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* 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''.

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* GoodBadBugs: Much like ''Battle For Bikini Bottom'', this game is loaded with them, as [[https://www.youtube.com/user/COEL625 com/watch?v=w6FiRIfa89Q this channel]] speedrun]] shows. It may even be more broken than ''Battle For Bikini Bottom''.



* ItsShortSoItSucks: One of the few criticisms of the game.

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* ItsShortSoItSucks: One This is one of the very few criticisms of the game.
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* GameBreaker: Zigzagged with [=SpongeBob=]'s Sonic Wave Guitar. When fully upgraded, it can one shot most enemies except for the [=MERV=] and also gains a lock-on homing attack. However, you only get this move near the end of the game in ''Welcome to Planktopolis... Minions'', and while using it, the camera shifts to the Sonic Wave projectile for five seconds, leaving [=SpongeBob=] wide open to enemies with ranged attacks. The Sonic Wave only becomes a true Game Breaker if a cheat code is used to gain all of [=SpongeBob=]'s and Patrick's moves at the beginning of the game.

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* GameBreaker: Zigzagged with [=SpongeBob=]'s Sonic Wave Guitar. When fully upgraded, it can one shot most enemies except for the [=MERV=] and also gains a lock-on homing attack. However, you only get this move near the end of the game in ''Welcome to Planktopolis... Minions'', and while using it, the camera shifts to the Sonic Wave projectile for five seconds, leaving [=SpongeBob=] wide open to enemies with ranged attacks. The Sonic Wave only becomes a true Game Breaker if a cheat code is used to gain all of [=SpongeBob=]'s and Patrick's moves at the beginning of the game.



* 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 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 known 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 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, however, as they're generally nowhere near as well known as the console versions.



** In the {{UsefulNotes/GBA}} version, there's the boss of World 5, the Cyclops. Mainly because of two factors: not only will he [[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 GroundPound the fire alarm switch to keep the thermometer down while trying to avoid his hands and waiting 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.

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** In the {{UsefulNotes/GBA}} version, there's the boss of World 5, the Cyclops. Mainly This is because of two factors: not only will he [[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. death if it gets too high. You must constantly GroundPound the fire alarm switch to keep the thermometer down while trying to avoid his hands and waiting 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.



** ''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 sometimes requires some very risky jumps to cross over large gaps.[[note]]Keep in mind that unlike [=SpongeBob=], Patrick '''cannot''' spin mid-jump to gain extra air, making these jumps rather difficult.[[/note]] And some segments even involve 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. There's even one section where you need to carry a Throw Fruit or Steel Safe across a slippery surface with steam erupting from the cracks, and it's harder than it sounds. It doesn't help that the MERV enemies make their debut in this level, and Patrick, whose move set is mostly close-range attacks, has only one ranged attack that involves getting closer 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 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 (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.
** In the {{UsefulNotes/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, so 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.

to:

** ''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 sometimes requires some very risky jumps to cross over large gaps.[[note]]Keep in mind that unlike [=SpongeBob=], Patrick '''cannot''' spin mid-jump to gain extra air, making these jumps rather much more difficult.[[/note]] And some segments even involve 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. There's even one section where you need to carry a Throw Fruit or Steel Safe across a slippery surface with steam erupting from the cracks, and it's which is harder than it sounds. It doesn't help that the MERV enemies make their debut in this level, level and Patrick, whose require the player to use ranged attacks to beat them. Keep in mind that Patrick's move set is mostly close-range attacks, has only and his one ranged attack that involves getting closer 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 One of the last levels 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 The enemies range from waves of elite Foggers swarming you to the aforementioned MERV enemies that will impede your path (who who now fire missiles that break up into smaller ones).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.
** In the {{UsefulNotes/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 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, so 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.



** 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.
** 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 final loop before you can actually hit it to finish the challenge.

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** 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 Being the longest slide track in the game and combined 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.
** 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 Wave. Not helping is the fact that 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 side, because you'll need to make one more final loop before you can actually hit it to finish the challenge.
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* 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 during the second phase.]]

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* 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 during the second final phase.]]
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Warm Up Boss is not a YMMV trope.


** 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 makes it very easy to mess up and get electrocuted, so timing is absolutely crucial here (especially during the last segment).
* WarmUpBoss: 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 defeat easily if you have power ups for Patrick's Star Spin and *** Smash). 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 (though reflecting those however, doesn't actually damage the boss).

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** 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 makes it very easy to mess up and get electrocuted, so timing is absolutely crucial here (especially during the last segment).
* WarmUpBoss: 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 defeat easily if you have power ups for Patrick's Star Spin and *** Smash). 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 (though reflecting those however, doesn't actually damage the boss).
segment).

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* 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 defeat easily if you have power ups for Patrick's Star Spin and *** Smash). 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 (though reflecting those however, doesn't actually damage the boss).



