That One Level / Super Mario Bros.

When a series has been running for over 30 years, has countless installments, and features the most prolific video game character in history, you would expect it to have its tough moments. But these take it to another level.

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    Super Mario Bros. 
  • World 2-3 (and, by extension, its "revamp" as World 7-3). At first it seems like you can just run across the bridge and outrun the Cheep Cheeps, but then you get to just before the end, where there are three small platforms. If you don't slow down, you can easily miss all of them and lose a life. However, if you slow down too soon, you will get snagged by a leaping Cheep Cheep. NES Remix forces you to do this level full speed the whole way.
  • The original Super Mario Bros. had many gamers' firstnote  That One Level: World 4-1. You can't warp around it. And it presents Mario with his first encounter with Lakitu, who is hard to kill, throws infinite enemies on you, and if you do kill him, he respawns ten seconds later. In an interview, Shigeru Miyamoto suggested that World 4 would have been the first world in Super Mario Bros. if they hadn't rearranged things late in the development. This is a truly scary thought.
  • World 4-4, the first of three maze castles. In the original version, there is no indication that you are taking an incorrect path other than seeing the same layouts again and again. Thankfully, the All-Stars remake and the Deluxe port put in audio cues to inform you if you're on the right or wrong path.
  • World 5-1. Not a powerup in sight. Woe to the player who starts out small, or dies. Fortunately, there is a star, so if you can run through half of the level while invincible, you should be okay.
  • World 7-4 employs the concept of 4-4 in a nastier way, as to advance you have to pick three correct paths to get to the next segment; do it wrong and you have to guess the three paths again. This is where the ports' audio cues really come into play; good luck not timing out this level without a guide in the original version.
  • The entirety of World 8. For starters, none of the levels in this world have midway points and power-ups are hidden very well. To go into detail:
    • World 8-1. The whole level isn't that difficult. But there's one leap that you have to make by perfectly timing when you let go of the run button while still moving and jumping at the right time to land on a platform that's only as wide as Mario is between 2 of the biggest gaps found in the entire game that are meant to be clear-able. This is also the longest level in the entire game and you only have 300 seconds to complete it, and there are no power-ups either.
    • World 8-2 has you facing Lakitu again, mixed with dodging a barrage Bullet Bills and loads of green Paratroopas. Oh, and there's also a long pit to jump over with a one-block wide pit just before that. At least it's much shorter than 8-1.
    • World 8-3 easily takes the title of nastiest level in the game. It looks simple enough, but there are Hammer Brothers all over the level, 8 to be exact, half of them on flat ground. You can't wait for them to get on a higher platform and knock them off; you can only run under them, jump over them, kick a Koopa Troopa shell into them if any are available, or have a Fire Flower (and good luck keeping one at that point in the game). Oh, and since it's a World 8 level, there is no midway point, which means that if you get unlucky and the Hammer Brother jumps at just the wrong time, you'll probably be starting the entire level over from the beginning again as Small Mario. Fortunately there are two power-ups in this level, but they are both heavily guarded by the first two sets of Hammer Brothers, and you only have 300 on the timer.
    • World 8-4 is basically a maze beyond a maze. There are loads of pipes to take in the castle and going down the wrong one takes you back to start. Oh and there's actually an underwater part of this level where you have to dodge bloopers and fire bars. Also, there are no powerups.
  • The Vs. arcade game replaces the Hard Mode Filler stages with stages from The Lost Levels, which of course, are insanely difficult. Three are particularly sadistic; World 3-2 (TLL 2-2), with lots of Bottomless Pits and precise jumping puzzles; World 6-3 (TLL 4-3), an athletic level from hell with extremely long gaps, one of which requires a blind jump to a Koopa Paratroopa to cross, and narrower moving platforms than its TLL counterpart; and World 7-3 (TLL 6-3), a long bridge level that combines the flying Cheep-Cheeps and Paratroopas from the original bridge stage with many narrow platforms. To rub more salt into the wounds, the Warp Zones to Worlds 7 and 8 have been removed, so no skipping these challenges for you!

    Super Mario Bros.: The Lost Levels 
  • World 2-2 and 8-2, not so much for being hard platforming-wise (they both become pretty easy once you've beaten them once), but for how difficult they are to figure out how to beat. 2-2 introduces the player to required invisible blocks needed to pass certain areas. Meanwhile, 8-2 abruptly ends with a pipe that warps you backwards until you figure out that you need to koopa-jump to hit a block containing a hidden vine, something that only leads to a coin bonus in other levels.
  • World 7-3. Those green springs that propel Mario and Luigi so high they go offscreen for several seconds? Let's put them on tiny platforms spaced really far apart over a Bottomless Pit, followed by a couple single-block platforms with firebars. Oh, and add some wind too, just to be sure.
  • The cloud stage in 8-3. You have to make big jumps and dodge Hammer Bros. Running Hammer Bros. In addition, there are Invisible Blocks designed to trip you up, one of which contains a Poison Mushroom. Oh, and there's that vexing Lakitu to deal with. This video not only shows you how to easily get past the Running Hammer Bros., but makes the entire level look like a walk in the park.
  • Ever tried B-3 with Mario? This video makes it look easy, but the jump off the green Koopa Paratroopa (around 20 seconds in) is insanely difficult to execute with Mario.
  • World C-4. There's a firebar at about the two-thirds point that requires almost inhuman timing (or being Super Mario, which, at that point, is unlikely at best) to pass. This video (0:30 in) makes it look easy, but it's really, really not. Fortunately, however, there is a hidden mushroom early on in the level, which you can use to get past this firebar by giving Mario an extra hit point.
  • World C-3 is just like 7-3 (the level with the wind and green springs), only with a Lakitu that makes the level much harder. Not only does it often place spinies where you need to land, but if left unkilled, can prevent required springs from spawning (at least in the Famicom version; the SNES version doesn't seem to have that problem, though that version removes the checkpoint).

    Super Mario Bros. 2 
  • World 4-2. You first have to survive a unrelenting Zerg Rush of Beezos on two hearts before making your way to the next area, where you have to jump on slippery platforms and whales spouting up water (which hurts you). The whales make for very small platforms, meaning precision is an absolute must and to make matters worse, there are Blue Shy Guys running on top of the whales to give you even less room. The final area you're faced with a long stretch of spikes, and theres no way to cross without using the Cranium Ride on an enemy, all leading up to an encounter with a Red Birdo... on ice.
  • World 5-1, where you have to cross a vast waterfall by hopping on the heads of rising and sinking Trouters, is a nightmare if you try to complete it with anybody other than the Princess (who can simply soar from platform to platform). If you really want to punish yourself, try it with Luigi and his horribly imprecise jumps. It is also the introductory level for the green Birdo, which doesn't spit any eggs, only fireballs. There's also one portion in the level where you can't see the ground and you have to do a leap of faith onto an enemy. If you miss, you find out that there was floor there the entire time.
  • World 5-3. The entire level is a hornet's nest of Bob-ombs and Sparks, and the majority of it has you hopping up and down and across a bunch of platforms trying to dodge said Sparks and Bob-ombs with hardly any room to maneuver thanks to the low ceilings. The first part of the stage has you jumping over blockades while an endless blitzkrieg of fast-flying Albatosses constantly bombard you with Bob-Ombs, forcing you to constantly dodge to stay alive, and that's the easy part of this stage. Next there is a underground section littered with Bob-ombs and a Red Panser waiting for you. Then there is a vertical platforming section where you have to dodge not one but two Blue Pansers rolling down the platforms while raining down their fireballs to make things extra worse. And once you get past all that, you have to ride two Pidgits' carpets past a bunch of dive-bombing Beezos without getting knocked into the abyss to reach the boss of the level. Having three or more hearts also equals trouble: there are Shy Guys and Snifits roaming the place, trying to knock you straight into a bottomless pit.
  • World 7-2, if you don't know where you're going. It is the final level, so the difficulty is justified, but it's also a Marathon Level and The Maze, especially if you want to get both power-up mushrooms. And depending on which paths you take, you'll also be facing up to three sub-bosses before Wart (the only other levels to have multiple bosses were 5-3 and 6-3, and just one extra one in both cases).

    Super Mario Bros. 3 
  • 3-3 and 3-8. In both of them, there is water at the bottom of the screen, and most of the platforms in the level rise and fall at intervals. The problem is, Boss FREAKING Bass is swimming across the bottom of the screen, ready to leap up and swallow the player whole in an instant. This is, by the way, the only enemy in the game that can instantly kill Mario or Luigi when they're not small. The game tries to help by giving you a Frog Suit in the Toad House to the right of 3-3, but the abundance of Cheep-Cheeps means that you'll lose this valuable item very quickly. It doesn't help that one of the White Mushroom Houses is triggered by 3-8.... In conclusion, the water world is a place where many a controller has been thrown.
  • World 5 is where the game pulls the Difficulty Spike and starts displaying difficult levels more often:
    • The second mini-fortress in World 5 has lava on the ceiling. Although it's not deadly, there are Podoboos that come down from the lava and then "fall" back up, with no indication of where such Podoboos are located.
    • The first mini-fortress has tricky jumps a-plenty, and Thwomps and Roto-Discs all over the place, used in tandem in some particularly devious ways that make it very difficult to get through without taking a hit. Fortunately, it's totally optional, as it's part of a split path (the other option being Level 5-3), and clearing it only creates a shortcut to the start of the world. (Which is only useful if you were to Game Over and continue.)
    • World 5-9. What makes already difficult platform jumping more difficult? Diagonal autoscrolling. And once you think you've mastered that, Fire Chomps will appear and make sure you won't.
  • 6-5. The only way out is to grab a koopa shell, fly up a narrow hole in the ceiling and throw it at the Nipper plants blocking the exit pipe. The worst part? The ground is cluttered with block-throwing Buster Beetles that you have to clear out first. There's a room that provides a powerup every time you enter and respawns the koopas to prevent you from getting stuck with no leaf and/or koopas, but it also respawns those beetles, naturally.
  • All of Pipe Maze, especially either of the levels blocking the crossroads:
    • Level 7-4 is an underwater Auto-Scrolling Level which herds you through a veritable maze of deadly, immobile, invincible Jelectros while all the while a Blooper Nanny follows you, spawning little Bloopers. Pray that you have a Frog Suit in your inventory.
    • Level 7-7. You get a star at the start, but the ground is made of piranhas, so you have to run to the next ? block before the invincibility expires to release another star. It's not too bad until the pipes start to get in the way, including one near the end where you have to crouch/run underneath if you're Super Mario.
    • The Second Fortress in World 7. Have fun having to constantly time jumps on pipes, which of course are inhabited by Piranha Plants and Venus Fire Traps. The pipes are tiny platforms, giving you a hectic time to juggle between between timing jumps and avoiding shots from the Fire Traps, and waiting for the Piranha Plants to retreat. The level also throws a tricky jump involving a Thwomp, and to make matters worse, the stage throws Boos at you to give you even more obstacles and distractions to manage. This is the level you've been saving up those Hammer Bro suits for.
  • All of the sand pit levels in World 8. If a hand drags you down, you are forced to play the level Mario is on. The first one features all variations of the Hammer Brothers, the second involves jumping and dodging lots of fireballs, and the third is a nightmare due to all the cheep-cheeps. Clearing them nets you Raccoon Leaves, which you will need in the following level (at least if you've Warp Whistled past all the preceding worlds and your inventory is empty).
  • The (unnumbered) airship level in world 8, following the sand pit levels, is a real nightmare: compared to the airship levels which end every previous world, it scrolls a lot faster and the "ships" are much smaller and spaced further apart, which is why you were awarded Raccoon Leaves in the previous levels.
  • The mini-fortress in World 8. So many doors... If that weren't enough, the boss is found through a door that is only accessible for a brief time by using a P-Switch. There is no indication of this, so first-timers will often time out. Even worse in the SNES remake, where the two sides of the fortress are the same colour. Many a player has saved a Jugem's Cloud for the whole game just to skip this level.
  • The tank level just before Bowser's Castle is pretty wild, with cannon balls and Bob-ombs littering the screen. Let's just say all of World 8, provided you don't have a suit and don't swim under the boats.
  • On the plus side, the designers (no doubt aware they've made several levels that fit this trope) added an item made to bypass them: the P-Wing. Activating it prior to a level gives you infinite flight, letting you fly over the entire level. It works in almost every level, save the underground and water ones. There's another item available called the Jugem's (actually Lakitu's, but mistranslated) Cloud, which allows you to bypass a level completely. Personal note: do not lose a life if you haven't cleared a level (or used a pipe) after using the cloud. You'll be forced to play the level you skipped unless you have another cloud. Also, the cloud won't work on obstacle levels such as Hammer Bros, Piranha levels in World 7, and the Tank and Airship levels in World 8.

