn't help that the boss of this world also runs on this same mechanic. See ThatOneBoss above.

to:

** In the GBA [[GameBoyAdvance GBA]] version, the levels of World 5: [[spoiler: Shell City]] feature a frustrating mechanic that makes even the standard time limit look like nothing. In those levels, there's a thermometer on the side of the screen that is constantly rising and the only way to keep them it down is to [[Main/GroundPound Ground Pound]] each fire alarm switch you find. Because if you fail to activate even one of these switches, the thermometer will get too high and instantly kill [=SpongeBob=] and Patrick. It doesn't help that these levels are filled with obstacles that can slow you down, ranging from spikes to falling hooks, and it's hard to determine whether or not you're near the end of the level because unlike most 2D platforming examples, this game has no specified goal points. These levels have you in a constant and strict speed run that must be near flawless to beat. It also doesn't help that the boss of this world also runs on this same mechanic. See ThatOneBoss above.

Added: 973

Changed: 87

Is there an issue? Send a MessageReason:
None


* ThatOneLevel: ''Shell City, Dead Ahead'' can be considered a wake-up call for most players. Located around the half-way mark of the game, it is one of the most lengthy and wide-open levels which features mastering Patrick at his fullest. The level heavily features some complex platforming segments and involves picking up objects and throwing them to solve puzzles, with some of them putting you in waves of enemies that need to be exploited for your own good. It doesn't help that the MERV enemies make their debut in this level and Patrick, being the [[Main/MightyGlacier Mighty Glacier]] that he is, lacks any sufficient ranged attacks to take them out. Unless you have upgraded his throwing ability which covers some great distance, this level will be a pain to beat.
** And then there's ''Welcome to Planktopolis... Minions''. The third-to-last level before the final boss, this level can be an absolute nightmare. It is filled to the brim with spike traps, electrical beams, and lava pits, and the enemies encountered in this level are definitely the most toughest you'll ever face. Ranging from waves of elite Foggers swarming you to the aforementioned MERV enemies that will impede your path. The platforming segments require some intensive skill to pass through and mastering [=SpongeBob=]'s wall jump ability is critically essential for beating this level as you'll encounter a lot of those segments. And finally, there's Plankton's Riddle: a puzzle located very late in the level that will put your survival skills to the ultimate test. Unless you're a long-time player who knows what to do, each wrong button pressed will bring you closer to death by raising the lava level, destroying certain platforms, and adding even more MERV enemies to face.

to:

* ThatOneLevel: ''Shell City, Dead Ahead'' can be considered a wake-up call for most players. Located at around the half-way mark of the game, mark, it is one of the most lengthy and wide-open levels which of the whole game that features mastering Patrick at his fullest. The level heavily features some complex platforming segments and which involves picking up objects and throwing them to solve puzzles, with some of them putting you in waves of enemies that need to be exploited for your own good. It doesn't help that the MERV enemies make their debut in this level and Patrick, being the [[Main/MightyGlacier Mighty Glacier]] that he is, lacks any sufficient ranged attacks to take them out. Unless you have upgraded his throwing ability which covers some great distance, this level will be a pain to beat.
** And then there's ''Welcome to Planktopolis... Minions''. The third-to-last level before the final boss, this level can be an absolute nightmare. It is filled to the brim with spike traps, electrical beams, and lava pits, and the enemies encountered in this level are will definitely the most toughest you'll ever face.give you a hard time. Ranging from waves of elite Foggers swarming you to the aforementioned MERV enemies that will impede your path. The platforming segments require some intensive skill to pass through and mastering [=SpongeBob=]'s wall jump ability is critically essential for beating this level as you'll encounter a lot of those segments. And finally, there's Plankton's Riddle: a puzzle located very late in the level that will put your survival skills to the ultimate test. Unless you're a long-time player who knows what to do, each wrong button pressed will bring you closer to death by raising the lava level, destroying certain platforms, and adding even more MERV enemies to face.face.
** In the GBA version, the levels of World 5: [[spoiler: Shell City]] feature a frustrating mechanic that makes even the standard time limit look like nothing. In those levels, there's a thermometer on the side of the screen that is constantly rising and the only way to keep them down is to [[Main/GroundPound Ground Pound]] each fire alarm switch you find. Because if you fail to activate even one of these switches, the thermometer will get too high and instantly kill [=SpongeBob=] and Patrick. It doesn't help that these levels are filled with obstacles that can slow you down, ranging from spikes to falling hooks, and it's hard to determine whether or not you're near the end of the level because unlike most 2D platforming examples, this game has no specified goal points. These levels have you in a constant and strict speed run that must be near flawless to beat. It doesn't help that the boss of this world also runs on this same mechanic. See ThatOneBoss above.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** And then there's ''Welcome to Planktopolis... Minions''. The third-to-last level before the final boss, this level can be an absolute nightmare. It is filled to the brim with spike traps, electrical beams, and lava pits, and the enemies encountered in this level are definitely the most toughest you'll ever face. Ranging from waves of elite Foggers swarming you to the aforementioned MERV enemies that will impede your path. The platforming segments require some intensive skill to pass through and mastering [=SpongeBob=]'s wall jump ability is critically essential for beating this level as you'll encounter a lot of those segments. And finally, there's Plankton's Riddle: a puzzle located very late in the level that will put your survival skills to the ultimate test. Unless you're a long-time player who knows what to do, each wrong button pressed will bring you closer to death by raising the lava level, destroying certain platforms, and adding even more MERV enemies to face.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ThatOneLevel: ''Shell City, Dead Ahead'' can be considered a wake-up call for most players. Located around the half-way mark of the game, it is one of the most lengthy and wide-open levels which features mastering Patrick at his fullest. The level heavily features some complex platforming segments and involves picking up objects and throwing them to solve puzzles, with some of them putting you in waves of enemies that need to be exploited for your own good. It doesn't help that the MERV enemies make their debut in this level and Patrick, being the [[Main/MightyGlacier Mighty Glacier]] that he is, lacks any sufficient ranged attacks to take them out. Unless you have upgraded his throwing ability which covers some great distance, this level will be a pain to beat.
Is there an issue? Send a MessageReason:
None