** 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 makes it very easy to mess up and get electrocuted, so timing is absolutely crucial here (especially during the last segment).

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 makes it very easy to mess up and get electrocuted, so timing is absolutely crucial here (especially during the last segment).segment).
* WarmUpBoss: 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 defeat easily if you have power ups for Patrick's Star Spin and *** Smash). 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 (though reflecting those however, doesn't actually damage the boss).
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* AwesomeMusic: Just like in [[VideoGame/SpongebobSquarepantsBattleForBikiniBottom BFBB]], the soundtrack was well received. Now has its own [[AwesomeMusic/SpongeBobSquarepantsGames page]].

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* AwesomeMusic: SugarWiki/AwesomeMusic: Just like in [[VideoGame/SpongebobSquarepantsBattleForBikiniBottom BFBB]], the soundtrack was well received. Now has its own [[AwesomeMusic/SpongeBobSquarepantsGames page]].
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* 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 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.

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 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 known as the console versions.
Is there an issue? Send a MessageReason:
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** The UsefulNotes/NintendoGamecube port is absolutely terrible. It suffers from really long load times that can go on for up to 40 seconds on certain stages and actually have a tendency to CRASH, really compressed textures and almost no proper lighting, an unstable and inconsistent framerate, with some stages running at the normal 60 fps and others running at 30, many missing visual effects and background details, and quite a few more bugs than the other versions.

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** The UsefulNotes/NintendoGamecube While far from the worst port is absolutely terrible.on the system, the UsefulNotes/NintendoGameCube port has a considerable amount of problems. It suffers from really long load times that can go on for up to 40 seconds on certain stages and actually have a tendency to CRASH, really compressed textures and almost no proper lighting, an unstable and inconsistent framerate, with some stages running at the normal 60 fps and others running at 30, many missing visual effects and background details, and quite a few more bugs than the other versions.
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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 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:
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* 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.
** 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.
** Should you die to a enemy as either Spongebob or Patrick, the sound of a heart moniter flattening plays over the death music.
*** Even more unsettling if you get the exploding death as Spongebob
* 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 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


* DemonicSpiders: The [=MERV=]s in ''Welcome to Planktopolis... Minions''. Unlike the ones found in ''Shell City, Dead Ahead'', which are more or less GoddamnedBats because they can only harm you if you get too close, the Planktopolis [=MERV=]s are even more dangerous. Not only are they more durable, but they can also fire rockets at you when you're within range of their sights. These rockets can break up into smaller ones and [[MacrossMissileMassacre rain down on you from above]], exploding on impact so even if they don't hit you directly, their blast wave will if you're too close one of them. The rockets have [[HitboxDissonance deceptively large hitboxes]] which makes reflecting them with your SpinAttack a very risky move, so the only way to safely take out these enemies is with the Sonic Wave[[note]]Using the [=SpongeBowl=] on them will not work, since they can deflect it with their lasers, akin to how the Sleepy Time in ''Battle for Bikini Bottom'' would deflect the Bubble Bowl[[/note]]. To make matters worse, this type of [=MERV=] can be encountered as early as the ''Now That We're Men'' Combat Arena Challenge, five levels before its initial encounter. Combined with a horde of Foggers and Poppers attacking you at the same time, the inclusion of the [=MERV=] makes the challenge into a massive DifficultySpike.

to:

* DemonicSpiders: The [=MERV=]s in ''Welcome to Planktopolis... Minions''. Unlike the ones found in ''Shell City, Dead Ahead'', which are more or less GoddamnedBats because they can only harm you if you get too close, the Planktopolis [=MERV=]s are even more dangerous. Not only are they more durable, but they can also fire rockets at you when you're within range of their sights. These rockets can break up into smaller ones and [[MacrossMissileMassacre rain down on you from above]], exploding on impact so even if they don't hit you directly, their blast wave will if you're too close one of them. The rockets have [[HitboxDissonance deceptively large hitboxes]] which makes reflecting them with your SpinAttack a very risky move, move without taking a hit yourself, so the only way to safely take out these enemies is with the Sonic Wave[[note]]Using the [=SpongeBowl=] on them will not work, since they can deflect it with their lasers, akin to how the Sleepy Time in ''Battle for Bikini Bottom'' would deflect the Bubble Bowl[[/note]]. To make matters worse, this type of [=MERV=] can be encountered as early as the ''Now That We're Men'' Combat Arena Challenge, five levels before its initial encounter. Combined with a horde of Foggers and Poppers attacking you at the same time, the inclusion of the [=MERV=] makes the challenge into a massive DifficultySpike.