    Super Mario World 
  • Soda Lake is an underwater level that features Torpedo Ted, a type of enemy that is (thankfully) only seen in this stage. Torpedo Ted is a giant Bullet Bill that's invincible and underwater. There are several spots that spawn them, they're quite fast (much faster than a swimming Mario, at any rate), there's almost no room to dodge them, and some spots require you to swim right through where they spawn. Those spots often require the utmost perfect timing to get through without taking a hit. And to even unlock this level, you have to reach the Cheese Bridge secret exit: It's a Kaizo exit, and you have to fly under the normal exit, or float under it with Yoshi and jump off him, sacrificing the poor creature.
  • Chocolate Island 3. The level itself isn't that bad, but the first exit (the one you'll probably use first) will just lead you in a circle that puts you right back on the level. You need to fly over or under the first exit and then fly across a gap to the second exit that will allow you to progress. There are only subtle clues to the existence of the second goal.
  • Until you get used to it, Wendy's Castle in Chocolate Island is this. The bone-throwing Dry Bones will be the least of your problems, what with the spiked pillars (which, by the way, are not treated as normal hazards, but rather as solid walls, meaning they can kill you instantly and you cannot run your way through them, which was thankfully not repeated in the New Super Mario Bros. games, where they are treated as normal hazards like most enemies) pounding the ground and ceiling and the saws. Oh yeah, and the section at the end with the floating platforms with little spark creatures rotating on the perimeters.
  • That One Exit rather than That One Level, the secret exit from the Valley Ghost House to Larry's Castle can be frustrating to execute even when you know how to go about it. The key and keyhole are off the top of the screen and must be reached by generating a "staircase" of coins from a ? block and turning them into solid blocks with a P-switch; however, since the goal is off the top of the screen, creating the staircase is reduced to guesswork after a few seconds. Moreover, the entrance into the key area is only as high as small Mario, so it is easy to fall at the final hurdle if you have a powerup and cannot duck through the entrance. Though there are other ways to get into the room, they also require considerable practice to execute consistently.
  • Valley of Bowser 2 can be difficult the first time you go through it, especially in the block maze on the second screen, where one wrong move will lead you to getting crushed. You can skip this for the normal exit if you have Yoshi, since his wings are right before the block maze, but you must go through it to find the secret exit, which is where no one would think to look on the last screen as well. Your reward for finding the secret exit? Valley Fortress...
  • Valley of Bowser 3, on top of the Mind Screw of being an air-based level inside a cave, is the only level in the game to feature the timed platforms. Oh yeah and toward the end there are Banzai Bills that take up a good percentage of the screen.
  • The Valley Fortress not only has the same spiked pillars as Wendy's Castle, but toward the end of the level they move up and down equally quickly, requiring more than usually sharp timing and positioning. If you have a Cape, it becomes even more frustrating unless you can force yourself to tap the Jump button instead of holding it for even a fraction of a second longer than necessary; otherwise, Mario will float for a while and throw off the timing.
  • Larry's Castle is not too difficult per se, but you only have a time limit of 300 and nearly half of that will be lost just riding the snake block to the second room unless you have very impressive skills as Cape Mario and are able to skip this part. The second room is long and contains the ever-annoying Magikoopa. If you don't have the cape by this point, you'll be waiting for Magikoopa to blast through the turn blocks so you can advance, and this can take time if you accidentally take Magikoopa out. After all that you have to face the boss. If you find the hidden midway gate and you lose a life, however, you can retry the level at the end of the first screen without the time issue being too big of a deal.
  • The (thankfully optional) level "Tubular", which forces you to play as a balloon version of Mario, having to float in between enemies throwing footballs at you, three waves of Koopas, and lava-spewing plants. Oh, and there's no solid ground, no halfway checkpoint, and the balloon won't last for the whole level — you must periodically get a new balloon powerup in increasingly hard to reach areas. Fortunately, it's possible to use a Blue Yoshi and a Cape in order to get through the level without having to use the balloon power-up once. It's tricky to pull off, but compared to going through the normal level, it's cake.
  • Harder than Tubular (if you think platforming is harder than balloon flight) is Outrageous, which is not only full of enemies, but seems specifically designed to combat the easy option of flying over it.
  • Awesome is another particularly difficult Special World level to fly through, which is full of shell-kicking Koopas and other hazards. There are probably as many enemies in this level as there are in any other level in the game.
  • Funky, the final Special World level, isn't as hard as Outrageous or Tubular, but it can throw people off with the 200 time limit on what is the longest single-room level in the entire game (32 screens, which is actually the longest a single sublevel in SMW can possibly be). Unless you get Yoshi (from a high hard-to-reach block or carrying over from a previous level) and eat the time-raising green berries, you will be rushing to get through this level and the hordes of enemies.

    Super Mario Land 2: Six Golden Coins 
  • Take the formula for SMB3 Level 7-4, change the water to space, change the deadly jellyfish to deadly stars, change the music from pleasant to frantic, multiply the maze's length, and add a difficult boss to the end, and you have Space Zone 2 in Super Mario Land 2: 6 Golden Coins.
  • Wario's (or rather, Mario's) Castle has many jumps that are nigh impossible without bunny ears. It's also much, much longer than any other stage in the game, and has no checkpoint. Die while fighting the final boss (or at any other point for that matter), and you're doing the whole damn level over again from the beginning.

    Super Mario World 2: Yoshi's Island 
  • There's a reason why the following levels were choosen to be the signature Brutal Bonus Levels of the game:
    • "Poochy Ain't Stupid", World 1's extra level, is a goddamn lie, featuring lava for practically the entire level and auto scrolling to go along with the introduction of Poochy, a dog that, if you unlocked the extra stage before proceeding to world 2, is a new mechanic.
    • World 2's "extra" level "Hit that Switch!!" is an utter nightmare. If you're aiming for 100% completion, it feels like the level designers confused "making a 'complex' level" with "making a level that makes you remember and do way too much shit." If you manage to reach the end... it pulls you into a nearly Unwinnable situation — simple as that.
    • "More Monkey Madness" is full of goddamn seed-throwing monkeys that are place on branches and vines above a pit, so they can easily kill the player. And you have 5 seconds to get past those monkeys and grab the Shy Guy hovering above a bottomless pit before it flies off with a red coin. Gaaah! It isn't so bad in the SNES version, since for some goofy reason there are 21 red coins in that level (normal is 20, and you need exactly 20 of them); however, the GBA port fixes this, leaving you no room for error.
    • "The Impossible? Maze," the 4th bonus level, gets a special mention here, as it lives up to its name all too well. There aren't many enemies, but good luck trying to find every red coin and flower for the perfect score!
    • The 5th bonus level "Kamek's Revenge". To obtain all those red coins, you first had to perform two whole screens of skiing and hit all the obnoxiously difficult placed items with perfectly-precise jumps, THEN, you had to hunt down a bunch of them on a huge, nonlinear helicopter course (which happens to be timed — run out of time and you fall to your doom). Miss just one coin, and your only option is to die and try the whole thing over again. Also, the first section of the stage — where you have to make your way across a whole bunch of tiny floating logs without getting knocked off by Kamek or the egg-throwing Green Gloves—ain't no picnic either. This level is so hard, even top players have complained that they can regularly solve all bonus levels with a perfect score in the game - except THIS one.
    • "Endless World of Yoshis/Crazy Maze Days" from the GBA remake. The first part isn't so bad, although it does have fast auto scrolling. However, the maze part is worse. Not only is there a long shaft filled with instant death spikes you have to dodge with split second timing (entirely blind), but to get 100% completion, you need to beat this section THREE TIMES. There's just one midway ring after it, meaning that if you mess up before the cave (and given the confusing layout of the place, you probably will), you'll have to do a significant amount of the level over. After that, there's a cave with some rather mean tricks as well as a replica of the intro with Kamek attacking Yoshi throughout. It's also a Marathon Level. And the last flower is literally right before the goal, so if you forget about it/run out, you're playing the whole thing over.
  • "The Very Loooooong Cave". It isn't the length of the level that makes this one a pain, it's that it requires a steady sequence of very precise jumps, which due to the continuous auto-scroll, you have essentially no time to prepare. Going for hundred percent? Bet you're looking forward to that part about 5 minutes in where you have to ride a rolling boulder across a lava pit to reach an alternate exit door, while the screen is auto-scrolling. Slip and fall in the lava, and it's back to the very beginning of the level for you! The very end of the level autoscrolls especially fast and has a series of pillars that you need to Ground Pound to collect the last red coins. If you miss, you only have a fraction of a second to get yourself pinched between the pillars and the autoscrolling sides — otherwise, instead of dying and going back to the last checkpoint, you must complete the level and start it again.
  • World 5-7: Shifting Platforms Ahead deserves mention, as the need to time your jumps to avoid falling into the abyss while dealing with the moving platforms makes reachging the exit a frustrating ordeal, and completing it 100% a bigger nightmare.

    Super Mario 64 
  • Anywhere that requires you to use the Wing Cap, due to the steep learning curve for the flying controls. They're a lot more tolerable after you get used to it, but they still remain hard.
  • Super Mario 64 lends itself to many a Self-Imposed Challenge, one of the most common being getting every coin in each level of the game. There are a few levels that are annoying to do this on.
    • Hazy Maze Cave: Several coins must be obtained by defeating the bat enemies, which have a tendency to hang around over bottomless pits. Another type of enemy (Mr. I) must be defeated by running quick circles around it on small platforms. One such platform requires pixel-perfect maneuvering considering it's barely larger than the enemy.
    • Lethal Lava Land: Coins vanish when they touch lava. The player has to choose between using the shell and its imprecise controls, or going without and taking tons of damage, being oh-so-careful to time the coin collection just right. The volcano portion of the level has an enemy who must be punched down into the lava (which is about 10 stories up), at which point the player must then jump in after it, with perfect timing and perfect accuracy, and then make it back to the tiny platform nearby while you're flailing about from the lava so you can live to tell about it. It's even harder than it sounds.
    • Tiny-Huge Island has by far the largest number of coins out of any level in the game: 191. For perspective on that, the second-highest coin count is 154, in a game where every course must have at least 100. In a world completely infested with bottomless pits. Plus, there are two additional coins that are impossible to obtain by normal means, one of which took 18 years to be reached, and only by a glitch.
  • Tall Tall Mountain is mostly a cakewalk and even the trickier platforming segments and the monkey star are more irritating than truly hard, but the hardest star to get on it is Blast to the Lonely Mushroom due to the trial and error involved in it. You have to use a cannon to reach a very far off star floating above a giant mushroom on the outskirts of the level. Your aim has to be absolutely perfect, or Mario will miss and fly to his death. However, there are two Sequence Breaking tricks you can exploit that make it a lot easier—you can use a Fly Guy to simply spin over to the Mushroom, or Long Jump to the mushroom from a ledge near the rolling log. The star is also considerably easier to get in the game's DS remake, as you can simply have Hoot the Owl carry you to it.
  • To single out a level which requires the Wing Cap, "Wing Mario Over the Rainbow" is one of the hardest levels in the game. The player has to collect eight Red Coins in the air. Solid ground is minimal, and due to the angles, it can be really difficult to gauge safe landing spots. The Wing Cap must be refreshed every so often to have enough time to collect all the coins. And that's not even mentioning the fact that if you fall off the stage (which does not actually cost you a life), you end up outside the castle, and have to go all the way back up to the top to try again. The DS version takes some of the sting out of this - if you need to land, keep an eye on the lower screen and activate a Ground Pound when the Mario icon is directly over an island. Even this is not foolproof, though - the lower map gives no indication of height, so if you rely on it too heavily you may Ground Pound while under an island instead of over it - and if you are too high up when you Ground Pound, Mario will lose two or even four units of health.
  • Tick Tock Clock is a nightmare. The level is long and painfully linear, and it's one continuous tricky jump after another after another, made worse by the fact that most of the level takes place on very thin platforms which are really easy to fall from. Plus, if you don't know the "trick" for entering the level, the whole level can end up requiring insane timing. Even if you do know the trick to stop the clock, two stars all but require the clock to be in motion so that the hands of the clock can carry you to the stars, at least in the N64 versionnote . The level is also subject to randomly-spawned invisible walls that will most likely kill you if you're unfortunate enough to hit them on a risky jump. In the DS version, if you play as Luigi, all eight stars (including the 100-coin star) can be obtained while the clock mechanism is stationary.
  • Rainbow Ride (a really difficult area as it is) has a notably hard 100-coin star. There are plenty of coins in the area, but they're spread amongst several divergent pathways, and to get all the coins you need, you must go down each pathway and then backtrack so you can go down another. The layout of the course - a series of platforms in the sky with large distances between them and only flying carpets for navigation — does not make this easy, to say the least, and to boot, there is (as always) a switch that activates blue coins worth 5 each for a short time. Not only is doing this perfectly necessary for 100, but it requires a speedy series of wall-jumps that is very easy to flub, resulting in an Unwinnable situation.
  • The race against Big Penguin in Cool, Cool Mountain. One turn in particular is angled just such that you can't slow down without falling off, you can't go too fast without falling off, and sometimes the penguin you're racing will just bump you off the track if you barely make it past the turn.
  • Dire, Dire Docks is another area which is just hellish in general, and it's all thanks to the horribly imprecise swimming controls. The first mission is required to complete the game, but the only reason for a non-100% Completion-ist to bother with the rest of it is the awesome music. To single out specific missions:
    • Chests in the Current: You have to open four treasure chests in a specific sequence while underwater, but unlike the similar mission in Jolly Roger Bay, the chests are all facing different directions, and since they're clustered so closely together, you have to keep constantly swimming in circles and readjusting your angle so that you're lined up properly with the next chest. (Mario in this game lacks the ability to dive straight down, which if he had it would make this level significantly easier; sadly, that mechanic would not be added until Galaxy.) What makes this one really bad is that the final chest is located right in front of the whirlpool, making it next to impossible to open it without getting sucked into the whirlpool and dying before you can claim the star.
    • The Manta Ray's Reward: You have to trail behind a manta ray and swim through the rings that he releases as he moves through the water. To get the star, you have to swim through five consecutive rings, which due to your inability to turn on a dime while in the water, and the fact that they vanish after a couple of seconds and if you miss just one you have to start over, is really amazingly fricking frustrating for something that sounds really simple.
    • The 100-coin star: There are only 106 total coins in the level, so you really need to collect almost every coin. And sooooo, sooooo many of them are underwater. And many of those are directly in front of instant-death whirlpools, so good luck collecting them all without dying! To save yourself some work, you might want to get this star at the same time as the red coin star, since you'll have to get all of those anyway in order to have enough coins to reach 100. Also notable, it is futile to attempt getting 100 coins before completing Bowser in the Fire Sea, as the moving poles that allow access to the blue and red coins won't be there since Bowser's Sub will still occupy the area.note 
  • In general, any level with bottomless pits, lava, or in one case quicksand. They're relatively easy to avoid and get around most of the time, but it's still surprisingly easy for an enemy to push you into them, causing you to lose health, if not a life. This is especially annoying if you're trying to collect 100 coins, as your coin counter gets reset when you die.
  • "Wall Kicks Will Work/Mario's Super Wall Kick" is a brutally hard star to get, especially if it's in one of the Starter Levels (Cool Cool Mountain). You have to activate a cannon, which is in the middle of a chairlift section, which is easy to fall off. Afterwards, you must fire yourself onto a small island. If you fire too low or too high, you risk falling off. And learning to wall-jump can be a pain, especially if you accidentally land in a bottomless pit. Fortunately, there's a Sequence Breaking trick involving a Spindrift that allows you to bypass the cannon section. The DS version also makes it slightly easier by widening the platform to the star.

