Sleepy Time: A security robot that is normally asleep, but if you should step into his surrounding light without sneaking (only possible with SpongeBob), it will angrily awaken and will quickly use a homing laser to chew off your health in a hurry. You can't use the Bubble Bowl (it will deflect it with the laser), but you can use the Cruise Bubble, or throw a Tiki as Patrick in a couple of cases. With Sandy however, you need to be sure to slowly get close enough to use your lasso.
Slick: An enemy you meet late in the game, is easily the toughest enemy in the game to beat. To begin with, he's protected by an oil shield, and even after that is destroyed, he takes two more hits to take down, and the shield will respawn after a few seconds. His penchant for spitting oil at you, which can impede your traction if it lands on the ground, makes him only more irritating.
Arf & Arf-Dawg: Another irritating tough mook, Arf is a cowboy robot that attacks from a long distance, sending exploding dog-robots at you. The only safe way to attack him is with the Bubble Bowl, as his dawgs will mow your health down well before you can reach him, and he takes more than one hit to take down (where he flies away to a new location per hit landed on him), and he will swing his doghouse at you if you get too close. While the cruise bubble can kill him in one hit, using it makes you an easy target for his dawgs.
Even the more low-key tracks, such as the hub of Bikini Bottom, "Jellyfish Fields", "Downtown Bikini Bottom" and "The Kelp Forest" are worth listening to.
The aforementioned Flying Dutchman's Graveyard is a haunting melody followed by rock 'n roll.
Fridge Logic: One of Patrick's lost socks is in SpongeBob's attic and five of them are in SpongeBob's dream. Even though he claims to have no idea about who stole the socks, he's taken 6 of them!
Game-Breaker: Zigzagged with the Cruise Bubble. Yes, it can deal impressive damage to pretty much anything from a fair distance away. Yes, you have infinite ammo for it. Yes, it trivializes the more annoying tikis like Whispers and Stones. But you get it at the tail end of the game, and you'll be dealing with situations that do not simply call for it, but necessitate it while keeping you in danger through one way or another.
Chuck, the flying shark-bot that launches water bombs at you. They have a good throwing distance and lead their shots well if you're moving (several other enemies in the game with similar projectiles do this too), and their attack causes literalSplash Damage plus enough knockback to send you flying off an edge. And they usually happen to be placed in areas where they can easily knock you off. Thankfully, they take one hit to die.
Tubelets. The bottom of these three guys sprays a flamethrower around them, forcing the player to hit them with Bubble Bowl or the Cruise Bubble. Every time you kill one or both of the two bottom guys, the top one will start spinning and cause a large self-destruct explosion... that regenerates all of them.
Doing a Cruise Bubble and a Bubble Bowl at the same time against some surfaces (Like Teleport Boxes) makes SpongeBob slide indefinitely, allowing you to jump farther or get higher by using the Bubble Bash, a jump-type move which usually prevents movement.
Hailing a Taxi in the hub after going out of bounds and being pulled away by Hans disables bottomless pits, letting the player explore unreachable areas and cheat on slides.
Double jumping after getting knocked back by an explosion or falling in water/goo sends you flying far away, which is more of an exploit of the game's physics.
Also regarding the above case, the final boss fight involves it flipping platforms. However, you have to time your jump right without getting damaged if possible (which doesn't matter), but it you do time it right, a high launch is to be expected. Doing it at the right time at the boss's very first attack will cause SpongeBob to fly high and upward as usual, only to immediately enter the cutscene involving the boss's first defeat.
Nightmare Retardant: Robo-Plankton, thanks to his goofy-looking grin, off-handedly stating that he and SpongeBob's robot double were going to get married, and getting into an argument with other Plankton robots in the game's ending.
SpongeBob using his tongue to go surfing. Justified since it's a Continuity Porn game full of references to the show, and that was in "Pre-Hibernation Week," but still...