** The earlier version of the [=MERV=] encountered in ''Shell City, Dead Ahead'' named the "Mini-[=MERV=]". They're not as dangerous as their Planktopolis counterparts because they lack the rockets, but they are often found around open platform areas where jumping is inadvisable due to their lasers, so they need to be taken out first in order to proceed.

to:

** The earlier version of the [=MERV=] encountered in ''Shell City, Dead Ahead'' named the "Mini-[=MERV=]". They're not as dangerous as their Planktopolis counterparts because they lack the rockets, but they are often found around open platform areas where jumping will block your path constantly, and approaching them is inadvisable due to not a good idea because of their lasers, so they lasers. They need to be taken out first with the Throw attack in order to proceed.
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The Mini-MERV in Shell City, Dead Ahead is mainly fought by Patrick, so there's no reason to mention the SpongeBowl immunity for this one. And even then, they're essentially the same enemy with one clear difference, so they both share the same immunity, which is already explained in the Demonic Spiders example.


* DemonicSpiders: The [=MERV=]s in ''Welcome to Planktopolis... Minions''. Unlike the ones found in ''Shell City, Dead Ahead'', which are more or less GoddamnedBats because they can only harm you if you get too close, the Planktopolis [=MERV=]s are even more dangerous. Not only are they more durable, but they can also fire rockets at you when you're within range of their sights. These rockets can break up into smaller ones and [[MacrossMissileMassacre rain down on you from above]], exploding on impact so even if they don't hit you directly, their blast wave will if you're too close one of them. The rockets have [[HitboxDissonance deceptively large hitboxes]] which makes reflecting them with your SpinAttack a very risky move, so the only way to safely take out these enemies is with the Sonic Wave (using the [=SpongeBowl=] on them will not work, since they can deflect it with their lasers, akin to how the Sleepy Time in ''Battle for Bikini Bottom'' would deflect the Bubble Bowl). To make matters worse, this type of [=MERV=] can be encountered as early as the ''Now That We're Men'' Combat Arena Challenge, five levels before its initial encounter. Combined with a horde of Foggers and Poppers attacking you at the same time, the inclusion of the [=MERV=] makes the challenge into a massive DifficultySpike.

to:

* DemonicSpiders: The [=MERV=]s in ''Welcome to Planktopolis... Minions''. Unlike the ones found in ''Shell City, Dead Ahead'', which are more or less GoddamnedBats because they can only harm you if you get too close, the Planktopolis [=MERV=]s are even more dangerous. Not only are they more durable, but they can also fire rockets at you when you're within range of their sights. These rockets can break up into smaller ones and [[MacrossMissileMassacre rain down on you from above]], exploding on impact so even if they don't hit you directly, their blast wave will if you're too close one of them. The rockets have [[HitboxDissonance deceptively large hitboxes]] which makes reflecting them with your SpinAttack a very risky move, so the only way to safely take out these enemies is with the Sonic Wave (using Wave[[note]]Using the [=SpongeBowl=] on them will not work, since they can deflect it with their lasers, akin to how the Sleepy Time in ''Battle for Bikini Bottom'' would deflect the Bubble Bowl).Bowl[[/note]]. To make matters worse, this type of [=MERV=] can be encountered as early as the ''Now That We're Men'' Combat Arena Challenge, five levels before its initial encounter. Combined with a horde of Foggers and Poppers attacking you at the same time, the inclusion of the [=MERV=] makes the challenge into a massive DifficultySpike.



** The earlier version of the [=MERV=] encountered in ''Shell City, Dead Ahead'' named the "Mini-[=MERV=]". They're not as dangerous as their Planktopolis counterparts because they lack the rockets, but they are often found around open platform areas where jumping is inadvisable due to their lasers, so they need to be taken out first to proceed. They also tend to deflect your [=SpongeBowl=] with their lasers akin to the Sleepy-Time vs. the Bubble Bowl in the prior game. And unlike the Sleepy-Time, they can't be sneaked up on.

to:

** The earlier version of the [=MERV=] encountered in ''Shell City, Dead Ahead'' named the "Mini-[=MERV=]". They're not as dangerous as their Planktopolis counterparts because they lack the rockets, but they are often found around open platform areas where jumping is inadvisable due to their lasers, so they need to be taken out first in order to proceed. They also tend to deflect your [=SpongeBowl=] with their lasers akin to the Sleepy-Time vs. the Bubble Bowl in the prior game. And unlike the Sleepy-Time, they can't be sneaked up on.proceed.
Is there an issue? Send a MessageReason:
None


** ''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 sometimes requires some very risky jumps to cross over large gaps.[[note]]Keep in mind that unlike [=SpongeBob=], Patrick '''cannot''' spin mid-jump to gain extra air, making these jumps rather difficult.[[/note]] And some segments even involve 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. There's even one section where you need to carry a Throw Fruit or Steel Safe across a slippery surface with steam erupting from the cracks, and it's harder than it sounds. It doesn't help that the MERV enemies make their debut in this level and Patrick, whose move set is mostly close-range attacks, has only one ranged attack that involves getting closer 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 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 (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.
** In the {{UsefulNotes/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:

** ''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 sometimes requires some very risky jumps to cross over large gaps.[[note]]Keep in mind that unlike [=SpongeBob=], Patrick '''cannot''' spin mid-jump to gain extra air, making these jumps rather difficult.[[/note]] And some segments even involve 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. There's even one section where you need to carry a Throw Fruit or Steel Safe across a slippery surface with steam erupting from the cracks, and it's harder than it sounds. It doesn't help that the MERV enemies make their debut in this level level, and Patrick, whose move set is mostly close-range attacks, has only one ranged attack that involves getting closer to take them out. Unless you have upgraded his throwing ability 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 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 (who now fire missiles that break up into smaller ones). The platforming segments require some intensive skill to pass through through, and mastering [=SpongeBob=]'s wall jump ability is critically essential for beating this level 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.
** In the {{UsefulNotes/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 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 so 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.
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** Even by FinalBoss standards, the 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, and then hide behind the frozen Mr. Krabs to redirect his laser attack back at him, stunning him for an opportunity to lay a hit on him with the Sonic Wave. The difficulty increases exponentially for every third of his health lost. In the second phase, he changes his attack pattern into an area-of-effect energy beam that is even more difficult to jump over than his previous flamethrower attack. And in the third and final phase, he breaks the floor, and calls for two tough Flinger enemies to help him out. The last leg of this fight will really test your skills and patience to the breaking point. Needless to say, this is actually one of the most difficult boss fights in the series.
** In the {{UsefulNotes/GBA}} version, there's the boss of World 5, the Cyclops. Mainly because of two factors: not only will he [[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 GroundPound 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.

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** Even by FinalBoss standards, the 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, and then hide behind the frozen Mr. Krabs to redirect his laser attack back at him, stunning him for an opportunity to lay a hit on him with the Sonic Wave. The difficulty increases exponentially for every third of his health lost. In the second phase, he changes his attack pattern into an area-of-effect energy beam that is even more difficult to jump over than his previous flamethrower attack. And in the third and final phase, he breaks the floor, and calls for two tough Flinger enemies to help him out. The last leg of this fight will really test your skills and patience to the breaking point. Needless to say, this is actually one of the most difficult boss fights in the series.
point.
** In the {{UsefulNotes/GBA}} version, there's the boss of World 5, the Cyclops. Mainly because of two factors: not only will he [[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 screen, which if you let it get too high, will also result in instant death. You must constantly GroundPound the fire alarm switch to keep the thermometer down all the while trying to avoid his hands and wait waiting 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.
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* DemonicSpiders: The [=MERV=]s in ''Welcome to Planktopolis... Minions''. Unlike the ones found in ''Shell City, Dead Ahead'', which are more or less GoddamnedBats because they can only harm you if you get too close, the Planktopolis [=MERV=]s are even more dangerous. Not only are they more durable, but they can also fire rockets at you when you're within range of their sights. These rockets can break up into smaller ones and [[MacrossMissileMassacre rain down on you from above]], exploding on impact so even if they don't hit you directly, their blast wave will if you're too close one of them. The rockets have [[HitboxDissonance deceptively large hitboxes]] which makes reflecting them with your SpinAttack a very risky move, so the only way to safely take out these enemies is with the Sonic Wave (using the [=SpongeBowl=] on them will not work, since they can deflect it with their laser, akin to how the Sleepy Time in ''Battle for Bikini Bottom'' would deflect the Bubble Bowl). To make matters worse, this type of [=MERV=] can be encountered as early as the ''Now That We're Men'' Combat Arena Challenge, five levels before its initial encounter. Combined with a horde of Foggers and Poppers attacking you at the same time, the inclusion of the [=MERV=] makes the challenge into a massive DifficultySpike.

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* DemonicSpiders: The [=MERV=]s in ''Welcome to Planktopolis... Minions''. Unlike the ones found in ''Shell City, Dead Ahead'', which are more or less GoddamnedBats because they can only harm you if you get too close, the Planktopolis [=MERV=]s are even more dangerous. Not only are they more durable, but they can also fire rockets at you when you're within range of their sights. These rockets can break up into smaller ones and [[MacrossMissileMassacre rain down on you from above]], exploding on impact so even if they don't hit you directly, their blast wave will if you're too close one of them. The rockets have [[HitboxDissonance deceptively large hitboxes]] which makes reflecting them with your SpinAttack a very risky move, so the only way to safely take out these enemies is with the Sonic Wave (using the [=SpongeBowl=] on them will not work, since they can deflect it with their laser, lasers, akin to how the Sleepy Time in ''Battle for Bikini Bottom'' would deflect the Bubble Bowl). To make matters worse, this type of [=MERV=] can be encountered as early as the ''Now That We're Men'' Combat Arena Challenge, five levels before its initial encounter. Combined with a horde of Foggers and Poppers attacking you at the same time, the inclusion of the [=MERV=] makes the challenge into a massive DifficultySpike.