    Super Mario Sunshine 
  • In "Yoshi's Fruit Adventure", you have to squirt juice onto jumping fish to reach a series of platforms. This one is extremely frustrating because if you're just a tiny fraction off in one of your jumps, Yoshi falls in the water and dissolves, forcing you to go all the way back and get him again, and then cross the platforms again to get back to where you were. One trick which makes this level a lot easier is after you reach the first stationary platform, to jump off to the side onto a ledge and have Yoshi eat a coconut. This will cause his juice to turn the platforms pink and go straight up instead of moving horizontally, basically carrying you the rest of the way to the shine. Surprisingly few players seem to catch onto this trick, however.note 
  • "The Sand Bird Is Born", a notoriously difficult level that is likely to be one of the first missions attempted by first-time players. Thought collecting 8 red coins was annoying enough? Try doing it on a moving object with flapping wings which, combined with the game's wonky physics, is very easy to fall off of! And when it turns sideways, good luck getting to a safe location in time. To make matters worse, if you think it's too difficult, it's actually one of the easiest of the infamously difficult sub-levels.
  • In "The Watermelon Festival" in Gelato Beach, you have to guide a gigantic watermelon down a cliff and along a beach past a horde of Cataquacks, who, if they get anywhere close, will knock the watermelon into the air, popping it. Oh, and the controls for guiding said watermelon are hellishly awkward. You can squirt the Cataquacks with FLUDD to stun them, but the area is so swarmed with them that for every one you can fend off, there are always two or three more coming at you from the other side. You can also use the dunes to permenantly kill them, but the timing to the dunes is real wonky and you also can't get to far away otherwise they'll stop chasing you, AND there are so many of them, it will take FOREVER!
  • The eighth mission on Pinna Island, where you have to ride the same roller coaster you fought Mecha Bowser in and pop all of the balloons (20 in total) before the coaster completes 3 laps. Thanks to the poor, clunky aim, the rockets are very difficult to send off properly, so you'll usually end up having two or three stray balloons taunting you towards the end. You can only shoot most of them within one or two 3-second periods during the entire lap, so if you miss your chance, even if you have half a minute of ride left, you're boned.
  • In general, Sirena Beach. The first mission is a fight against That One Boss, followed by a romp through a secret stage, then you've gotta navigate the maze-like hotel, followed by a Luck-Based Mission with wonky physics leading to another secret stage, followed by a luck-based boss fight, followed by a boring clean-the-goop mission, followed by chasing Shadow Mario through said maze-like hotel, and then finishing off with finding 8 red coins in the resident Timed Mission... again in said maze-like hotel.
  • "The Red Coin Fish" is Noki Bay's eighth mission (noticing a pattern here) which has you hunt down a fish made of several yellow coins and the eight red coins you need for the shine. First problem is you are underwater (so it is difficult to control with precision) in an area with limited coins to refill your health; secondly the fish loves to split itself apart and reform somewhere else and when split the coins move too fast for you to chase after them.
  • The third mission of Pianta Village, "The Goopy Inferno". The entire village is covered in flaming goop, and worse, Shadow Mario swipes FLUDD as you enter. You do get it back... right before you get the Shine Sprite. Even worse, the slightest touch of the goop wrecks the controls to the point of almost certain death. There are a number of different ways of dealing with the situation, all of which have their difficulties. The intended solution involves taking a long roundabout route underneath the village; however, it's really easy to lose your bearings trying to navigate through the maze of platforms, and those catwalks are really easy to fall from. A quicker path is to swim up the river into the pond and then repeatedly jump out of it, splashing water out to clean a path to the mayor's house. However, while you're trying to do this, Swoopin' Stus and that bird flying overhead keep trying to splash goop on you, and even if you can clear out enough of a path, you still have to do a perfect spin jump to the right spot to make it count. It's also possible to walk along the fences to clear the level, but this is debatably harder than the intended method due to the game's somewhat dodgy controls and one slip-up dumping you into an ocean of goop with no hope for escape. Finally, you can tiptoe around the left side of the village and climb to the top of the tree and then spin jump to the center of the village. However, this particular route leaves you absolutely no margin for error; slip up just a tiny little bit and you're screwed. (You'll either fall from the tree and plummet to your death, or you'll land smack in the goop and won't have time to extricate yourself before you die.)
  • "The Secret of the Village Underside". Yoshi controls terribly anyway, but you have to somehow jump down to a platform you can barely see. Then you get the actual mini-level, which instead of actual platforming, you just have to be thrown by Piantas. Sounds easy, but you have to be DEAD ON in your positioning and how you move the control stick, otherwise you're screwed! Actually, you may still be screwed anyway. At least the Red Coin mission is much easier thanks to FLUDD's presence.
  • To single out yet another Pianta Village mission, there's the "Fluff Festival Coin Hunt". It's another "collect the eight Red Coins" mission, but what makes this one so frustrating is that some of the coins are in extreme pain-in-the-ass locations. (Have fun trying to grab that coin on the ledge behind the beehive... or the one on the underground catwalks.) The worst one is the one at the top of the tall tree in the center of the village. You have to climb up the tree platform by platform, then use the Rocket Nozzle to get from the highest platform to the top of the tree. The problem with this is that the top of the tree is so far above you that you can't get to it with a simple Rocket jump; you have to get some extra height via spin-jumping and then rocket to the top of the tree from as high in the air as you can get. And if your jump is a little bit off, you'll likely hit the curved part of the treetop and end up sliding off the tree entirely, forcing you to make your way all the way back up the tree. Oh yeah, and to get Pianta Village's secret Shine, you have to get back to the top of the tree again. Good luck. And after all that, where does the Shine Sprite appear? On a cloud, over a bottomless pit, farther away from the main level than you thought it was possible to go. To get there, you have to — you guessed it — climb the tree and let a dandelion carry you toward the cloud, then jump off at the right time. The cloud is fairly big, but due to the awkward camera angle, it's easy to misjudge where you are and fall to your death.
  • The boat ride to Bowser in the last level. You must turn Mario just right and fire the FLUDD to propel the boat. It is very easy to crash the boat and tip you into the lava, an instant death. Then there's getting all the blue coins in that level for 100% Completion.
  • The mini-stages, in which every other platform is either moving, has tons of holes in, or is disintegrating beneath your feet, and in some cases the camera is swooping around so much that that jump you judged you'd make has now sent you plummeting off the edge. And they all share the same Ear-Wormy tune. Among the hardest mini-stages are the ones from the 2nd episode of Sirena Beach and 6th episodes of Noki Bay.
  • By far the worst Sunshine mini-stage is Delfino Plaza's "Lily Pad Ride". First, you have to ride Yoshi across 3 barges to get there without running out of juice or falling into the water. And that's just to enter the mini-stage! Once you enter this dump, you'll find that you have to grab 8 Red Coins (many of which are in mid-air) while floating down an instant-death river on a barely-manoeuvrable lily pad that will dissolve shortly after you get on it. Oh, and there are bottomless pits all around the river. If you get a Game Over, you get taken back to Delfino Plaza's main square. That's right! You have to ride Yoshi ALL THE WAY BACK ACROSS THE WATER JUST TO TRY AGAIN! The only way to win is to make it to the end grabbing as many of the Red Coins as you can, and then walk very carefully along the super-thin railing to get back to the start for another run down the river. Oh, and that warp pipe at the end? Logically you'd think it would take you back to the start, right? Wrong; it takes you out of the level and back to Delfino Plaza! It's much, much easier to abuse a glitch to ride Yoshi underwater than to bother with the barge-riding to get there.
  • "Pachinko Game". You have to retrieve eight Red Coins in a giant pachinko board (which, for those unfamiliar with the game, is essentially an upright pinball game with no flippers). However, you have extremely limited movement with FLUDD, and a good half of the coins are in really hard-to-reach locations. And should you happen to miss all the pockets and fall to the bottom of the board, you're immediately chucked out the bottom where you fall to your death. And should you happen to bring the Rocket Nozzle with you instead of the Hover Nozzle... good luck getting more than four coins. The worst part is that you can't go left''. Not past a certain point, anyways. Those two ball-returns on the left side of the board? You have to cheat your way into them, because once you hit the center section, you can't go back. And if you're on the left, you can only move right. And the plunger will always shoot you past the top-left cup. The only real solution is to wall-kick up the starting chute and hope you can get just high enough that you can hover over. And the stage is buggy: The pins seem to have random kinetic effects if Mario touches them, sometimes catapulting you across the pachinko machine in a random direction. Others seem to indicate the position of an invisible wall.

    New Super Mario Bros. DS 
  • World 8-4. Trying to get that last Star Coin without dying is CRAZY hard due to giant spiders dropping from the top of the screen and use of a Mini Mushroom. The Starman certainly helps, but it is not a free ticket to victory.
  • World 8-6. It's a Lethal Lava Land vertically scrolling level, and it's hard as heck.
  • World 8-Tower 2. The ENTIRE level takes place on a moving platform reminiscent of certain levels in Super Mario World. It's unpredictable, tedious, and nerve-wracking. And of course, as if the task of staying on the platform weren't difficult enough, everything is trying to kill you. As a bonus, the platform's movement makes an annoying sound. World 7 has the same gimmick in the castle stage, but not only is it easier, World 7 can be skipped entirely.