** In the GBA version, there's the boss of world 5, the Cyclops. Mainly because of two factors: not only will he [[Main/OneHitKill instantly kill you]] if he manages to catch you but you also must pay attention to the rising thermometer on the side of the screen which if you let it get too high, will also result in instant death. You must constantly [[Main/GroundPound Ground Pound]] the fire alarm switch to keep the thermometer down all the while trying to avoid his hands and wait for an opportunity to attack his head.

to:

** In the GBA version, there's the boss of world 5, the Cyclops. Mainly because of two factors: not only will he [[Main/OneHitKill instantly kill you]] if he manages to catch you you, but you also must pay attention to the rising thermometer on the side of the screen which if you let it get too high, will also result in instant death. You must constantly [[Main/GroundPound Ground Pound]] the fire alarm switch to keep the thermometer down all the while trying to avoid his hands and wait for an opportunity to attack his head.head, which can be easier said than done because sometimes, the Ground Pound can leave you vulnerable to being caught by his hands.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In the GBA version, there's the boss of world 5, the Cyclops. Mainly because of two factors: not only will he [[Main/OneHitKill instantly kill you]] if he manages to catch you but you also must pay attention to the rising thermometer on the side of the screen which if you let it get too high, will also result in instant death. You must constantly [[Main/GroundPound Ground Pound]] the fire alarm switch to keep the thermometer down all the while trying to avoid his hands and wait for an opportunity to attack his head.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ThatOneBoss: The final boss fight against [[spoiler: King Neptune]] can be aggravatingly difficult. For starters, he cannot be harmed directly and any attack attempts, even at close range, will be blocked and knocked away. The only way to damage him is to flip each table around the Krusty Krab II to redirect his laser attack back at him in order to stun him for an opportunity, but even this is difficult because he fires a really accurate flame stream that must be constantly jumped over. And once you deplete a third of his health, he changes his attack pattern into an area-of-effect energy beam that is even more difficult to jump over due to the confusing pattern of the beams. Another third of his health later, he breaks the floor and adds two Flinger enemies to amp up the difficulty even more. The last leg of this fight will really test your skills and patience to the breaking point. Needless to say, for a [=SpongeBob=] game that's supposedly easy, this is actually one of the most difficult boss fights in the series.
Is there an issue? Send a MessageReason:
None


* AwesomeMusic: Just link in [[Main/SpongeboSquarepantsBattleForBikniBottom BFBB]], the soundtrack was well received.

to:

* AwesomeMusic: Just link in [[Main/SpongeboSquarepantsBattleForBikniBottom [[Main/SpongebobSquarepantsBattleForBikniBottom BFBB]], the soundtrack was well received.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AwesomeMusic: Just link in [[Main/SpongeboSquarepantsBattleForBikniBottom BFBB]], the soundtrack was well received.
* GoodBadBugs: Much like ''Battle For Bikini Bottom'', this game is loaded with them, as [[https://www.youtube.com/user/COEL625 this channel]] shows. It may even be more broken than ''Battle For Bikini Bottom''.
* NightmareFuel: The ''Shell City, Dead Ahead'' level.

Top