** As mentioned above, the earlier version of the [=MERV=] encountered in ''Shell City, Dead Ahead'' named the "Mini-[=MERV=]". As fearsome and imposing they may be, they can only harm you with their laser if you get too close to them, so they're pretty much just obstacles that block your path and need to be taken care of in order to proceed further. They also tend to deflect your Sponge Bowl with a laser akin to the Sleepy-Time vs. the Bubble Bowl in the prior game, and unlike the Sleepy-Time they can't be sneaked up on.
** The Flingers. While they're not too terribly difficult to deal with on their own, they can become a nuisance if they're backed up by a mob of enemies or are found over large platforming segments. The goo they spit out can linger on the ground for a few seconds and will affect your traction if you touch it, making you slide as if you're on ice.
** The Foggers easily become this in large groups. Most prominent in the Combat Arena Challenges, especially in the second and third ones where they unlike the usual versions, unleash their burp attack faster and are more durable (which puts the third one into DemonicSpiders territory mentioned above).

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** As mentioned above, the The earlier version of the [=MERV=] encountered in ''Shell City, Dead Ahead'' named the "Mini-[=MERV=]". As fearsome and imposing they may be, they can only harm you with They're not as dangerous as their laser if you get too close Planktopolis counterparts because they lack the rockets, but they are often found around open platform areas where jumping is inadvisable due to them, their lasers, so they're pretty much just obstacles that block your path and they need to be taken care of in order out first to proceed further. proceed. They also tend to deflect your Sponge Bowl [=SpongeBowl=] with a laser their lasers akin to the Sleepy-Time vs. the Bubble Bowl in the prior game, and game. And unlike the Sleepy-Time Sleepy-Time, they can't be sneaked up on.
** The Flingers. While they're not too terribly difficult to deal with on their own, they can become a nuisance if they're backed up by a mob of enemies enemies, or are found over large platforming segments. The goo they spit out can linger lingers on the ground for a few seconds and will affect seconds, affecting your traction if you touch it, and making you slide as if you're on ice.
platforming and combat more cumbersome.
** The Foggers easily become this in large groups. Most This is most prominent in the Combat Arena Challenges, especially in the second and third ones where they unlike the usual versions, unleash their burp attack faster and are more durable (which puts the third one into DemonicSpiders territory mentioned above).durable.

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* DemonicSpiders:
** The [=MERV=]s in ''Welcome to Planktopolis... Minions''. Unlike the ones found in ''Shell City, Dead Ahead'' which are more or less GoddamnedBats because they can only harm you if you get to close, the Planktopolis [=MERV=]s are even more dangerous. Not only are they more durable, but they can also fire rockets at you when you're within range of their sights. These rockets can break up into smaller ones which [[MacrossMissileMassacre rain down on you from above]], exploding upon impact on the ground so even if they don't hit you directly, their blast wave will if you're too close one of them. The rockets' small hitboxes make it tricky to reflect them back at the [=MERV=]s, putting you at more risk of being hit by them, so the only way to safely take out these enemies is with the Sonic Wave (using the Sponge Bowl on them will have it be lasered-off course akin to how the Sleepy Time in ''Battle for Bikini Bottom'' would deflect the Bubble Bowl). What's worse is that you can encounter them even earlier in the ''Now That We're Men'' Combat Arena Challenge. And with large hordes of enemies attacking you at the same time, the inclusion of the [=MERV=] turns the challenge into a massive DifficultySpike.
*** Not helping matters are the enhanced Foggers. Their attack animations are sped up and they are arguably more durable even with fully-upgraded moves, which can be quite deadly if [=SpongeBob=] is surrounded by them.
** The Planktopolis Poppers as well. They can fire up to seven projectiles at a time and they move really fast. And when paired with other Poppers or even Turrets and [=MERV=]s, they can easily turn an area of the level into BulletHell.