    Yoshi's Island DS 
  • Any of the autoscrolling levels are often considered this by many.
    • World 2-6, "Donuts and Eggs", is a long autoscroller that sometimes loops, and although there is checkpoints in the level, it is often considered the worst level in World 2.
    • Most of World 3-1, "Up The Creek", is a standard level, but at the very end of the level autoscrolls up a waterfall against the player's own will. It's a short section in a large level, but can be frustrating if you don't know what you're doing.
    • The very next level, World 3-2, "The Goonie Coast Isn't Clear", is quite often considered the worst stage in the entire game due to the fact that it scrolls the entire level. It's not the first section of the level that gets most, although it is a little frustrating ; it's the latter section that many consider to be frustrating as fuck because this section is several times as long as the first section in the level and also partially loops in the fourth ship, if you plan on getting all secrets and a 100% for the stage. It doesn't help that some players consider the level's music which can eventually be considered an annoying and empty tune that seems to be taunting the player. Obligatory, while getting through the level without dying is indeed possible, it's often inevitable that the player dies at least once while playing the level.
  • World 4-7, "Teeth-Chattering Chill Zone". Let's see: You use Bouncies in combination with ice to slide past the crushing rocks, BUT those things fall and rise INCREDIBLY fast, so you're likely to DIE. Then, you have to do a tricky platforming section with lots of Bumpties and Bouncies to avoid, as well as some moving platforms. These Bumpties and Bouncies, combined with it being an ice level, often lead to you falling to your death. This section is so hard, some gamers never even get past this part before giving up in frustration. The final section is a ski jump section, which normally is a Scrappy Mechanic, but here, it's actually the easiest part of the level.
  • World 5-1, "Rompin' Stompin' Chomps":
    • The level features three different versions of the Chomp enemy, and they're all nasty. In the first section, you have to dodge huge, fast-moving Chomps which jump up and down in place while trying to collect red coins by throwing eggs really high into the air. Doesn't sound so bad? Did we mention that the screen is AUTO-SCROLLING while you're trying to do this? Yeah, good luck with that. In the second section, you have to hover over gaps while even bigger Chomps are raining down on you from above. And if you can manage to get past that, there's the final section, where one of the "eats everything in its path" Chomps from the first game chases you, and he's much faster than the ones in the original game. If you're going for 100%, be sure not to miss the very inconveniently placed coins and flowers while you're scrambling for your life!
    • The Baby Mario coin deserves special mention. First off, you need to know it's coming, because if you instinctively jump from the ledge above, you'll overshoot the coin with no way to get back. Then, because it's completely surrounded by breakable material, you have to shoot an egg at exactly the right angle; if you're a tiny bit off, you'll either destroy the ground underneath the coin or you'll leave a barrier blocking your way forward. Once you've cleared a path the coin, you must jump in, grab it, jump out onto a moving platform, and then get through the rest of the level (if you die, you lose the coin). And all of that, while being chased by a Chomp with Rubber Band AI.
  • World 5-5, "The Cave That Never Ends", is an obnoxiously difficult forced-scrolling stage that very nearly lives up to its name. The level is a constant barrage of challenging platforming sections that are far too complex to make split-second maneuvers practical, yet that's what you have to do... you know, because of the autoscroll and all. There are several spots where you have to clear a path to a coin or flower and then backtrack so you can follow the path, only to find that you can no longer get to it because you didn't stay quite far enough ahead of the scroll. And then once you do finally get to the exit ring, you find out you passed it quite a while ago, but the scrolling wouldn't let you go to it until just now.
  • Stage 5-7, "Super Hard Acrobatics", lives up to its name and then some. Unsurprisingly, it's composed of vicious jumping puzzles and dodging on moving platforms. If this weren't bad enough, unless you specifically set yourself otherwise, you're probably carrying Baby Donkey Kong into the stage,note  which cripples your speed and aerial ability.
  • Every single one of the secret levels is this:
    • "Welcome to Yoshi Tower!" is an Auto-Scrolling Level of Nintendo Hard puzzles and lava. The worst part of it is that there is not one single middle ring in the entire level. This means that not only does one mistake mean you're doing the entire level over, but you'll also have to scramble for every star you can find in the stage if you're trying to max your star count in order to get 100%. (Here's a tip: go into the level with a full supply of red eggs and then nail all those enemies at the beginning for all the stars you can get.)
    • "Yikes! Boiling Hot!" is a Nintendo Hard level of lava practically making up most of the level. The last section forces you to do a bunch of precision jumping while dodging lava-spitting enemies and an absolutely massive lava monster, who even if you can avoid being killed by him directly, will make things a lot harder by destroying the ground beneath you.
    • "A Light in the Dark" has very little light/visibility and a hated ski section. Remember how hard the ski section was in "Kamek's Revenge"? This makes that one look like cake. The worst part is a spot where you have to clear a small hill and grab one flower and two red coins on the way down. What makes it so bad is that you have to jump at the exact perfect angle to make this happen, and there aren't really any indicators to help you judge exactly where and how to jump. If you're even a hair off, you'll either miss one or both of the coins, or you'll fail to clear the gap and fall into the abyss. Oh, and you before you finally exit this screen, there's another red coin right at the end which you need to make a quick jump right as you exit in order to grab it; if you aren't prepared for it, you will miss it. Nintendo Power's otherwise excellent strategy guide really lets you down here, as it fails to identify that particular coin as a red one.
    • "Hurry and Throw!" has two ungodly horrible sections. In the first, you have to dodge enemies and spikes while locating and depositing three number balls, all while the stage is auto scrolling. But this one is a looping autoscroll stage which just keeps taking you around and around the room until you find the exit. While this does give you some margin for error, it also gets annoying quick. For the second, you'd better have Peach or Mario, cause you're gonna have to do some master-level platforming. You have to make your way to the goal ring by bouncing off the backs of Paratroopas, all while collecting the usual crap and dodging obstacles like firebars which rotate in the air. Seriously, who designed this place?
    • Finally, there's "Yoshi's Island Easter Eggs", a Marathon Level of Kaizo type evil puzzles (aka, lots of spikes of instant death and perfectly timed jumps needed). You know you're in trouble when there's a middle ring after every goddamned room.
  • Bowser's Castle (of course) gives you five different ways to go through it, depending on who you have on your back. Every one of them is Nintendo Hard.
    • Mario's route has you outrunning a giant Tap-Tap across small platforms. You have to keep running in order to avoid being hit, and your jumps have to be precise so that you hit all the collectibles as well as avoiding falling to your death. It's the most hectic route, but also the shortest, and isn't so bad if you can make your Sonic the Hedgehog instincts kick in.
    • Wario's route depends on puzzle-solving ability rather than platforming skills. It's confusing, long, and tedious. There isn't much in the way of stuff that's likely to kill you, but you can easily ruin your chances of 100% Completion if you're not really careful how you progress through the level.
    • Peach's route is essentially this game's equivalent to "Animal Antics" from Donkey Kong Country 2: Diddy's Kong Quest. You have to use her parasol to ride the breezes through sections lined with instant-death spikes, being very careful not to let the wind blow you into right into them. A particularly nasty section toward the end forces you to ride the breezes upward through a long diagonal shaft. And it ain't over after that; you still have to do some careful falling and fluttering through more spiked passages to finally reach the door that takes you to the next section.
    • Bowser's route has you crossing a bunch of tiny ice platforms, in some places bouncing off Koopas to progress, all while being constantly besieged with Gusties coming at you from all directions. They're usually right on top of you before you see them, giving you very little chance to attack or dodge them.
    • Finally, Donkey Kong's route is probably the most difficult of them all. It involves a lot of swinging on ropes while dodging firebars over a bunch of, you guessed it, instant-death spikes. If you're going for 100% Completion, there are two flowers in this section that are a real pain to collect. One of them forces you to throw an egg up a vertical shaft while swinging on a rope; the hard part is lining up and making your throw without letting the rope's momentum swing you into the spikes. The other is surrounded by spikes in the middle of a zip-lining section. If you don't know it's coming, you probably won't have time to grab it by the time you notice it. And even if you do know it's coming, it's very difficult to grab; you have to slide toward the bottom of the rope (otherwise you won't be in range to hit the flower with an egg), nail the flower with an egg, then very quickly climb back up the rope so that you won't hit the next set of spikes.

    Super Mario Galaxy 
  • There's a Daredevil Comet challenge where you have to go through Melty Molten Galaxy, which is covered in lava, without being hit once, leading to furniture being punched in frustration after missing a jump after going through the entire level for the fortieth time. There's also the controller-breaking madness of having to climb the huge rock spire at the end while it sinks into the frickin' lava. And there's that god forsaken section with the pull stars.
  • When you unlock Luigi, you have to race a Shadow version of yourself in several galaxies who's much, much faster than you are, makes nearly impossible jumps, and will cause you to miss jumps if you happen to occupy the same space as him.
  • The Ghostly Galaxy's Daredevil Comet pits you up against That One Boss, Bouldergeist, and because of the Daredevil Comet, you cannot get hit even once. The way to beat the boss is to throw three sets of three Boo Bombs at his center, but you have so little control of where the bombs will go off that half the time Bouldergeist's arms will take the hit, lengthening the fight. And since Bouldergeist's main attack is summoning jagged rocks from the ground that are really hard to dodge, you will be playing that level for a while. Best to just skip it unless you want 100% Completion.
  • Luigi's Purple Coins is just as hard as that one. In this level, there is no lava, only a green slime that is instant death (by contrast, you bounce off lava and lose a bit of health) and all platforms either disappear or start rotating once you step on them. Needless to say, planning your route is required, as any mistakes are immediately fatal. Also, there's a time limit, but since you're much more likely to die by being forced to fall into the green slime by the disappearing/rotating platforms, it may as well not even be there at all. How bad is it? In an interview in Nintendo Power, one of the developers outright said that it was the hardest level in the game. When the developer of the game finds it difficult, you know you've got a hard one.
  • While not as infuriating as Luigi's Purple Coins, Sling Pod Galaxy is evil. Using the Wii-mote to launch Mario into small targets and time shots around obstacles made for controller breaking not-fun. And star bits in excess of 9,000 (not joking) were earned, thanks to the developers always making sure there were enough of them to give you an extra life every time you died.
  • This one is more like That One Minigame. In the Battlerock galaxy, during the third star mission, you can access a secret area with piles of trash on it and a robot who wants you to clear it up by throwing Bob-Ombs at them. This wouldn't be so bad if it weren't for the 30-SECOND TIME LIMIT, the fact that those Bob-Ombs take FOREVER to explode, and that the only way to really get all of the piles of trash is to throw them on 5 small yellow spots on the ground. Fun. Then, in the Dreadnought Galaxy, you get to do it all over again, only this time there are 6 little yellow spots for which to aim and NO INCREASE IN THE 30-SECOND TIME LIMIT. For added amusement, try playing these levels as the less sure-footed Luigi. It says a lot that the sequel, which virtually had the mission statement of being harder than the original, made trash-destroying significantly easier. This could be Nintendo's way of admitting that the trash-destroying missions in the first game were an example of Fake Difficulty; they wanted the second game to be hard, but they wanted it to be because of real difficulty.
  • The Battlerock and Dreadnought purple coin missions are very similar — in both missions, you have to travel on a moving platform and collect coins while dodging cannonballs and other obstacles, and in both cases, if you miss a coin, there's no way to go back and get it. It's a toss-up as to which of the two is more difficult. In Battlerock, you have to do insane jumps over super-huge electric fences as well as having to constantly switch between two sides of a moving platform (which, thanks to the weird physics, makes it much, much harder than it sounds). In Dreadnought, the platform you're on goes upwards, sideways, and then completely upside down as you're struggling to collect coins and dodge the cannonballs, which come at you even more relentlessly than the ones in Battlerock. To add to this, since this is 3D, you can easily miss the coins by forgetting that the platform also has depth.
  • The Ghostly Galaxy purple coin mission. You have a whole one minute to collect 100 coins that are scattered in a bone pen. And there are meat bones everywhere to throw you off course. Good freakin' luck.
  • The Gusty Garden Galaxy purple coin mission. It's another "Get 100/150 coins within the time limit" mission, except you're on the puzzle cube of the first mission of that galaxy, and it can be confusing to get to an area you want to. And to add to it, you only have 2:30 to complete this mission. Thank god you don't have to collect them all, because one section is really painful; there is a part of the cube with purple coins on such thin ledges it's extremely easy to fall off, plus the camera goes wonky in that area. And finally, the clock will still tick even after the Star appears, and it's very confusing to get to the area it's found - made even harder because you'll probably only have like 45 seconds left on the clock.
  • The three Trial Galaxies are called that for a reason.
    • The Loopdeswoop Galaxy. Tilt the Wiimote a bit too much, or not quite enough, or speed up in just the wrong place, and it's into the void with you. Over and over again.
    • The Rolling Gizmo Galaxy, which forces you to cross very thin platforms, dodge Bob-Ombs, and ride moving platforms while rolling on a ball and crossing the void. It's practically a Death Course, which Everything Trying To Send You Over The Edge. Make no mistake — you will die — over and over!
    • The Bubble Blast Galaxy. Why? You probably know. This is another level featuring that freaking bubble, and it's back in full force. There are electric fences everywhere, as well. The first objective is to collect five Star Chips within five different areas, all featuring you riding that bubble. And then after you collect them all, you'll be launched to an area where it's a race against Bullet Bills that home on to you. You've also got those guns that shoot electric balls to worry about, too. Woe is you.
  • The four Cosmic Comet missions are all pretty unforgiving; you race a clone of yourself to the star, which is harder than it sounds because the clone is faster than you, doesn't make mistakes, and in the case of Luigi's clone, takes shortcuts. The most difficult of all of them is Sea Slide Galaxy's "Underwater cosmic race", where there is simply no margin for error. No matter how many times you've beaten this game, this level still strikes fear.

