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* The final case in ''VisualNovel/ApolloJusticeAceAttorney'' is a doozy. You have an investigation phase and a trial followed after that. After the trial, you play a flashback case involving [[spoiler's Phoenix Wright's last trial before he got disbarred]]. Then, in order to piece together what happened seven years ago and how they're affecting events in the present, you have to jump back and forth between investigation phases in the past and present and there's a total of eight places to look into. After that, you have the finale of the trial in the present time.


** ''VideoGame/HalfLife1'' has Surface Tension, the longest chapter in the entire game, and the one that shows off the widest variety of environments and enemies. Notable because most other chapters focus on one small area (an office complex, a railway system, a floating alien island, et cetera).
*** It starts with you fighting some soldiers outside of the lobby and then assaulting a fortified position on a dam...
*** ...then you escape through an underwater pipe and get chased throughout the desert by a helicopter while navigating a minefield
*** ...then you flee into a drainage pipe and come out to see that you're on the side of a mountain, and you are forced to fight the soldiers camped out there, eventually acquiring a rocket launcher and taking out that annoying attack helicopter when it returns...
*** ...then you go through a military-held garage, encountering more soldiers, tanks, [=IFV=]s, snipers, and more mines, until you find your way inside of a building...
*** ...''then'' you enter a missile facility filled with ''tons'' of trip-mines, being an UnexpectedGameplayChange to navigating the trip-mine maze...
*** ...'''then''' you come out and fight your way through a series of military-held garages and courtyards, which have more snipers and [=IFV=]s...
*** ...'''''then''''' you fight your way through another series of courtyards where the aliens and soldiers are duking it out, with Alien Grunts and human marines shooting at each other, alien infantry clusters getting carpet bombed, Alien Grunts smashing soldiers through concrete walls, Gargantuas smashing soldiers with cars, marines getting mauled by headcrabs, artillery striking alien positions...
*** ...'''''finally''''' after blasting through a military held building and getting outside to fight more aliens, you escape the courtyards only to be immediately pursued by a Gargantua in another garage. You eventually kill it by ordering an air strike on it and then blast a hole in the building, going through it and ending the chapter.

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** ''VideoGame/HalfLife1'' has Surface Tension, the longest chapter in the entire game, and the one that shows off the widest variety of environments and enemies. Notable because most other chapters focus on one small area (an office complex, a railway system, a floating alien island, et cetera).
***
cetera). It starts with you fighting some soldiers outside of the lobby and then assaulting a fortified position on a dam...
*** ...
dam, then you escape through an underwater pipe and get chased throughout the desert by a helicopter while navigating a minefield
*** ...
minefield; then you flee into a drainage pipe and come out to see that you're on the side of a mountain, and you are forced to fight the soldiers camped out there, eventually acquiring a rocket launcher and taking out that annoying attack helicopter when it returns...
*** ...
returns; then you go through a military-held garage, encountering more soldiers, tanks, [=IFV=]s, snipers, and more mines, until you find your way inside of a building...
*** ...
building; ''then'' you enter a missile facility filled with ''tons'' of trip-mines, being an UnexpectedGameplayChange to navigating the trip-mine maze...
*** ...
maze; '''then''' you come out and fight your way through a series of military-held garages and courtyards, which have more snipers and [=IFV=]s...
*** ...
[=IFV=]s, '''''then''''' you fight your way through another series of courtyards where the aliens and soldiers are duking it out, with Alien Grunts and human marines shooting at each other, alien infantry clusters getting carpet bombed, Alien Grunts smashing soldiers through concrete walls, Gargantuas smashing soldiers with cars, marines getting mauled by headcrabs, artillery striking alien positions...
*** ...'''''finally'''''
positions. ''Finally'', after blasting through a military held building and getting outside to fight more aliens, you escape the courtyards only to be immediately pursued by a Gargantua in another garage. You eventually kill it by ordering an air strike on it and then blast a hole in the building, going through it and ending the chapter.



*** "Sandtraps", which can be considered ''Half-Life 2'''s version of "Surface Tension", starts off with you driving in the dune buggy until you hit the end of the road.
*** ...then you have a HoldTheLine sequence near the lighthouse, which involves you fighting off some Combine troops coming in by dropships and, later, a gunship.
*** ...then you have to trek across an Antlion-infested beach, which leads to your first encounter with an Antlion Guard.
*** ...then you lead an army of now-friendly Antlions across another beach.
*** ...finally, you end up within Nova Prospekt's courtyards, where you fight ''two'' gunships before finally entering the prison, ending the chapter.
** ''Half-Life 2: Episode Two'' has "This Vortal Coil", which starts with a HoldTheLine sequence against several waves of Antlions.
*** ...then you proceed through a network of caves filled with Antlions and zombies, which involves briefly riding an old mining cart.
*** ...then you get chased by the Antlion Guardian through several caves.
*** ...then you come across a Resistance base where you wait for an elevator to come down while a battle between zombies and Antlions occurs.
*** ...finally, you ride an elevator back up to the start.

to:

*** "Sandtraps", which can be considered ''Half-Life 2'''s version of "Surface Tension", starts off with you driving in the dune buggy until you hit the end of the road.
*** ...
road, then you have a HoldTheLine sequence near the lighthouse, which involves you fighting off some Combine troops coming in by dropships and, later, a gunship.
*** ...
gunship; then you have to trek across an Antlion-infested beach, which leads to your first encounter with an Antlion Guard.
*** ...
Guard, then you lead an army of now-friendly Antlions across another beach.
*** ...finally,
beach. Finally, you end up within Nova Prospekt's courtyards, where you fight ''two'' gunships before finally entering the prison, ending the chapter.
** ''Half-Life 2: Episode Two'' has "This Vortal Coil", which starts with a HoldTheLine sequence against several waves of Antlions.
*** ...then
Antlions. Then you proceed through a network of caves filled with Antlions and zombies, which involves briefly riding an old mining cart.
*** ...then
cart. Then you get chased by the Antlion Guardian through several caves.
*** ...then
caves. Then you come across a Resistance base where you wait for an elevator to come down while a battle between zombies and Antlions occurs.
*** ...finally,
occurs. Finally, you ride an elevator back up to the start.


* ''VideoGame/HalfLife1'' has Surface Tension, the longest chapter in the entire game, and the one that shows off the widest variety of environments and enemies. Notable because most other chapters focus on one small area (an office complex, a railway system, a floating alien island, et cetera).
** It starts with you fighting some soldiers outside of the lobby and then assaulting a fortified position on a dam...
** ...then you escape through an underwater pipe and get chased throughout the desert by a helicopter while navigating a minefield
** ...then you flee into a drainage pipe and come out to see that you're on the side of a mountain, and you are forced to fight the soldiers camped out there, eventually acquiring a rocket launcher and taking out that annoying attack helicopter when it returns...
** ...then you go through a military-held garage, encountering more soldiers, tanks, [=IFV=]s, snipers, and more mines, until you find your way inside of a building...
** ...''then'' you enter a missile facility filled with ''tons'' of trip-mines, being an UnexpectedGameplayChange to navigating the trip-mine maze...
** ...'''then''' you come out and fight your way through a series of military-held garages and courtyards, which have more snipers and [=IFV=]s...
** ...'''''then''''' you fight your way through another series of courtyards where the aliens and soldiers are duking it out, with Alien Grunts and human marines shooting at each other, alien infantry clusters getting carpet bombed, Alien Grunts smashing soldiers through concrete walls, Gargantuas smashing soldiers with cars, marines getting mauled by headcrabs, artillery striking alien positions...
** ...'''''finally''''' after blasting through a military held building and getting outside to fight more aliens, you escape the courtyards only to be immediately pursued by a Gargantua in another garage. You eventually kill it by ordering an air strike on it and then blast a hole in the building, going through it and ending the chapter.

to:

* ''VideoGame/HalfLife''
**
''VideoGame/HalfLife1'' has Surface Tension, the longest chapter in the entire game, and the one that shows off the widest variety of environments and enemies. Notable because most other chapters focus on one small area (an office complex, a railway system, a floating alien island, et cetera).
** *** It starts with you fighting some soldiers outside of the lobby and then assaulting a fortified position on a dam...
** ...*** ...then you escape through an underwater pipe and get chased throughout the desert by a helicopter while navigating a minefield
** ...*** ...then you flee into a drainage pipe and come out to see that you're on the side of a mountain, and you are forced to fight the soldiers camped out there, eventually acquiring a rocket launcher and taking out that annoying attack helicopter when it returns...
** ...*** ...then you go through a military-held garage, encountering more soldiers, tanks, [=IFV=]s, snipers, and more mines, until you find your way inside of a building...
** ...*** ...''then'' you enter a missile facility filled with ''tons'' of trip-mines, being an UnexpectedGameplayChange to navigating the trip-mine maze...
** ...*** ...'''then''' you come out and fight your way through a series of military-held garages and courtyards, which have more snipers and [=IFV=]s...
** ...*** ...'''''then''''' you fight your way through another series of courtyards where the aliens and soldiers are duking it out, with Alien Grunts and human marines shooting at each other, alien infantry clusters getting carpet bombed, Alien Grunts smashing soldiers through concrete walls, Gargantuas smashing soldiers with cars, marines getting mauled by headcrabs, artillery striking alien positions...
** ...*** ...'''''finally''''' after blasting through a military held building and getting outside to fight more aliens, you escape the courtyards only to be immediately pursued by a Gargantua in another garage. You eventually kill it by ordering an air strike on it and then blast a hole in the building, going through it and ending the chapter.chapter.
** ''VideoGame/HalfLife2''
*** "Route Kanal" involves you proceeding through canals, sewers, and maintenance tunnels, fighting through and evading Civil Protection. After all of that, you end up at a Resistance base being bombarded by headcrab shells before hopping into the airboat.
*** "Sandtraps", which can be considered ''Half-Life 2'''s version of "Surface Tension", starts off with you driving in the dune buggy until you hit the end of the road.
**** ...then you have a HoldTheLine sequence near the lighthouse, which involves you fighting off some Combine troops coming in by dropships and, later, a gunship.
**** ...then you have to trek across an Antlion-infested beach, which leads to your first encounter with an Antlion Guard.
**** ...then you lead an army of now-friendly Antlions across another beach.
**** ...finally, you end up within Nova Prospekt's courtyards, where you fight ''two'' gunships before finally entering the prison, ending the chapter.
** ''Half-Life 2: Episode Two'' has "This Vortal Coil", which starts with a HoldTheLine sequence against several waves of Antlions.
*** ...then you proceed through a network of caves filled with Antlions and zombies, which involves briefly riding an old mining cart.
*** ...then you get chased by the Antlion Guardian through several caves.
*** ...then you come across a Resistance base where you wait for an elevator to come down while a battle between zombies and Antlions occurs.
*** ...finally, you ride an elevator back up to the start.