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* DemonicSpiders:
**
DemonicSpiders: The [=MERV=]s in ''Welcome to Planktopolis... Minions''. Unlike the ones found in ''Shell City, Dead Ahead'' Ahead'', which are more or less GoddamnedBats because they can only harm you if you get to too close, the Planktopolis [=MERV=]s are even more dangerous. Not only are they more durable, but they can also fire rockets at you when you're within range of their sights. These rockets can break up into smaller ones which and [[MacrossMissileMassacre rain down on you from above]], exploding upon on impact on the ground so even if they don't hit you directly, their blast wave will if you're too close one of them. The rockets' small hitboxes make it tricky to reflect rockets have [[HitboxDissonance deceptively large hitboxes]] which makes reflecting them back at the [=MERV=]s, putting you at more risk of being hit by them, with your SpinAttack a very risky move, so the only way to safely take out these enemies is with the Sonic Wave (using the Sponge Bowl [=SpongeBowl=] on them will have not work, since they can deflect it be lasered-off course with their laser, akin to how the Sleepy Time in ''Battle for Bikini Bottom'' would deflect the Bubble Bowl). What's worse is that you To make matters worse, this type of [=MERV=] can encounter them even earlier in be encountered as early as the ''Now That We're Men'' Combat Arena Challenge. And Challenge, five levels before its initial encounter. Combined with large hordes a horde of enemies Foggers and Poppers attacking you at the same time, the inclusion of the [=MERV=] turns makes the challenge into a massive DifficultySpike.
*** Not helping matters are the enhanced Foggers. Their attack animations are sped up and they are arguably more durable even with fully-upgraded moves, which can be quite deadly if [=SpongeBob=] is surrounded by them.
** The Planktopolis Poppers as well. They can fire up to seven projectiles at a time and they move really fast. And when paired with other Poppers or even Turrets and [=MERV=]s, they can easily turn an area of the level into BulletHell.
DifficultySpike.
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**Should you die to a enemy as either Spongebob or Patrick, the sound of a heart moniter flattening plays over the death music.
*** Even more unsettling if you get the exploding death as Spongebob

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** The ''UsefulNotes/PlayStation3'' digital port of this game was plagued with a lot of issues, due to the fact that it was a direct port of the ''UsefulNotes/PlayStation2'' version with no proper optimization updates to make it run on next-gen hardware. Issues include blurry graphics, severe audio de-syncing, and button lag, making the gameplay less fluent and unresponsive. Overall, it was a flawed port, and the game was eventually taken down from the [=PlayStation=] Store.
** The ''UsefulNotes/NintendoGamecube'' port is absolutely terrible. It suffers from really long load times that can go on for up to 40 seconds on certain stages and actually have a tendency to CRASH, really compressed textures and almost no proper lighting, an unstable and inconsistent framerate, with some stages running at the normal 60 fps and others running at 30, many missing visual effects and background details, and quite a few more bugs than the other versions.

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** The ''UsefulNotes/PlayStation3'' UsefulNotes/PlayStation3 digital port of this game was plagued with a lot of issues, due to the fact that it was a direct port of the ''UsefulNotes/PlayStation2'' UsefulNotes/PlayStation2 version with no proper optimization updates to make it run on next-gen hardware. Issues include blurry graphics, severe audio de-syncing, and button lag, making the gameplay less fluent and unresponsive. Overall, it was a flawed port, and the game was eventually taken down from the [=PlayStation=] Store.
** The ''UsefulNotes/NintendoGamecube'' UsefulNotes/NintendoGamecube port is absolutely terrible. It suffers from really long load times that can go on for up to 40 seconds on certain stages and actually have a tendency to CRASH, really compressed textures and almost no proper lighting, an unstable and inconsistent framerate, with some stages running at the normal 60 fps and others running at 30, many missing visual effects and background details, and quite a few more bugs than the other versions.



*** 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.

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* PortingDisaster: The ''UsefulNotes/PlayStation3'' digital port of this game was plagued with a lot of issues due to the fact that it doesn't render very well with the more advanced HD console. Issues include blurry graphics, severe audio de-syncing, and button lag, making the gameplay less fluent and unresponsive. Overall, it was a flawed port and the game was eventually taken down from the [=PlayStation=] Store.
** The ''UsefulNotes/NintendoGamecube'' port is absolutely terrible, suffering from really long load times that can go on for up to 40 seconds on certain stages and actually have a tendency to CRASH, really compressed textures and almost no proper lighting, unstable and inconsistent framerate with some stages running at the normal 60 fps and others running at 30, many missing visual effects and background details, and quite a few more bugs than the other versions.

to:

* PortingDisaster: PortingDisaster:
**
The ''UsefulNotes/PlayStation3'' digital port of this game was plagued with a lot of issues issues, due to the fact that it doesn't render very well was a direct port of the ''UsefulNotes/PlayStation2'' version with the more advanced HD console.no proper optimization updates to make it run on next-gen hardware. Issues include blurry graphics, severe audio de-syncing, and button lag, making the gameplay less fluent and unresponsive. Overall, it was a flawed port port, and the game was eventually taken down from the [=PlayStation=] Store.
** The ''UsefulNotes/NintendoGamecube'' port is absolutely terrible, suffering terrible. It suffers from really long load times that can go on for up to 40 seconds on certain stages and actually have a tendency to CRASH, really compressed textures and almost no proper lighting, an unstable and inconsistent framerate framerate, with some stages running at the normal 60 fps and others running at 30, many missing visual effects and background details, and quite a few more bugs than the other versions.