    New Super Mario Bros. Wii 
  • 2-1 and 2-2 aren't that difficult if you're just playing through normally, but become this if you try to get all the Star Coins. The third Star Coin in the first can really be a pain to get, especially if you're not very good at timing a throw of a shell. In the second, it's the Spikes who will give you trouble.
  • 2-4, also known as the level with that wretched sandstorm. A good chunk of the level will be spent pinned down against a wall, waiting for the wind to stop blowing. Just getting through the level is a pain, but getting all the Star Coins and the secret exit as well exercise in patience, considering how easy it is to slip up and die, ruin your chances of getting them, or both. It doesn't help that the secret exit is at the end of the level.
  • Getting used to the ice can make for a Difficulty Spike in 3-1 that can make it seem like a That One Level.
  • 3-4 is also known to be difficult, since it takes place mostly on giant moving blocks of ice. One wrong slip and you'll be crushed or fall into a bottomless pit. And because of a thing the developers did with the secret exits, you're forced to play through it twice. Thankfully the second run is much easier than the first.
  • World 5, especially the acid river in 5-4, and especially if you're a moderately talented first-timer who found the secret exit in 1-3 and decided to skip ahead...
  • 7-6, in addition to being relatively hard to find, is an auto-scroller that has you jumping on the heads of large Para-Buzzies for the entire level. There's rarely any solid ground, and most of the Para-Buzzies aren't that big, so one slip will usually send you back to the beginning. Oh! And no midway flag. Enjoy.
  • Ludwig's Fortress, in single player. It's clearly a stage designed with groups of people in mind, since it is hell trying to juggle tons and tons of Bob-ombs raining down on you by yourself while you slowly rise left and right.
  • 8-1. A massive Difficulty Spike with an Advancing Smog Of Doom, constant rocks raining down, lava plumes everywhere all make the hellscape scenery look authentic. Just see what happened when the Freelance Astronauts decided to try it with four players... Hilarity Ensues.
  • Either as a coincidence or a Four is Death kind of thing, 8-4 is also pretty unbelievable. Black Out Basement... underwater.
  • The final fight with Bowser. Yes, he's the final boss and all, but the battle has two absolutely HUGE surprises that makes the battle so much harder than it has to be.
    • One, when you get to the final door, you have to run through this huge, completely empty hallway. It's really long and boring, so you're tempted to just throw caution to the wind and blindly rush through it to get to the boss room. Here's the surprise: It's a trick to get you to a lower power level. If you just run down the hallway without caution, then one of Bowser's randomly-spawning giant fireballs will hit you. It's even harder if you're doing this with a partner or a party, because you know that at least one member of your team will be jumping the entire way there to show off or something, which will predictably result in bouncing off the top of someone's head and right into a fireball. Thankfully, there's a few shallow holes where you can take cover in.
    • Once you move past the hallway and into Bowser's lair, the initialnote  battle itself is incredibly easy, almost an Anti-Climax Boss, but then Kamek comes out of nowhere and revives him, turning him into a giant and turning the level into an autoscroller. Basically, you need to run through the remainder of Bowser's castle, which is, at this point, a Lethal Lava Land unto itself! Also, Giant Bowser spits out giant, though almost painfully slow-moving fireballs. These fireballs can destroy platforms, which, if they hit a crucial platform at just the right moment, will either trap you or cause you to fall into the lava.
    • The one saving grace of this part is that there are a couple of power-ups at the very beginning of this part. It's just that they're trapped inside a prison of stone platforms, which have to be hit with Bowser's fireballs to get to, and even if you get them, you might not come out of the stone prison fast enough and get lagged to death because it's y'know... an autoscroller.
  • 9-4 is no walk in the park, if only because it's an Auto-Scrolling Level and, if you're going for the star coins, the hardest one to get is at the end. The second one is also difficult unless you can freeze a Bob-Omb and throw it at the coin; otherwise, the platform has to be at just the right height and then you have to jump off of it and then make a perfectly timed wall jump so that you'll get to the coin and make it back to the platform safely - all while the level continues autoscrolling.
  • 9-7, even by World 9 standards, is flatly unbelievable. To explain, the entire level past the start point is basically made out of ice blocks. Ice blocks melt when hit by fireballs. There are Fire Piranha Plants popping out of every pipe, in clusters, throwing fire that will burn away your platforms. And if the platforms aren't positioned over bottomless pits, they're covering invincible chomping plants. Cue Unwinnable situations happening if you mess up. And none of this takes into account the collection of the Star Coins. To make it achievable through anything other than luck or unholy skill, you must have a Fire Flower at a certain point. You have to run right (on ice), stop (also on ice), turn around (on ice once more), throw a fireball to the left, jump down and grab the Star Coin, jump back up, and then run forward before the Fire Piranha Plants melt all the ice blocks in front of you. See that image at the top of the page? That's what happens 99.5% of the time you go for the second Star Coin.

    Super Mario Galaxy 2 
  • Cloudy Court Galaxy is an easy level on its own, but how about the secret mission, Silver Stars In The Purple Pond? You go to a massive bowl filled with dark matter with a system of clouds floating over it. To make matters worse, a Cosmic Clone spawns behind you for each star you get, so that will mean that you will have up to FOUR clones chasing you. So, in other words, you have to get the stars without taking a single hit OR retracing your steps. If you take a hit, you fall through the clouds, and into the insta-kill dark matter Mario goes. If you turn around, the clones will get you.
  • If you didn't hate the Cosmic Clones enough already, "Cosmic Clones in the Chompworks" will make you curse them to your very soul. In that level, you have to race around a course holding down platforms to try to guide a Golden Chomp to the end of the course where it will release the Star. Not only is it hard to stand and wait on the platforms the right amount of time while the clones are chasing you, but the layout of the level makes you retrace your steps quite a bit — which, of course, means running smack through where all the clones are running around. Once you eventually succeed, the sight of all the clones instantly disintegrating and turning into Star Bits is extremely cathartic.
  • If you thought the Cosmic Clones were through with you after Chompworks, try "Cosmic Clones Wall Jumpers" in the Flip-Out Galaxy. It's you having to wall-jump and spin with precision up alternating red and blue walls that slide in and out while those sadistic clones chase you down. And since there's hardly any room for you to wall jump without colliding with them if you get knocked back down, getting hit once costs you a life. There's also the Mercy Invincibility-ignoring Spikes of Doom that you won't have the time to wait out, which causes you to bounce around as if on fire if you touch them. Thank god there's a checkpoint.
  • Clockwork Ruins Galaxy has you traversing a series of giant rotating cogs. This wouldn't be so bad, but gravity does not keep you in place, so you have to keep moving around the edges of the platforms in order to stay in a position where you don't fall to your death, and at the same time, keep moving forward so you can proceed through the level. And as if that weren't enough, you later have to go through it again to collect purple coins. While there's a timer on the level. Ouch.
  • The Special World. For starters, there are stages based off of the "Luigi's Purple Coins" mission and the platforming levels from Sunshine. Also, the Stone Cyclone Galaxy features enemies that go at ludicrously fast speeds. Then there's the Boss Blitz Galaxy. Sure, fighting Dino Piranha, King Kaliente, Major Burrows, Bouldergeist, and Fiery Dino Piranha is simple enough, but then the Comet mission slaps you with a 5-minute time limit, which means you'll have to rush through the already difficult two last battles.
  • The Stone Cyclone Galaxy. It's the result of taking the third mission of Beach Bowl Galaxy from the first game, making the Cyclone Stone the only planet, making everything on it move five times faster, and putting Silver Stars on it. That means no checkpoints. Of all levels to reincorporate the time-slow gimmick on, they chose THIS. That's why it's so fast; you're expected to slow everything down. It's pretty bad when the hardest galaxy in the game is a level from the first game, which wasn't that hard to begin with. And then there's Green Star 1, put in a very devious spot. The only consolation is that the Comet mission gets rid of the Silver Stars, but it also removes the slow-motion switches.
  • "Luigi's Purple Coin Chaos" takes a contender for the hardest mission in the original game and manages to make it even more annoying. On top of the purple coins to collect, the vanishing green platformsnote , and Cosmic Clones which begin spawning the instant you get the first coin, you have to do it all in two minutes. If you plan to do this level, bring a friend; Co-Star Luma can keep the vanishing platforms there for you. In the previous game, there were more purple coins than you needed; this time, you need every last one.
  • The Grandmaster Galaxy by itself is merely tough. Its comet star, however, transforms it into a Platform Hell incarnate nightmare. There are multiple sections to this galaxy, and you must pass all of them with only a single hit point. The first section involves riding Yoshi to swing across a field littered with mines, hovering spiked mole-things, and a few homing Bullet Bill launchers, which forces you to rethink a mechanic that you've been using since the start of the game in order to get through. The next portion has you activating a grid of tiles by walking on them while sadistic robots each fire a long range laser at you when you get close to them. After this, you must move across an electric-fence field by creating cloud platforms that are forced to sidescroll to the right. Then comes hopping across a road made entirely of either green tiles that begin to disappear if you land on them or red-blue tiles that flip whenever you spin; meanwhile, there are spike-topped giant-laser-halo emitters and octopi that shoot fireballs scattered across the road. Then you navigate through cruelly-placed moving electric lines with pull-stars while avoiding the flying Goombas. And finally comes platforms littered with a merciless gauntlet of Hammer Bros. plus a trio of Boomerang Bros. at the end that you must get rid of. So to conclude: Insane course, one hitpoint, and no checkpoints at all, thus meaning that one hit will send you all the way back to the start. Abandon all hope, ye who enter here. note 
  • Fleet Glide Galaxy. You thought Fluzzard was hard enough to control? Now you have to use him again. There's just one problem; you die whenever you touch a wall. And there's lava everywhere. God help you if you miss the Life Mushroom, as that's the only thing that keeps you alive. But the hardest thing about the level is obtaining the Comet Medal: Like before, you have to pass through five gates to get the medal, but all five are out of your way. The hit points system is rather irregular, maybe counting one bounce off a wall as a direct hit, and the next as harmless, and to add insult to injury, you're forced to skip a Life Mushroom to go through the first gate. After all that, you're guaranteed to feel nothing but absolute dread for the Prankster Comet your efforts just unlocked elsewhere.
  • Super Mario Galaxy 2 contains one incredibly difficult comet mission in the Rolling Coaster Galaxy: you have to collect purple coins while riding on an extremely hard to control ball, with no way to backtrack. Oh, and did we mention that you have to complete it in under two minutes?! Some of the coins are scattered about on the platforms in between slide sections, and if you aren't ultra-precise in rolling over them, you will either run out of time or be forced to leave them behind and possibly fall short of 100.
  • The Beat Block Galaxy, by itself, isn't hard: a set of yellow blocks and a set of green blocks alternate being solid, and you just have to listen for the musical cue for each switch, which happens every eight beats. The comet mission has you repeat the mission in double-time... except that it's actually quadruple-time, with the blocks alternating every two beats. It's a good idea not to jump toward any block that is solid, as it most likely won't be anymore by the time you reach it. As if this wasn't enough, whereas in the normal mission you only have to collect five Silver Stars on what is a single side of a pyramid with alternating green/yellow blocks, the comet mission has a full pyramid to go around, with the Silver Stars scattered all around it. You do get Yoshi to "help" you out, although an ill-timed flutter jump can send you falling to your doom as well.
  • The second mission of Melty Monster Galaxy. The passage you're trying to control Rock Mario down is a twisty (and oftentimes narrow) path with gaps, and as if Rock Mario is not easy to control, towards the end you have to bounce off two boxing ring ropes... With an easy-to-reach 1-up early on and crystals with Star Bits all along the path, extra lives will come readily to you, which is good, because you will die a lot.
  • Green Stars in general are a pain, as some range from just waiting on a platform to dissipate from beneath you, to overcoming odd camera angles and controls thanks to gravity so you can leap to your death. Some green stars are literally a pain, involving such shenanigans as getting hurt to get rid of a powerup that prevents backflipping or (unless you're Luigi) jumping into lava to burn-bounce into the star. That said, some individual Green Stars are worth singling out.
    • The first Green Star of Stone Cyclone Galaxy is nearly impossible to get without cheating. For starters, they positioned the star so high that it's impossible to get even with your highest jumps. To make things worse, they also positioned it in the route of the impossibly fast Tox Boxes, so even if you get close to the star, it wouldn't matter, because you'll be squashed. The only way to get it requires precise timing, by first turning on the time slow switch, and try to jump on the Tox Box. If you mess that up, you have to cross the platforms back to the switch, which is made needlessly difficult by the speed of them, and try the strategy again, which, more often than not, squishes you flatter than a pancake. (Worth noting that you can get the Green Star with a well-timed triple jump from the elevated part of the platform. You still have to time your movements around the Tox Box's path, though, so it's still a pain in the ass to get.)
    • The first Green Star in the Boo Moon Galaxy. You have to ride an extremely fast moving platform going at running speed, then long jump off to the star in a split second, hopefully not hitting the instant kill poison underneath.
    • The Flipsville final Green Star. You have to fall into it from the wrong side of the platform. It's not above land, so there's no shadow to judge your fall, and if you miss, Mario is instantly killed by flying off into space. The Camera Screw for this star is so bad that it currently gives the image for this Wiki's Fake Difficulty page.
    • The final Green Star in Shiverburn Galaxy. The star is located on the third planet, and you have to use the Cloud Flower to reach it. The problem? The Cloud Flower is only found on the first planet. You have to get the Cloud Flower and make it all the way to the third planet without taking a hit or spinning more than twice, since spinning uses up one of your three clouds, and you need at least one cloud to get the star on the third planet. And the second planet is really hard to get through under these restrictions, since it takes place on shifting platforms over lava while a bunch of rock-spitting enemies are trying to kill you. If you mess up at this point, you have no way to refresh your clouds, so you have to do the whole thing over again.
    • The final Green Star in Melty Monster Galaxy is pretty sadistic as well. Rolling through an extremely lengthy passage with the Stone Mushroom, unable to slow down or stop, having to move in a line that's as straight as possible or you'll end up falling into a hole, or crashing into a wall and bounce off it, and then, at the very end of the course, you have to fall off the platforms and collide with a star suspended in mid-air. You have to be moving in a very precise direction and fall off at exactly the right spot to catch it, and it's almost impossible to accurately guess where you have to fall off, and even harder to control it well enough to actually get it right.