In the Dream World, the truck of manure from Sandy's Dream returns as an obstacle, with flies buzzing around.
Surprisingly Improved Sequel: When compared to it's direct predecessor, Revenge of the Flying Dutchman. While it wasn't a particularly horrible game, it wasn't a great one either, mostly thanks to it's So Okay, It's Average gameplay, repetitive nature and music, mediocre graphics and level design, as well as it's relative shortness.Battle of Bikini Bottom takes most things about Revenge of the Flying Dutchman and improves almost every single one of them, with much better Mario 64/Banjo-esque gameplay, creative and varied levels based on locales seen in the show, being able to play as Patrick and Sandy along with Spongebob, being much longer and involved (especially when going for 100% Completion), excellent music, some really cool boss battles (particularly the Final Boss) and more. Among the better SpongeBob licensed games, Battle for Bikini Bottom is often considered the best of all, and for very good reasons.
That One Level: Kelp Forest. The entire level is comprised of dimly lit areas, making it hard to see where you're going. Every section of the level has its own reason for difficulty/tediousness: the Swamp's sprawling islands and beanstalks to traverse, with long and cryptic routes to take; the Cave's extensive use of both SpongeBob and Patrick in its puzzles, meaning many long and menial trips back to the signpost at the beginning of the cave (even with the shortcut later on); and the Vine's difficult slide sections with sharp turns, tight jumps, and oodles of pits to fall in.
Mermaid Man's time challenge in the Kelp Forest. You have to beat 1:41 on a slide that's very long and narrow, and with sharp turns that are difficult to navigate around. Precision is absolutely necessary here in order to just stay on the slide alone, and the addition of a Timed Mission makes it one of the most frustrating challenges of the whole game. Not to mention that because it's so easy to fall off this slide, the timer resets every time you die, meaning you'll have to talk to Mermaid Man again just to restart the challenge.note Even worse if you've already passed the checkpoint, since you'll have to finish the remainder of the slide and return to Mermaid Man via Teleport Box (or go back to the start of the mission from the pause menu). Thankfully, there are a couple of shortcuts to take, including one jump in particular near the beginning of the slide which will help you shave at least 20 seconds off the clock (and combined, you can clear it in under a minute if you land them all). But they're pretty dangerous to attempt, and requires some trial and error. Expect to hear this exchange from Mermaid Man and SpongeBob a lot:
Mermaid Man: Still haven't beaten my time yet? Perseverance is the key. SpongeBob: But sir, you're the greatest superhero who ever lived. How can I, a simple sponge, topple your record? Mermaid Man: Keep trying youngster! Keep trying!
Mr. Krabs's Dream in SpongeBob's Dream. You need to destroy hordes of enemies which consists of Tubelets, Slicks, and others. And because SpongeBob is dealt rather inconsistent knockback by enemies (he could bounce back an inch one time and go flying off the map the next) and the fact that you're fighting in a small area and said enemies that gang up on you, this can get irritating.
Also in SpongeBob's Dream, Squidward's Dream. It is a very unforgiving and technical platforming Marathon Level in a game that is otherwise light on that kind of platforming. The SpongeBob's Dream hub area can also be considered That One Level for similar reasons, but not quite to the same extent.
While you only get a sock from this for your troubles, destroying all eight sandmen on the Flounder Hill slope in Sand Mountain certainly qualifies. You have to memorize all of their locations, as some of them are found on alternate paths that require going down the slide more than once, and there's even one particular sandman that is well-hidden. Worse, if you die at any point on the slide, the sandman count resets back to zero, so you'll have to destroy all of them in one go.
The PC version has the dreaded switch portion in the Chum Bucket called the "Hall of Arms". There are dozens of combinations and you get no hints.
They Wasted a Perfectly Good Plot: Patrick helps in the fight against Robo-Sandy and Sandy helps in the fight against Robo-Patrick, yet neither one of them helps in the fight against Robo-SpongeBob.