** Even by FinalBoss standards, the 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, and then hide behind the frozen Mr. Krabs to redirect his laser attack back at him, stunning him for an opportunity to lay a hit on him with the Sonic Wave. The difficulty increases exponentially for every third of his health lost. In the second phase, he changes his attack pattern into an area-of-effect energy beam that is even more difficult to jump over than his previous flamethrower attack. And in the third and final phase, he breaks the floor, and calls for two tough Flinger enemies to help him out and hinder your progress. The last leg of this fight will really test your skills and patience to the breaking point. Needless to say, this is actually one of the most difficult boss fights in the series.

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** Even by FinalBoss standards, the 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, and then hide behind the frozen Mr. Krabs to redirect his laser attack back at him, stunning him for an opportunity to lay a hit on him with the Sonic Wave. The difficulty increases exponentially for every third of his health lost. In the second phase, he changes his attack pattern into an area-of-effect energy beam that is even more difficult to jump over than his previous flamethrower attack. And in the third and final phase, he breaks the floor, and calls for two tough Flinger enemies to help him out and hinder your progress.out. The last leg of this fight will really test your skills and patience to the breaking point. Needless to say, this is actually one of the most difficult boss fights in the series.
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** The ''UsefulNotes/NintendoGamecube'' port is absolutely terrible, suffering from really long load times that can go on for up to 40 seconds on certain stages and actually have a tendency to CRASH, really compressed textures and almost no proper lighting, unstable and inconsistent framerate with some stages running at the normal 60 fps and others running at 30, many missing visual effects and background details, and quite a few more bugs than the other versions.
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** And one instance has Spongebob sliding down the wall monster's throat using his ''own tongue like a snowboard.''

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I'm re-adding this example because there's some credible evidence of how difficult this Final Boss really is from LambHoot's review of the game.


* ThatOneBoss: In the {{UsefulNotes/GBA}} version, there's the boss of World 5, the Cyclops. Mainly because of two factors: not only will he [[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 GroundPound 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.

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* ThatOneBoss: ThatOneBoss:
** Even by FinalBoss standards, the 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, and then hide behind the frozen Mr. Krabs to redirect his laser attack back at him, stunning him for an opportunity to lay a hit on him with the Sonic Wave. The difficulty increases exponentially for every third of his health lost. In the second phase, he changes his attack pattern into an area-of-effect energy beam that is even more difficult to jump over than his previous flamethrower attack. And in the third and final phase, he breaks the floor, and calls for two tough Flinger enemies to help him out and hinder your progress. The last leg of this fight will really test your skills and patience to the breaking point. Needless to say, this is actually one of the most difficult boss fights in the series.
**
In the {{UsefulNotes/GBA}} version, there's the boss of World 5, the Cyclops. Mainly because of two factors: not only will he [[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 GroundPound 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.
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* ThatOneBoss: In the [[GameBoyAdvance 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.

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* ThatOneBoss: In the [[GameBoyAdvance GBA]] {{UsefulNotes/GBA}} version, there's the boss of World 5, the Cyclops. Mainly because of two factors: not only will he [[Main/OneHitKill [[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]] GroundPound 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 [[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.

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** In the [[GameBoyAdvance GBA]] {{UsefulNotes/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.
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* 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.]]

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* 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.music during the second phase.]]
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* GameBreaker: Zigzagged with [=SpongeBob=]'s Sonic Wave Guitar. When fully upgraded, it can one shot most enemies except the [=MERV=] and gains a lock-on homing attack. However, you only get this move near the end of the game in ''Welcome to Planktopolis... Minions'', and while using it, the camera shifts to the Sonic Wave projectile for five seconds, leaving [=SpongeBob=] wide open to enemies with ranged attacks. The Sonic Wave only becomes a true Game Breaker if a cheat code is used to gain all of [=SpongeBob=]'s and Patrick's moves at the beginning of the game.

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* GameBreaker: Zigzagged with [=SpongeBob=]'s Sonic Wave Guitar. When fully upgraded, it can one shot most enemies except for the [=MERV=] and also gains a lock-on homing attack. However, you only get this move near the end of the game in ''Welcome to Planktopolis... Minions'', and while using it, the camera shifts to the Sonic Wave projectile for five seconds, leaving [=SpongeBob=] wide open to enemies with ranged attacks. The Sonic Wave only becomes a true Game Breaker if a cheat code is used to gain all of [=SpongeBob=]'s and Patrick's moves at the beginning of the game.
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* PortingDisaster: The ''UsefulNotes/PlayStation3'' digital port of this game was plagued with a lot of issues due to the fact that it's not rendered very well with the more advanced HD console. Issues include blurry graphics, severe audio de-syncing, and button lag, making the gameplay less fluent and unresponsive. Overall, it was a flawed port and the game was eventually taken down from the [=PlayStation=] Store.

to:

* PortingDisaster: The ''UsefulNotes/PlayStation3'' digital port of this game was plagued with a lot of issues due to the fact that it's not rendered it doesn't render very well with the more advanced HD console. Issues include blurry graphics, severe audio de-syncing, and button lag, making the gameplay less fluent and unresponsive. Overall, it was a flawed port and the game was eventually taken down from the [=PlayStation=] Store.
Is there an issue? Send a MessageReason:
None