    Super Paper Mario 
  • If you don't just hop on GameFAQs, Chapter 2-3 is the ultimate in Scrappy levels. To wit - you have to play out extremely long, unbearably boring minigames to run up 1,000,000 Rubees to pay for a vase. Even though you really only need about 10,000 (the rest can be found once you've got that), it takes forever and a year just to get that much, and if a player does not talk to people much, then it is theoretically possible to go for the full million. Thankfully, every bit of that minigame work can be skipped over if you just hop on the Internet and figure out how to get the hidden stash of them without worrying about paying NPCs to tell you.
  • Chapter 3-3 has those damned Crayzee Dayzees in a rather annoying jump-centric level. They hit you when you're in the middle of a jump, and there's a good chance you will be knocked down and forced to do large chunks of the level again. And when you finally make it out of there and deal with this level's miniboss, you still have quite a bit of jumping to do... And it's possibly made worse by having a few Lakitus roam the sky, which you likely won't see until it's too late.
  • The entirety of Chapter 4 can be very annoying, due to being a Space Zone chapter that uses Unexpected Shmup Level in both 4-1 and 4-3. 4-1 is also The Maze, and all the rooms look almost identical to each other. On the other hand, 4-3 is nothing but a pointless fetch quest that deprives you of your ability to attack until you complete it. While 4-2 doesn't use either of those elements, it's still annoying, as it is a long level with space physics. And once you reach the end to get a key item, you're forced to backtrack all the way to the beginning to proceed. To put the annoyance into perspective, 4-4, a Gravity Screw The Maze Marathon Level, is probably the least annoying level in the Chapter. As a bonus, your guide through the chapter is a Jerkass who treats your characters like dirt, only adding to the annoyance.
  • Chapter 5-3, a mine level that centers mostly around one long, enemy-filled room with so many branching pathways, several of which are hidden, that it becomes extremely easy to get lost and forget which doors you've already explored. Not to mention the fact that at one point, in order to progress, you must go through one of the automatic Minecart Madness sections while flipped to 3D. The player doesn't find out about this until the end, at which point they're forced to ride back, flip to 3D, and go through it again, meaning they need to sit through the minecart ride two more times.
  • Chapter 7-1 is a definite breather, but 7-2 will have anyone grinding their teeth. Does a vertically-ascending Marathon Level sound bad enough? No? Well, how about setting it in a Blackout Basement and including a fetch quest that forces you to redo the bulk of the level? You're gonna enjoy this one.
  • 7-3 isn't any better. It's even longer than 7-2, it's very jump-centric, and the entire level revolves around finding the right apple to free Peach from a sleeping curse. Luckily, the Guide Dang It can be mitigated by hopping on the Internet to find out which apple it is. Also, it's vertical. Don't forget that.

    Super Mario 3D Land 
  • S7-1. It's basically 3-4. Wasn't so bad, right? Well, this level may not have any previous obstacles or enemies, but they are replaced with Boomerang Bros. throwing boomerangs at you when you are on a tightrope with little space to dodge, and with only 30 SECONDS. Oh, and you'll have to kill enemies to get time, and waste some getting Star Medals, since they are NOT on your path. And those Roulette Blocks over there? You're probably gonna get a mushroom. Admit it, you want to cry now.
  • S7-2 is W6-4, a Beep Block level, but with a Cosmic Clone chasing you which you have to dance around while waiting for those Beep Blocks to beep into existence, in addition to fast-spinning firebars and spiked pendulums. There's a Tanooki Leaf, but you have to collect timed red coins for it to appear (located above several Beep Blocks, of course).
  • S7-5. Especially the first coin. All you have to do to get it is hit a block, jump onto it, and get it. In theory it's nothing, but in practice it's a lot tougher than it looks. It's an Auto-Scrolling Level, so you get maybe half the time you need to do it. If you actually got it, you have to get ahead VERY quickly before the screen kills you, which is much easier said than done.
  • S7-Castle. It is INSANELY hard, frustrating, and the absolute farthest thing from "fun" or "enjoyable", being the first level to have both a 30-second time limit AND a Cosmic Clone (and a giant one to boot). If that isn't already enough to start giving you nightmares, knowing that you actually have to let the clone go ahead of you to smash through pillars (and then jump and go under it when it jumps!) might. And the less said about the star coins, the better.
  • S8-2 is just bluntly a nightmare without the Tanooki Suit, and even with it, it's still a pretty big pain in the ass. Those rollers have a tendency of making Mario's motions borderline random.
  • S8-3. It's a rehash of 5-Castle. 5-Castle wasn't so bad, huh? Well, S8-3 is. You start out with only 30 seconds on the clock, and you can't stop or turn around because a Giant Cosmic Clone is chasing you. And the star coins (and time bonuses, to a lesser extent) are VERY inconveniently placed, more enemies are added, and all item blocks are no more. You're gonna cry.
  • S8-Castle has everything a level could have to make you wanna murder the creators of the game. Let's see... 30-second timer? Check. No powerups? Double check. No checkpoint? Triple check. Lava Pits that make every jump a potential instant death? Quadruple check. Hammer Bros. who somehow know to throw hammers over each others' heads so you can't beat them without being hurt easily? Quintuple check. Dry Bowser still being in the level? CHECK. The lack of the Cosmic Clone does little to mitigate the possibility that you'll have plenty of deaths anyways.
  • SW8-Crown. First off, there's no checkpoint. The first half of the level consists mostly of narrow used coin blocks you must jump across. It's practically impossible to get across that part without a Tanooki Suit, and even with it, you're still gonna die a few times. Or more. If you survive that part, you're pitted against Boom Boom and Pom Pom at the same time. Then you go through one of those green roller coaster stages with bombs and complicated jumps galore. Then you're thrown onto a block where you must run to the other side while dodging fire, lasers, enemies, and a Giant Cosmic Mario who won't let you stop and take a breath. If you didn't have a mushroom or other item on you at that part, you're most likely dead. THEN... you get to ride across the rest of the level while watching the green floor unfold, spelling out "THANK YOU!!"

    Mario vs. Donkey Kong 
  • Getting a high score in 4-3 is the most infuriating thing about the first Mario vs Donkey Kong. Nothing comes close to the level of bullshit that is this level, and whoever designed it is a sadist. Given the way the first half of the stage functions, you have to have almost perfect timing at certain sections, especially in the second half, if you want to just barely beat the default high score by just one or, if you're lucky/good enough, two hundred points (Every second left on the clock is multiplied by one hundred and added to your score). Experience has shown that it is still possible to get the Star (which is needed to help unlock the Expert levels) by matching the default high score. Just don't expect the game to acknowledge it by highlighting your score, because you didn't actually beat the old score.

    Mario vs. Donkey Kong: Mini-Land Mayhem! 
  • Just try to 100% complete S-1 in plus mode. Almost the entire level is made of girders.
  • The Expert levels are no walk in the park, either, especially X-6, complete with those Thwomps out of stone. Worse: the goal is on top of one of those removable blocks. Just try to complete it, especially in Plus mode.
  • World 7, Cannon Cove is a nice breather level after the hell that was world 6, even in plus mode. That is, however, until you hit the nasty brick wall of 7-7 with a hellish puzzle with capture kongs and an almost guarantee of getting your minis in the door out of order. That level is by far the hardest level in the game outside the Brutal Bonus Level set, and even then, it's harder than most of the Nintendo Hard bonus levels.

    New Super Mario Bros. 2 
  • The Dash Mario (cannon) levels are extremely difficult (albeit a bit short) on-the-fly high-speed madness. You have to make extremely precise jumps across platforms through lines of enemies without being able to stop and take a moment to plan your maneuvers because Mario can't stop running. The worst of the bunch is World Flower-Cannon, where you have to time a bunch of jumps off parachuting Bob-ombs which sway from left to right as they fall, plus all the rotating Amps you have to deal with. If you time your jumps off the Bob-ombs correctly, you'll dodge the Amps automatically, but it's extremely difficult because there is absolutely no margin for error.
  • The secret exit of World 3-Tower. You have to be Mini Mario to access it, and that's CRAZY hard, because of all the bone-fishes and spiked pillars in the area. After you get in the secret mini pipe? Dodge more spiked pillars and bone-fish.
  • World Star-4. You have almost every moon coin and you see that you missed the middle moon coin. What is so hard about it? The middle moon coin is in a tiny Mario pipe, that means you have to survive a BIG cheep cheep, Koopas, and an Auto-Scrolling Level. If that is not hard enough for you, you have to get the middle moon coin as Mini Mario, which makes you a One-Hit-Point Wonder. You will cry.
  • World Star-Castle. Sounds easy? Trying watching your ass from the Koopalings, who can turn you into stone like Medusa. Only the brown background walls will protect you from turning into stone. And after all that... Dry Bowser...
  • The Downloadable Content Nerve-Wrack Pack of the Coin Rush mode is basically this. No wonder it's rated five out of five stars in terms of difficulty. Each of the levels (the pack has three fixed levels) have a certain gimmick to it that makes the level a lot harder than it looks like.
    • The first level is basically a level full of P-Switches that you have to press in order to continue. The P-Switch turns the nearby coins into platforms for you to run onto the next switch, so you have to press the switch quick and then go to the next switch before time runs out. And not only that, if you intend to go as Gold Mario to create some shortcuts to collect more coins, be careful of not destroying the only platforms that you can run on. If you intend to collect the Star Coins, hope that you have good reflexes!
    • The second level is basically a volcano level full of Paratroopas and Podoboos. The main way to traverse across the level is to jump on the Paratroopas to go to the next part. The thing is, the Podoboos may be in your way, and that once you jump on the Paratroopa, it's basically finished, so you can only jump on each Paratroopa once. Make one wrong move and you'll be jumping straight into the lava. Oh, and there is a time limit of 100 seconds. So you better make a move quickly or else you're done for good.
    • The last level is a Dash Mario level where the entire level consists of jumping on Bullet Bills. It's a very good way to get coins if you're Gold Mario, and if you thought the level was a bit too easy and short, go to the left of the first cannon and you'll find a secret route to another Dash Mario cannon. This is the harder version of the normal Dash Mario level, and it's the only way to get all 3 Star Coins.
  • The Impossible DLC Pack is basically the Nerve-Wrack Pack turned Up to Eleven. Heck, it's even rated as DANGER! They're so hard that even doing them with White Racoon Mario will give you trouble (all three levels have short time limits, and WR Mario can't get the clocks and can only get more time from the half-way point flag, leaving much you with much less time to spare). Here's a quick rundown on all 3 of them.
    • First level has you using a spinning platform to get through a sky section while dodging ravens and lakitu, not too hard but annoying, then you get to a water section crawling with Chain Chomps and Hammer Bros which require pitch perfect timing to get past.
    • The second level has several sections where you have to traverse up rotating platforms surrounded by Podoboos at awkward angles while dodging Spinies; these sections require perfectly timed jumps and have very little room for error.
    • The Third level has poisonous water (which can kill even White Racoon Mario) rising and falling for the whole stage, and in your path are conveyor belts, gears, and flame jets and you have zero room for error with your jumps.

