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1* SugarWiki/AwesomeMusic: Tons. See [[AwesomeMusic/{{Nitrome}} here]].
2* DemonicSpiders:
3** The ''Final Ninja'' games are filled to the brim with threatening enemies:
4*** The shielded robots are only vulnerable if their laser spots you and start shooting, making them a nuisance to destroy, but going for a PacifistRun renders them a non-issue for the most part. In ''Zero'', however, they received a huge buff: not only they immediately fire at you when they spot you while keeping the original's fast fire rate, they require 5 stars instead of the original's 3 to destroy. And since you'll have to destroy them in order to get the "kill everything" bonus, expected prolonged fights against these robots. Oh, and later levels have shielded robots that fire fast-moving bullets instead of the [[PainfullySlowProjectile slow grenades]], making them a even bigger pain to deal with.
5*** [[KatanasAreJustBetter Cyber Samurai.]] If they spot you, they will run toward you until they stop at a ledge while deflecting any stars that are thrown in front of them. Their katana attack on the ground is instantaneous and leaves little time to dodge. Trying to jump over them? They'll also leap and attempt to attack you in the air, and the landing is the only time you can damage them (aside from taking them out unspotted). Fortunately, they only appear in levels where going for a PacifistRun is possible, which means they aren't mandatory to defeat. However, one level in ''Zero'' has Maxwell mind-controlling a batch of Akuma's Cyber Samurai, and just like the SWAT units, they will pursue you if you try to attack them from behind. And that level has you fighting them on small platforms. Have fun!
6*** Going for a PacifistRun on ''Final Ninja''? The [[TheGoomba mines]] of all things become ''this''. One hit from a mine and you'll forfeit both the no-kill bonus '''and''' the [[NoDamageRun no-hit bonus]], and unlike all enemies that simply pass by when you're invisible, mines are the only enemies that can damage you when you're invisible. Which makes mines bad news in narrow spaces for these reasons: a few levels have passageways where you cannot jump over incoming mines that leave you no choice but to take them out and forfeit the no-kill bonus, and mines [[SuperPersistentMissile chase after you]] if you set off an alarm, meaning that if you get stuck in a narrow room when the alarm is set off, you will get hit by a mine if you try to dodge it. One wonders if the no-kill bonus was replaced with a LeaveNoSurvivors bonus in ''Zero'' because of the difficulty of achieving the bonus thanks to the mines.
7** The Mimic Green Enzymes from ''Test Subject Green'' were designed in-universe to be this. Capable of copying the powers of most of the Oranges, they'll approach Blue and start mimicking his every move, instantly killing him if it gets too close. Not only will you then have a murderous enzyme chasing you and copying your movements, they're annoyingly difficult to deal with too, since they're mobile and can mimic Shield enzymes to block a hit if shot when on the ground - and in case you thought killing it before it detects you is an option, its passive state is too low to hit even while crouching, and exploiting terrain to hit it will just have it mimic Dodge to avoid the hit. The worst part is that you ''cannot fight them, period'', as unlike every other enemy in the game, ''they'll respawn instantly if killed''.
8** Employees/Workers in ''Nitrome Must Die'' have large amounts of health, are surprisingly mobile, and can wield any of the weapon types in the game depending on what map they're on. While they're always more threatening than most other enemy types that appear on their levels, their difficulty can go from hard to hair-pulling if they happen to have a very strong weapon on hand, particularly Rockets (see below). The [[EliteMook suited variants]] of the employees not only have more health, but they have a whip attack they can use to extend their melee range, and sometimes are ''carried'' by Employees to more than double their HP and firepower.
9* EvenBetterSequel: ''Skywire 2'' and ''Test Subject Green'' are the most notable, but almost all of the sequels are on par with the original in terms of quality.
10* GrowingTheBeard: Everyone agrees that it happened, although it's hard to identify a specific point. The most common place to put it is the release of "Skywire 2".
11* ScrappyMechanic: In Swindler 2, the titular character gains the ability to detach from his rope and roll around the level. Not only is it hard to control, but you have to [[OxygenMeter constantly regain air]] because he apparently [[WeaksauceWeakness can't breathe without it.]] It does nothing to enhance the game.
12* SequelDifficultySpike: Notably ''Final Ninja Zero'', where it replaced the PacifistRun bonus with a [[LeaveNoSurvivors "kill everything"]] bonus, in exchange for buffing the enemies, such as SWAT units being able to fire at you in any direction instead of the Cyber Guards' front-facing cannons, shielded robots being much tougher to destroy, and sniper units which attack cannot be avoided using invisibility and must be avoided by hiding behind pipes.
