That One Level / Jak and Daxter

  • Jak and Daxter: The Precursor Legacy:
    • Spider Cave. It's friggin' HUGE, and extremely confusing to navigate. There are massive pits of Dark Eco everywhere, so your jumping skills need to be dead on and you have to be very, very careful. This wouldn't be so much of a problem if its Power Cells weren't some of the most gruelling, tedious and difficult to get in the game, and it's filled with tough enemies. It doesn't help that a lot of it is a borderline Blackout Basement either.
    • To a lesser extent, Snowy Mountain, if you're going for 100%. Finding the last few Precursor Orbs is maddening if you forgot about that one Iron Crate in the ice canyon that can only be opened with the Yellow Eco Vent.
  • Jak II: Renegade:
    • The tank chase during the 'Blow up Ammo at Fortress' mission includes screwy camera controls, Check-Point Starvation and very little room for error as you run away from a large tank armed with a grinder and dual cannons.
    • The rockslide segment during the Mountain Temple Mission. The rocks fall in completely at random, move unpredictably, and when you get hit, they push you down the slope to retry the segment. They are slow enough to catch you if hiding behind ledges, and can hit you in mid-air. The cherry on the cake is that the camera is zoomed in, ruining your depth perception!
    • Escape from the Water Slums: you're attacked by waves of Mooks and your room to maneuver is extremely limited because you're limited to very narrow walkways (while you can normally swim in the water, it hosts an insta-kill bot in this particular stage).
    • The boost ring race against Erol is particularly rage inducing. The course is long and difficult, pedestrians get in your way and slow you down when hit with alarming regularity, and your opponent will do everything in his power to push you off course, since missing a single ring causes you to fail the mission. Even worse, Erol has no such restriction; in fact there is one ring in particular that he almost never actually bothers to hit. Rubber Band AI is in full effect. As an added "screw you" to the player, winning the race opens up some new side missions for precursor orbs — one of which is, you guessed it, doing the whole race over again!
    • Getting the Gold times in the Air Racer races, as they feature very unconventional handling compared to all the other vehicles in the game. If you never played Wipeout, getting used to the idea of turning before you get to the corner is extremely hard to wrap your head around. If you go up one of the ramps on the sides of the track, you'll flip and lose tons of time. Take a significant hit and your Air Racer won't be able to go at top speed! And if you mis-time your turn you'll go flying into a wall and blow up, ending the race. The cherry on top is that getting the Gold times requires you to nail five near-perfect laps to have even a shot at beating them. It's maddening.
      • The Class 2 race, counter-intuitively enough, is the hardest, because there's no way to quickly cut in front of the other racers, who will box you in if you get caught in the middle of the Tour De France-style peleton group. Even worse is that quickly after that you have to take a boost-assisted leap over a long and narrow gap for a shortcut, which can be ruined by so much as the lightest touch by another racer and cause you to fly into a column and blow up, ending the race. Oh, thought you could Take a Third Option by taking the second shortcut? Too bad, it starts in the landing zone of the first shortcut, getting you side-swiped and blown up with no warning. Have fun!
  • Jak 3: Wastelander:
    • The Daxter Pac-Man minigame is incredibly frustrating, but it is easier once you realize that you can speed up Daxter's movement.
    • Missiles follow the vehicle you're on all the way to the docks area. You have to go around the docks, shooting buoys to make them light up so the missiles will go for them instead of you. The missiles are fewer than five feet behind you at all times; only one (out of around seven) will attack the buoys at a time; you have to fly low enough that the missiles will lock on to the buoys, but rapid changes in altitude will usually cause the missiles to catch up; you can't just stay as low as possible because of the low bridges in the area; the missiles don't always lock on to the buoys; you can't turn too sharply or for too long; you can't go straight for too long; and even if you're doing it perfectly, they'll catch up anyway.
      • This in no way forgives the mission, but you are rewarded by seeing the Naughty Ottsel's mascot get his head blown off when you get rid of the last missile. It's a much better reward than the one you get from the Slam Dozer mission with Damas, which may be the biggest Tear Jerker in the game, followed by another vehicle-based mission that may lead one to throw his or her controller at a wall.
    • Hello level "stick Daxter on a rocket at a gazillion miles an hour and make him try to get through accelerator rings that have handily been placed all around the harbour, whilst avoiding pedestrians and guards and constantly accelerating". The result of your constant crashing is a surprisingly chirpy Daxter making a sarcastic comment about your skill.
      • To ease frustration, you don't actually have to avoid guards and pedestrians.
    • Something similar to previous example occurs fairly early into the game. Your task is go into the stronghold in the Wasteland and catch three Leaper Lizards into the pen. This consist of first: getting near one with the car, at which point Daxter jumps on it and second (the hard) part: steer lizard into the prepared pen. Note that the lizard runs fairly quickly, cannot be slowed and any collision with anything will result in Daxter biting the dust (and the doors on the pen are fairly small ...). Worse yet, there are cactuses over which you have to jump, or else lizard gets killed. Thankfully, the game doesn't reset the number of lizards you caught.
    • There is an unfair race near the beginning of the game, where you have to race a group of monks on a leaper lizard. The problem is that hitting a pedestrian will slow your leaper down, thus forcing you to constantly restart to get an optimal randomly-generated crowd. On top of that, the monks can damage you with their leapers (which of course you can't do), causing you to come to a full stop. Fun!
    • The mission "Defend Spargus from attack", where enormous Dark Maker robots are approaching the beachfront and you're the only one in their way. There are way too many targets you have to hit on them for just one of the deathbots-from-hell to blow up; your turret catches fire; and if any of them make it, you immediately die. Not helping matters is how easily the target markers blend in, despite being glowing red.
    • Destroy Dark Ship. The part with Light Flight is just ridiculous. It's bad enough it doesn't control very well but when you're at the mercy of using it through large gaps...
    • Any level that forces you to use the Sand Shark, a stylish combination of terrible steering, weak machine guns, pathetic jumping ability, and a remarkable tendency to roll over at every conceivable opportunity. This includes the penultimate mission against Errol's Dark Maker. Enjoy!
  • From Daxter, the Lumber Mill. It's huge and confusing, full of enemies, and has irritating obstacles. Especially the part where you have to fly above a lake, where the fish jump out and kill you if you barely fly over it, while you're dealing with spinning platforms and temporary platforms, and with not enough eco pickups. Your main objective forces you to wait for eternity on a switch while the bug zapper charges up, while the giant bug drops "bombs" at you. It's one of those stages that takes forever.
  • Jak X: Combat Racing, thanks in no small part to the extremely slippery handling with a fully-upgraded Engine and Turbo.
    • It has one mission where, as part of the storyline, your weapons are disabled. Not only does this make you a sitting duck for seeker missiles and prevent you from blowing up your enemies, it adds the annoyance factor of continually hearing the missiles you'll inevitably get in your first and only yellow eco weapon pack locking on to enemies you can't shoot with them.
    • Waterworks Circuit. It is full of sharp angles, tight paths and stumps that will destroy your vehicle if you won't notice them. Which you won't because of explosions and blur as you try to speed through the circuit.
    • Haven City is quite possibly more annoying than the Waterworks Circuit! It has a lot more side-line obstacles, 90-degree corners with no curve to them and 90-degree corners with no curve to them with ramps, which utterly destroy your ability to actually turn the car because you've been launched into the air!
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