    Paper Mario: Sticker Star 
  • 1-5 is a fairly moderate level, but trying to get past the Lakitu throwing Spinies everywhere can be frustrating for some gamers because you're more than likely to end up touching one; and you can't jump on them, since they have spikes. They also deal 5 damage a hit, when the most health you can have at this point is 25 HP. Hope you've saved non-jumping stickers up for these moments.
  • 2-3, "Sandshifter Ruins". The level is a large, confusing mess of paths and chambers that mostly relies on trial and error. Go down the wrong route, and you're shot all the way above the ruins and you have to start all over. To make matters worse, it's the only level in its world that has multiple exits, and both of them are mandatory.
  • World 3. The world is so long that it's not an exaggeration to say it's longer than the previous two worlds combined. note  Most of the entire world is spent backtracking and trying to find the four pieces of a Wiggler, all of which run away and try to fight you at one point, and love to dodge your attacks (though, at only 15 HP apiece, they aren't that bad). Also, nearly every single level in the world is covered in poison, which hurts you to step in it (and if you battle while in it, expect to randomly take damage and screw up your perfect bonus), and infested with Ninji. The creepy music starts to get old after a short time. Leaflitter Path is a Blackout Basement because of how dark and foggy the place is, which makes it easy to walk into poison. The Bafflewood is The Maze (though you can set markers for the first few path branches). In Rustle Burrow, you lose your hammer, Kersti, and your stickers. All of them. And the local Scuttlebugs are all over the place, and the miniboss of that world can't be hurt except by destroying its web, and each attempt will be responded with an unblockable 8 damage. Gauntlet Pond is also really long, and has segments with jumping on swinging logs across a huge poison lake. Then in Whitecap Beach you have to fight Gooper Blooper, who, like all the bosses in this game, is ludicrous without abusing its weakness. Yeesh.
  • 4-3 ("The Enigmansion"), no doubt. You have to defeat 100 Boos in order to complete the level. Fortunately, some are fought together as a group... but they're hard to defeat. The hardest Boos to defeat are the five that battle you disco-style, and the sheets of 82 Boos combined together (you find two conveniently-located Flashy Infinijumps in the level, for good reason). It's a large level, and it can get extremely frustrating try to find that Last Lousy Boo. Once you've gotten all 100 Boos, you're done with this level, right? Wrong. Now you have to put the book away in the basement. But then Kamek appears and turns all 100 Boos into one giant Big Boo, who only has one attack: jumping onto you and grabbing you. Sounds easy at first, but then the lights come on and you can't directly attack it. Hope you have lots of Spike Helmets or the Vacuum for this battle; you'll need either one of them. What a long, frustrating mess it is.
  • 4-5. Not too bad at the start, but the ski lift part is really annoying. First off, there are so many enemies (mainly Paragoombas and Fuzzies), and to avoid them, you have to sway left and right, but swaying your ride only lasts for a few seconds. Also, to collect coins or hearts, you have to press the A button when the top of your ride is under that item. And the ski lift part is really long.
  • 5-3. You've got an annoying Cheep-Chomp trying to eat your raft. If it eats all five logs of the raft, it's game over. If you're swallowed whole, it's game over. And yes, the name of the level is right (Long Fall Falls), the level is long. Worse yet, to access the secret exit of this level, you have to face the Cheep-Chomp AGAIN. And if you get the secret exit before the normal one, or if you get both and still have stuff to get in the level, the fish's AI improves, making the level even harder.
  • 5-6, which is the home of the World 5 boss, Petey Piranha. It seems to be easy at first, but then when you get to the bridge, Petey Piranha appears and eats Kersti. Without Kersti, you can't paperize (so attaching the secret door of this level to its rightful place can't be done until Kersti is rescued). Then you cross half the level, and it's easy until you reach the Chain Chomp you have to battle. It can't take damage no matter WHAT item you use. You have to use a Baahammer to put it to sleep and then run off. Then you have to battle it again. You have to use useless items before it wakes up. Once it does, it goes ramming across the screen (you HAVE to have more then 10 HP here, since the Chain Chomp runs into you with no stopping, and you lose 10 HP for that). Then finally, you reach the boss, Petey Piranha. He has 300 HP. It's hard. But what makes it worse is that you can't use the Battle Spinner, because you need Kersti to operate that, and Kersti is in Petey's body. And with the royal sticker on his head, your stickers do little damage to him. Your only bet on beating him is to use Infinijumps stickers. At least you get Kersti back at the end of this level.
  • Getting the Toad from 1-4 back to Decalburg counts as this. If you fall off the ledge, start all over again. If you touch an enemy, START ALL OVER AGAIN. HOLY CRAP. And the Toad won't jump over the enemies either. You have to fight them to get the Toad back to Decalburg. You'll have an easier time at the World 1 boss than this crap.

    New Super Mario Bros. U 

  • Frosted Glacier-Ghost House/Swaying Ghost House, just for the sheer Guide Dang It factor. The door to proceed is hidden behind a false wall—with no indication that said wall is anything but a wall, especially considering it feels perfectly solid if you don't have a P-Switch activated—in not one but two rooms, although the second at least gives you a hint...hidden behind another wall. The secret exit is even worse: the room it's in requires being fairly fast just to get to the regular door, and getting to the secret door allows you only a very small margin of error...even if you figure out that this time, the door is hidden behind the ceiling.
  • Soda Jungle-Tower/Snake Block Tower. "Snake block" levels are nothing new, but this time, you have two sets of blocks to keep track of, one normal-sized and one giant, and they move around lots and lots of Amps and Ball 'n' Chains, some of them in configurations that are nearly impossible to dodge. And the Star Coins? Easy enough to find, but good luck getting them all without taking a hit.
  • Peach's Castle-1/Meteor Moat. The level in and of itself isn't that bad, until you get past the checkpoint. After that, you start getting bombarded by the meteors, while at the same time dealing with rising tides of lava and a crap load of Dry Beetles. It gets worse if you're going for the star coins, especially the third. But if you're trying to get at the secret exit, good luck not raging.
  • Peach's Castle-Castle 1/Red-Hot Elevator Ride. The entire level takes place on a rising platform that can be controlled by tilting the Game Pad or Wii Remote, but this one stops moving if more than one thing is on it. Goombas, Bob-ombs, even coins can bring it to a halt until they are disposed of if they land on it. This wouldn't be so bad, but you must also contend with constantly rising lava below, meaning that if the platform stops rising for too long, Mario will instantly die from the lava. And like Snake Block Tower, the Star Coins are in plain sight but very difficult to get and remain unscathed. The level has no midway point either, so if you die from the lava, a bolt of electricity, a wayward Bob-omb, etc., enjoy starting the level over from the beginning and losing any Star Coins you happened to collect.
  • Superstar Road-3/Swim For Your Life!. It shouldn't come as completely unexpected, considering all of the SSR bonus levels crank the difficulty level up, but this one is insane. You're chased for the entire level by Cheep-Chomp trying to suck you up (instant death). Along the way, you have lots and lots and LOTS of spike enemies floating around in the water, fish swimming by, and pipes shooting jets of water in every direction that you have to weave your way through without touching anything. In water? Yes, you're swimming, significantly slower and more clumsily, of course, than all the killer aquatic creatures that populate this underwater hellhole. There are places in which, without a fire flower powerup, you actually have to stop and lure the giant fish chasing you close enough to where you can just barely dodge its lunge, which will carry it into enemy obstacles in your path that you would otherwise be unable to pass. Oh, and good luck trying to collect those three star coins while you're at it. This level can be made slightly easier by having a Baby Yoshi with for the level as carrying him not only makes you swim faster, but can also eat most of the enemies blocking your way.
  • Superstar Road-2/Run for It. It's a P-switch run with a total of seven switches throughout. The first few sections, even including Star Coins, aren't so bad once you've been through them a couple times...and then you get to the sixth switch. You have VERY little time to waste getting to the next one, and slowing Mario's fall by spinning in mid-air is all but required because unlike the rest of the level, you're standing on platforms that rapidly move back and forth and you can't afford to wait for them to be in a better position.
  • Superstar Road-8/Pendulum Castle, which is possibly intended to be the hardest level in the game, even for the Superstar Road. The level is absolutely full to the brim with Donut Lifts and swinging Ball 'n' Chains that are only avoidable in precise locations, usually in tandem. And just like the other Superstar Road levels, there's no midway point. At least this one seems somewhat more of a fair challenge than most of the levels listed here.
  • The Coin Collection challenge, Don't. Touch. Anything. As the name implies, you can't touch anything but the ground itself. No stomping on enemies, no hitting ? Blocks, not even touching any coins. And here's the fun part, most jumps are made deliberately so Small Mario/Luigi/etc. can get through, you have to hold that jump button just right to avoid getting those coins. Oh, and good luck with the Lakitu who chases you halfway through the level. And God help you if you're going for gold.
  • The two Special challenges that are featured in Peach's Castle-Castle 1/Red-Hot Elevator Ride:
    • The first one (Elevator Out of Service) features you as P-Wing Mario, thus making the object to reach the top of the castle without the elevator. This wouldn't be so bad if it weren't for those damn Bowser Amps. Yeah, it's that's bad.
    • And then there's the second one. You can ride the elevator this time, but you can't let ANY enemies OR coins land on the elevator. If even one of those touch the elevator, it's game over. It's too bad there are TOO many enemies and coins in this mission. The only thing that prevents from being impossible is that you get to be Ice Mario for the entire time - but unfortunately, it's also game over if you lose the ability to shoot ice balls.
  • Boost Mode Challenges in general become this to players that have families that don't play video games that much. Especially if you play with people who don't play the game that much, and god help you if you go for gold on timer-ranked levels OR if you try to play these successfully with a younger sibling. It gets worse and worse depending on your family's experience. An example: A young brother that is mostly available because your parents are mostly busy and/or someone doesn't care, take a sister for the second one. The baby brother can't place platforms for his life, resulting in the Platform Hell trap with the Coin Block over a pit happening. And also, you have no real life friends, or you can't have them come over. Even if you can multitask, you are FORCED for two players or must have godly reflexes. Especially for going for gold on some levels like "Icicle Falls". God HELP you if you go for gold under ALL of these conditions. Even a 1 star difficulty level becomes this under these conditions. Thank you, Nintendo.

    New Super Luigi U 

  • 3-T (Shish-Kebab Tower) is almost impossible to complete as anyone but Nabbit. The pillars move in and out at insane speeds. This, combined with the time limit, Luigi's high jump, and slippery physics, can easily end your game.
  • 9-6 (Fire Bar Sprint) is even worse. As the name implies, the level is infested with extremely fast-moving Fire Bars, with not a single powerup in sight. The last five Fire Bars require nearly perfect timing. Of course, Nabbit is completely immune to them.