* PortingDisaster: The ''UsefulNotes/PlayStation3'' digital port of this game was plagued with a lot of issues due to the fact that it's not compatible with the more advanced HD console. Issues include blurry graphics, severe audio de-syncing, and button lag, making the gameplay less fluent and unresponsive. Overall, it was a flawed port and the game was eventually taken down from the [=PlayStation=] Store.

to:

* PortingDisaster: The ''UsefulNotes/PlayStation3'' digital port of this game was plagued with a lot of issues due to the fact that it's not compatible rendered very well with the more advanced HD console. Issues include blurry graphics, severe audio de-syncing, and button lag, making the gameplay less fluent and unresponsive. Overall, it was a flawed port and the game was eventually taken down from the [=PlayStation=] Store.
Is there an issue? Send a MessageReason:
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* PortingDisaster: The ''UsefulNotes/PlayStation3'' digital port of this game was plagued with a lot of issues due to the fact that it's not compatible with the HD console. Issues include blurry graphics, severe audio de-syncing, and button lag, making the gameplay less fluent and unresponsive. Overall, it was a flawed port and it was eventually taken down from the [=PlayStation=] Store.

to:

* PortingDisaster: The ''UsefulNotes/PlayStation3'' digital port of this game was plagued with a lot of issues due to the fact that it's not compatible with the more advanced HD console. Issues include blurry graphics, severe audio de-syncing, and button lag, making the gameplay less fluent and unresponsive. Overall, it was a flawed port and it the game was eventually taken down from the [=PlayStation=] Store.
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* PortingDisaster: The ''UsefulNotes/PlayStation3'' digital port of this game was plagued with a lot of issues due to the fact that it's not compatible with the HD console. Issues include blurry graphics, severe audio de-syncing, and button lag, making the gameplay less fluent and unresponsive. Overall, it was a flawed port and it was eventually taken down from the [=PlayStation=] Store.

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** The [=MERV=]s in ''Welcome to Planktopolis... Minions''. Unlike the ones found in ''Shell City, Dead Ahead'' which are more or less GoddamnedBats because they can only harm you if you get to close, the Planktopolis [=MERV=]s are even more dangerous. Not only are they more durable, but they can also fire rockets at you when you're within range of their sights. These rockets can break up into smaller ones which [[DeathFromAbove rain down on you from above]], exploding upon impact on the ground so even if they don't hit you directly, their blast wave will if you're too close one of them. The rockets' small hitboxes make it tricky to reflect them back at the [=MERV=]s, putting you at more risk of being hit by them, so the only way to safely take out these enemies is with the Sonic Wave (using the Sponge Bowl on them will have it be lasered-off course akin to how the Sleepy Time in ''Battle for Bikini Bottom'' would deflect the Bubble Bowl). What's worse is that you can encounter them even earlier in the ''Now That We're Men'' Combat Arena Challenge. And with large hordes of enemies attacking you at the same time, the inclusion of the [=MERV=] turns the challenge into a massive DifficultySpike.

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** The [=MERV=]s in ''Welcome to Planktopolis... Minions''. Unlike the ones found in ''Shell City, Dead Ahead'' which are more or less GoddamnedBats because they can only harm you if you get to close, the Planktopolis [=MERV=]s are even more dangerous. Not only are they more durable, but they can also fire rockets at you when you're within range of their sights. These rockets can break up into smaller ones which [[DeathFromAbove [[MacrossMissileMassacre rain down on you from above]], exploding upon impact on the ground so even if they don't hit you directly, their blast wave will if you're too close one of them. The rockets' small hitboxes make it tricky to reflect them back at the [=MERV=]s, putting you at more risk of being hit by them, so the only way to safely take out these enemies is with the Sonic Wave (using the Sponge Bowl on them will have it be lasered-off course akin to how the Sleepy Time in ''Battle for Bikini Bottom'' would deflect the Bubble Bowl). What's worse is that you can encounter them even earlier in the ''Now That We're Men'' Combat Arena Challenge. And with large hordes of enemies attacking you at the same time, the inclusion of the [=MERV=] turns the challenge into a massive DifficultySpike.


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* GameBreaker: Zigzagged with [=SpongeBob=]'s Sonic Wave Guitar. When fully upgraded, it can one shot most enemies except the [=MERV=] and gains a lock-on homing attack. However, you only get this move near the end of the game in ''Welcome to Planktopolis... Minions'', and while using it, the camera shifts to the Sonic Wave projectile for five seconds, leaving [=SpongeBob=] wide open to enemies with ranged attacks. The Sonic Wave only becomes a true Game Breaker if a cheat code is used to gain all of [=SpongeBob=]'s and Patrick's moves at the beginning of the game.

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