13* ThatOneAttack:
14** In ''Nitrome Must Die'', the Rocket is this in the hands of an enemy, considering that its projectile is fast as hell, deals splash damage, and ''takes out anywhere from a third to half of your health in a single hit''. Since [[TheComputerIsACheatingBastard Employee enemies don't have its regular limitation of low ammo]], there's nothing stopping them from just spamming the hell out of this, potentially spelling an instant death if you're not careful. Fittingly, the FinalBoss uses this weapon for one of his phases, and it's telling that the fight actually ''gets easier'' when he switches to the much less damaging Homing Rocket. Its saving grace is that the same weapon is a OneHitKill on almost all enemies if you happen to have it.
15** From the same game, the Molotov. While it's arguably easier to avoid than the Rocket, the resulting fire waves travel along the full length of whatever it landed on, deal ridiculous damage, and ''ignore invincibility frames while still putting players into hitstun'', meaning a single enemy Molotov can easily juggle and instantly kill a player. While players can also use this to gib even the toughest of foes, it can deal self damage, so a player can potentially stunlock and kill themselves with an ill-placed shot, making it this ''in the player's hands as well''.
16** In ''Mutiny'', just about any ability with global range can be this. The Tidal Wave in particular stands out, as unlike the others, it's not limited by terrain, doesn't need to be aimed, and will hit ''everything in the lower half of the map'' for massive damage. Some maps start your whole team on the bottom half, only for an enemy to whip out a Tidal Wave on their first turn.
17** From ''Steamlands,'' some weapons are exceptionally dangerous in the hands of an enemy.
18*** The North Star is a minigun that deals an absolutely ludicrous amount of DPS and can instantly shred most defenses before doing the same with the rest of your tank. You might be tempted to try and loot it for yourself upon seeing an enemy with one, but due to it being both a large and high priority target, chances are the only way you'll even end up ''surviving'' the encounter is to outright take out the North Star.
19*** Thor's Hammer, a railgun that fires hitscan blasts that cannot be avoided and inflict massive amounts of damage per shot, making it liable to instantly take out key defenses or tank components. Worse still, a full-health Thor's Hammer has deadly precision, so it's not going to miss - and not even Reflectium will save you since it's the only gun in the game that outright ''ignores it''.
20*** Zeus, which borders on PurposelyOverpowered. Being the final upgrade to the Matryoshka and Mandelbrot mortars, it shares its RecursiveAmmo cluster bombs, but amps their damage up to ridiculous levels to the point where one direct hit can blow gaping holes in reinforced tanks and OneHitKill most turrets. It's also one of the guns that can partially ignore Reflectium Armor, which can potentially make the damage even worse since each reflection will cause its bombs to release an additional explosion, dealing more damage. While it's a huge target, it has the appropriate amount of HP to match, making it hard to destroy or steal without entering a prolonged fight with its user. Its saving grace is that it's one of the rarest guns in the game, with the levels it appears in ranging in the single digits for each of the games.
21* ThatOneBoss: Boss 12 from ''Sky Serpents'' is probably considered the most awkward/difficult due to its fireballs and needing to memorize the layout and timing all of the jumps perfectly. Fittingly, it was chosen to represent the game as a boss in ''Nitrome Must Die'' out of all the serpents, although it's significantly easier there.
22* ThatOneLevel:
23** ''Cave Chaos 2'' has its minecart level. The gist of it is that you need to ride a minecart across rails. Sounds simple, right? Well, the rails' collision detection is set up in a way that the minecart sits on top of them fine, but you go right through them. Even worse, bats place down the rails progressively, and this combined with the game's wonky physics means you ''will'' be falling out of the minecart to your death. ''A lot''.
24** [[SkeletonCrew Level 12]] of ''Mutiny'', where your pirates are outnumbered 5 to 11, and the skeletons aren't weak either, exacerbating your numbers disadvantages. To make things worse, the level is broken up into a series of tightly-spaced islands, making it difficult to navigate and aim your weapons properly while letting the skeletons isolate your units before ganging up on them. God help you if the CPU decides to use a [[TheComputerIsACheatingBastard banana...]]
25* UnintentionalPeriodPiece: ''Oodlegobs'', being a game centered around the internet and memes, naturally has a ton of references to memes that were popular when the game released, such as the trollface, Nyan Cat, and WebOriginal/LolCats.
26* ViewerSpeciesConfusion: In ''Gunbrick'', all the characters are supposed to be humans, but their yellow skin and large noses that resemble beaks has left many thinking that they're ducks.

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