    Super Mario 3D World 

  • World 3-2 (Chain-Link Charge) will probably be one of the first levels that you will seriously rack up the deaths on. It has many segments with moving fences, most of which block your way or force you to make quickly-timed jumps if you don't have the Super Bell. If you do, you can climb on the fences... but you can't climb on forever. The second Green Star is brutal, since you have to make some very tricky jumps past two moving fences right before the checkpoint, so if you mess up you're doing the level from the start again. And after that it goes upwards through segments where the fences move against you over clouds and a lot of enemies. Oh, and by the way, it's an auto-scrolling level!
  • 5-6 (Cakewalk Flip) isn't so hard if you're just playing through. If you're going for the collectibles (especially the stamp and third Green Star), on the other hand...those bleeping Ring Burners in conjunction with flipping platforms... and that's with one player. Any more than one player, and the level becomes unmitigated chaos, with the platforms flipping every time anybody jumps.
  • 6-Tank (Bowser's Bob-omb Brigade). You will need to know where to throw bombs and how to do it quickly if you want most of the items here.
  • World Castle-3 (Red-Hot Run). This level consists of boost panels that speed you up during the level. Sounds fun, right? Nope. Big problem here, the ledges are somewhat thin, and it's very easy to lose control and accidentally fall off the path at no fault of your own, leaving only a small margin for error. It may be merely hard on its own, but getting 100% completion on this level (meaning getting all 3 Green Stars and the Stamp) is an absolute recipe for disaster, as they are located in the easiest areas to fall off. You also only have 100 seconds, meaning that the margin for error may become smaller at any point. And, of course, there are obstacles here as well that can hinder you drastically. Also, there's no checkpoint.
  • Castle-Castle (Bowser's Lava Lake Keep), if you're going for all collectibles in one run. The second star requires a Cat suit (which isn't even available in this level, so you have to enter while wearing one, and if you lose it, you have to leave and acquire another), while the third can only be retrieved with the boomerang suit, which is only located near the beginning of the level. So you have to juggle two different powerups past firebars, fireballs, bombs and Demonic Spiders. And the icing on the cake is that the checkpoint is located just before the narrow fireball-infested bridge leading to the third star, so you have to skip the checkpoint and go back and activate it after retrieving the star, lest the star becomes unobtainable until clearing or leaving the level if you die or lose the boomerang suit.
  • Bowser-7 (Grumblump Inferno) is the lava equivalent to Guts Man's lifts. This level is the last regular level in the main game, and it lives up to the position. The gimmick of the level is large rectangular blocks in lava that tumble end over end and force you to keep running to the next side. They tumble rather quickly, and you must be pretty careful with your positioning and timing when running; too far forward or back, and say hello to the lava. The cubical blocks are bad enough, but some of them are rectangular, so the distance you need to move isn't always the same. And they don't just move in straight lines but go along twisty paths that make frequent 90-degree turns. And because Nintendo just loves you, you will have to do all this while dodging Hammer Bros. and Venus Fire Traps in some places. And then there's the collectibles... Let's just say one of them is hovering above a one-block thin pillar, with a Hammer Bro on it. The only mercies you're given are that the level at least gives you a Tanooki Suit... and the music is great. It says something when the final castle (boss included) is substantially easier than this insanity. And whatever you do, do not ground pound the blocks, even out of frustration—if you do, they get angry faces and move faster (though you have to do this if you're attempting a speed run).
  • Star-9 (Cosmic Cannon Cluster) is the final level of World Star, and it's nasty. As its name implies, the level is filled with cannons. Not only that, but there are several Parabones (a skeleton version of Paratroopas) scattered throughout, usually around switchboardsnote . While you're given a cannon to defend yourself, it's still overwhelming. The worst part, however, is probably the part where you are required to climb a wall, which is absurdly difficultnote  because you have to jump off a series of cannonballs to get to the top.
  • Mushroom-7 (Broken Blue Bully Belt) is a bit on the nasty side. It's a revamp of 7-4. 7-4 wasn't so bad, was it? Well, in this level, most of those rising arrow platforms are gone. As a result, the stage has a number of jumps that are all but impossible to make if you don't have a Tanuki Suit or a character with good jumping abilities. There is one in particular a couple platforms after the midway point where if you're using Mario or Toad, you don't have a powerup, and you don't know about the spin jump, well...
  • Flower-3, Piranha Creeper Creek After Dark is a revamp of 4-2, Piranha Creeper Creek. Piranha Creeper Creek was a pretty reasonable stage and fairly fun. Its harder version, however...well, it starts out simple enough, with more Piranha Creepers and some torches to light with fireballs. Then you reach the second section of the level, and suddenly you have to cross moving and rotating platforms with Firebars and Piranha Creepers on them and Venus Fire Traps shooting at you. And that's not even the hard part. The second Green Star is found in this area, and if you want it, you must light all the torches in this section while dodging all the enemies and projectiles on these moving platforms, and the torches are not in convenient locations. The game does give you a couple extra Fire Flowers, but lose those and you've ruined any chance of getting the second star (and the third). And if you fall into the purple goop, you're doing the level over from the beginning.
  • Flower-8, Blast Block Skyway is a revamp of 4-3, Beep Block Skyway. Beep Block Skyway was tricky on its own with the blocks that changed every few beats, but its harder version ramps it up even further. Thought the blocks were tough when they changed every eight beats? Try every two beats. You have no more than a second to stand on a block before it switches, meaning it's a frantic mess all the way through. The very last segment, a long slide on two sets of disappearing blocks, becomes an overly long mess of jumping back and forth every second and losing any momentum you built up, causing it to drag out much more than it did before. The level gives you a Super Leaf, and you will need it.
  • World Crown. If you manage to get absolutely everything else, World Crown will open up, and it contains the last three stages of the game: one platforming level, one Captain Toad level, and one Mystery House. You can do them in any order, but all three are brutal. And to get 100% Completion, two of them need to be completed with all five playable characters.
    • Champion's Road. The final platforming level of the game, it serves at the ultimate test of your skills in the game and more. The first part of the level starts off rather simple, with the player avoiding Octoombas while jumping across pits and fighting Fire Brothers on solid land. However, next up is fighting a group of Charging Chucks over alternating, one-character-wide platforms; a mistimed jump or a Charging Chuck hit into a gap between platforms means death by bottomless pit. Following that is a section of auto-switching blocks like the ones seen in worlds 4-3 and Flower-8, but that switch at a rate even faster than Flower-8, requiring either long jumps or using a Tanuki suit to float over the platforms in order to get across. Your reward for getting past the switching blocks is a fight against three Magikoopas on a platform made of blocks that fall away when the player characters walks on them (though luckily the platforms respawn after a bit to allow the Magikoopas to be killed). Next, the player must traverse through a set of swinging spiked poles set all over another bottomless pit, with those swinging poles guarding moving platforms that allow the player to advance further, and Fuzzies strewn throughout the path just to make your life harder. Following that is a section where the player must combine wall-jumping and jumping off enemies to get to the top of a tower, followed by a section where the player must swim in a moving block of water while avoiding spiked surfaces, including several moving spiked blocks. The final challenge of the level has the player traverse across platforms made of nothing of boost pads, make several jumps while going at full speed and pick up five key tokens to unlock the box to travel to the final part of the level. The catch? That entire path of boost pads has laser-halo emitters parked along every side, including four such emitters guarding the key tokens. Luckily, once the keyblock in the boost pad area is accessed, the level takes it easy on you, with a victory lap across a lengthy invisible pipe that spells out "THANK YOU!" and a flagpole area where the final collectible (the level's Stamp) is there for easy taking. The Green Stars (the other collectibles) are also placed at easily accessible locations at the end of certain areas, ostensibly as a reward for getting past that particular section of the level. There is also no checkpoint at any point in the stage, meaning if you die, you have to run through this gauntlet all over again.
    • Captain Toad's Fiery Finale. The last Captain Toad level is actually pretty simple on paper. What makes this level so difficult is the rising and falling lava that you have to be really quick with, and platforms will rise and fall with the lava and the game forces long stretches of land between a few of these platforms that you need to run past else you'll hit the lava. In addition, there's a Piranha Plant constantly spitting fireball at you and one of the platforms you need to blow into the controller to move, and this one requires strict timing. Although if you're careful you can tap the Piranha Plant's fireballs to send them back and kill it, making the level just a bit easier.
    • Mystery House Marathon. The last Mystery House is merely a culmination of previous Mystery Houses and purple blocks, as you need to fulfill ten second challenges to get a Green Star. The catch here is that there are thirty challenges in a row. There aren't any checkpoints. For each challenge you only get 10 seconds, and if you fail just one, you have to start from the beginning. Even if you stay alive, you still has to be as quick as possible. Thankfully, like Champion's Road, the last one is the easiest, with the game simply making you do a very satisfying dash to the last Green Star.
  • Flower-12, Boss Blitz. Not only do you have to defeat every boss in the game (except Prince Bully and Bowser) with sparse power-ups, but you have to do it in the span of eight in-game minutes, most of which is likely to be wasted during the battle with the Hisstocrats (yup, you read that right - you're gonna face both of them, simultaneously). Perhaps the most frustrating thing about this Boss Rush is that the level starts with a choice of five warp blocks (one per boss) making it all to easy to think that you are finished after these five. Nope, Moltey Bossblob is fought at the end and while he does not take as long as the Hisstocrat battle it still takes a bit of time you might not have.

    Yoshi's New Island 
  • World 4-Secret, "See Poochy Run!". Yes, that Poochy. The Scrappiest of Scrappy Mechanics is back. This one is instant death spikes the entire way; you have to either leap over them or duck under them while Poochy runs beneath you. As bad as he was in the first game, at least there the controls were very precise and Poochy handled relatively smoothly. Not so here. You have to stand on him for a moment to get him to start moving, and once he's moving, his momentum tends to keep him moving forward regardless of which way you're facing. Your timing of your jumps has to be ultra precise, because the dog is extremely unforgiving this time around. Oh, and there are spinning spike balls that you have to deal with as well. And no Middle Rings. Have fun.
  • World 5-Secret, "Snow Go Mountain". It's a vertical level where you make your way upward to the exit. So what's the problem? You have to "climb" by continually bouncing off the backs of Bullet Bills. The only solid ground is sporadically appearing number platforms that disappear as soon as you step off them. In other words, there is absolutely no margin for error whatsoever, since if baby Mario gets knocked off your back, or you lose progress by falling, there's really no practical way to save yourself, and even if you can manage to avoid dying, you're still screwed, since with the number platforms probably gone by this point, some of the Bullet Bills will be spaced too far apart to give you a chance to climb back to where you were. And then there's the final section, where you have to jump two or three Bullet Bills at a time without getting hit or losing any progress by falling. It's bad enough just making it to the end, let alone trying to do it while trying to collect everything for 100%. And again, no Middle Rings at all, so one tiny mistake means doing the whole thing all over again.
  • World 6-Secret, "Leapin' Lava Meltdown". The first half of the level is running and hitting switches to create platforms to move forward. If you don't make it to the next switch in time, you fall into the lava. What makes it so difficult is that the timing is extremely unforgiving. Enjoy speed running? Good, because you have just enough time to reach the next switch and no more. And that's assuming you break your neck getting there, don't miss a single jump, and nail all your egg throws perfectly without having to stop to line up your aim. And speaking of eggs, you have to begin the level by throwing a Metal Eggdozer, which cleans out any eggs you currently have in your inventory, meaning that stopping to pick up more eggs will have to be added to your hectic schedule. And the level is structured so that you have to grab every egg you come across. Once you get past that, the rest of the level is a Rise to the Challenge sequence where you have to keep moving upward using rotating platforms trying to stay ahead of the rising lava flow. And you gotta keep grabbing those enemies for egg fodder and nailing all those coins and winged clouds if you want to get 100%. And once again, time is extremely tight, so you have to keep moving and grab everything as quickly as you can. Yet again, no margin for error whatsoever. And yet again, there are no Middle Rings, so if you mess up, you're doing it all over again.

     Captain Toad: Treasure Tracker 
  • Mummy Me Maze Forever is similar to the Mummy Me chases earlier in the game. Except for one thing: Now you have to clear 50 rooms while avoiding up to three Mummy Mes, and other enemies that get in your way. Like all the other Mario brutal bonus levels these days, if you die, you must start the whole thing all over again. Little gaming tip for the more inexperienced players of this level: When you see a pickax in one of the "safe zones," don't pick it up right away. Pluck all of the plants beforehand first, then use the pickax to utterly destroy at least the first room after the safe zone. What sets it apart from Mario's other brutal bonus levels, however, is the fact that you cannot run out of lives, meaning your frustrations with this level can GIVE you extra lives if anything, though 99 lives is the maximum limit.

    Yoshi's Woolly World 
  • 5-6: Up Shuttlethread Pass. In this stage, you're constantly shifting between the "front side" and "back side" of the level, not unlike the earlier level Duplicitous Delve. Unlike in the delve, you can't see between the two sides of the stage. The stage itself is heavily mazelike, and you'll have to flip between the two sides of the level constantly to progress. Since your perception of the whole stage is mirrored every time you flip sides, it's very easy to become disoriented. And since it's a vertical level, accidentally falling can undo loads of your progress as you must climb back up. The level can easily become a Marathon Level if you try to sniff out every secret. Perhaps it's not for nothing that this level has the quietest and calmest music in the game.
  • 5-8: Snifberg the Unfeeling's Castle. Almost the entirety of the stage is covered in Frictionless Ice, and it's filled to the brim with ice blocks that slowly roll on an axis like the giant blocks in Shifting Sand Land. Expect countless deaths from getting pinched by one as it rolls over while you're trying to get out of its way. Then they become enormous and then they roll fast into the foreground in such a way it's difficult to judge their depth. The collectibles aren't easy to reach, either. At least the boss isn't that bad once you figure out his weakness.
  • 6-5: Yoshi, the Terror of All Boos. This level is just plain obnoxious. It's home to enemies called Frame Boos, which you have to turn solid by hitting them with yarn balls and then riding them to higher platforms. The problem is that like typical Boos, they cover their faces when you face them, meaning that to nail them you have to ricochet a yarn ball off the wall while facing away from them. It's tougher than it sounds because not only do you have to be accurate in calculating your angle and making your throw, you have to do this while one or more of them are chasing you, not to mention that they have to be in the correct location when they get hit so that they'll be in position to carry you where you need to go. On top of this, there are platforms that work the same way: hit them with a yarn ball to make them materialize, but you have to be facing away from them for it to count; plus, these platforms only last a few seconds, so you'd better be quick about your business once you've made them appear. The capper is one particularly annoying room where there are three rows of the darn things to deal with, with doors positioned over two of the spaces which you have to make your way toward in order to progress.
  • 3-S: Woollet Bill's Last Ride. It's an Auto-Scrolling Level in the clouds, where a single Woollet Bill leaves a trail of clouds you must run alongside to reach the end, which moves very fast. In addition you have to watch out for endless hazards and keep a good supply of Yarn Balls to collect the 10 main collectables (5 flowers and 5 wonder wools) of the stage. Fall, get crushed, or accidentally kill the Woollet Bill? You're forced to die and start the entire level over, losing everything you grabbed in your previous run. And like the other secret levels, it has no checkpoints. Good Luck.
  • 4-S: Naval Piranha 2: Now It's Personal! It's another optional unlockable level, and it more than follows the series's tradition of bonus levels being absolute pains in the rear. In this one, Naval Piranha is chasing you throughout the entire level, and getting hit by him is instant death. And he's fast, making the whole level insanely hectic. You can hit him with a wool ball to make him back off for a moment, but he recovers extremely quickly, so it's not as much of a breather as you would prefer. And naturally, there are other enemies to deal with along the way, as well as natural hazards like spiky vines and other plants. And of course, since this is a Yoshi game, there's also all the collectibles you have to try to grab while you're scrambling to stay alive (the magnetic badge helps a bit with this particular task, but it's still difficult). Like the other secret levels in this game, there are no checkpoints, either.
  • Star-S: Wonderful World of Wool. An All the Worlds Are a Stage Marathon Level with once again not a checkpoint in sight. While the secrets aren't too hard to find (and considering how gargantuan this stage is, you'll very likely want to scoop them all up in your first run), the massive number of Piranha Plants and other instant-kill hazards that infest the stage will make short work of you, even if you equip Double Yoshi or use a power-up patch to make yourself immune to bottomless pits or fire/lava. What's that, Piranha Plants killed you in the World 5 section? Back to the World 1 section!

    Paper Mario: Color Splash 
  • Dark Bloo Inn, although to a lesser extent than the following ones. The level has you finding six ghost toads and helping them by doing fetch quests. The problem is that one of the toads can only be found in a specific time frame, the toads are invisible and can only be found by painting them and it is slightly difficult to tell where they are (you have to look for something moving on it's own) and some of the fetch quests are annoying. Finally, the level is actually a Timed Mission and will reset it you take too long and the game does not tell you this until after the loop occurs once.
  • Colbalt Base revolves around a memory game. Completing it normally is not too difficult but in order to get the Thing that is in the level (which is required to defeat Wendy) you have to complete the whole thing flawlessly. Hope you have a good memory and you also need to have the right cards to answer the questions. These are given to you by a friendly blue Sniffit at the start of the level but he is easy to miss and will not give you the cards if you do not have space for 30 cards.
  • Violet Passage, probably the most irritating of the three. Featuring an Unexpected Gameplay Change where you take control of a ship and complete a series of tasks that require precise timing with controls that make this harder than it should be. Additionally, your hints for what to do use nautical terms and are a little vague at times. Thankfully, there is a Mercy Mode if you fail too many times.