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* ''VideoGame/OutRun 2'''s derivatives (since ''SP'') add "15 Continuous Courses" mode into the mix, where you must drive a Ferrari road car throughout 15 stages continuously. If you are skilled, this doesn't need 15 minutes to finish, but even for a Ferrari vehicle, driving this way would render a serious issue.



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* ''Videogame/MightAndMagic VII:''
** Titan's Stronghold. Like the name would suggest, the place is big. Really big. In fact so big it is [[BiggerOnTheInside bigger than exterior map it is located in]], but you can't use Flying to move quicker. Expect to spend ''a lot'' of time here if you want to explore it (which you want because the stuff here is really good), and Ancients help you if you're here for the related promotion quest.
** Eofol Tunnels. It is smaller than Titan's Stronghold, but to compensate for it, it is a maze, and the path from one entrance to another zigzags to make the most of the surface. The fact it is full of Medusae that turn you to stone and are impervious to magic, and Behemoths that hit like their name would suggest and can take Dragon Breath to the face and tell the tale, makes the entire trip last very long.

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** Speaking of Full Moon operations, save for the one at January 31, all of them will not allow you to save the game, will not allow you to use the Velvet Room and you must defeat the Full Moon boss to go any further. If you die anywhere in the operation, the last save point is at the day prior.


* ''VideoGame/RainbowSixVegas''{='s=] final mission may just be the longest mission in the series. You start on a bridge, and later fast-rope down to the bottom part of the Dam. Then you fight your way through the interior of the Dam all the way up to the top. The lack of supply crates makes this level feel even longer.

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* ''VideoGame/RainbowSixVegas''{='s=] ''VideoGame/RainbowSixVegas'''s final mission may just be the longest mission in the series. You start on a bridge, and later fast-rope down to the bottom part of the Dam. Then you fight your way through the interior of the Dam all the way up to the top. The lack of supply crates makes this level feel even longer.



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[[/folder]]


*** "Oracle", despite having several HoldTheLine sections, is quite long. You travel through some labs, ascend to cut the cable, descend into another area that leads to a short Banshee section. After that, you backtrack through an area from the previous level.

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*** "Oracle", despite having several HoldTheLine sections, is quite long. You travel through some labs, ascend to cut the cable, and descend into another area that leads to a short Banshee section. After that, you backtrack through an area [[RemixedLevel from the previous level.level]].



* ''VideoGame/{{Unreal}}'' has many of these, mostly due to the large amount of backtracking and exploration:
** Spire Village, which has you proceeding through a large valley with several Titans. The next level, The Sunspire, has you ascending the towering structure of the same name.
** Bluff Eversmoking is no doubt one of the largest levels in the game.
** Cellars at Dasa Pass, which involves several HoldTheLine areas against Krall.
** Nali Castle, which has you complete several tasks all over the castle before you can proceed.



* ''VideoGame/ResidentEvil4'': Two words: Level 4-1. Assuming that you don't backtrack to get the free Broken Butterfly magnum, you have to retrieve the last piece of a puzzle key in a room with fire-breathing horse heads to unlock a door to progress further. Then, you have to obtain 2 Grails to unlock a door, one of which protected by 2 sets of 3 suits of armor with Plagas controlling them. Then after Ashley gets kidnapped (again) you have to survive an onslaught of flying insects. ''Then'' you have to head to a clock tower to get it running while surviving flaming rocks catapulted at you and the tower is swarming with Zealots inside and out. And when you leave the tower, you have to deal with another crowd (the leader of which has a freaking rocket launcher), then try to simply survive a locked room with TWO Heavy Armor Garradors (the other Zealots in the room are the LEAST of your worries!) And if you should survive ''that'', as well as a PressXToNotDie cutscene, the last thing to do is simply survive the encounter with Salazar's 'right hand' until the elevator shows up! Yeesh! Count on spending at ''least'' an hour playing through this nightmare. The single hardest part of this level (if not the game PERIOD) is between the start of the clock tower to surviving the cutscene, because there's no typewriters in between, so [[CheckPointStarvation no opportunities to save]]. All that being said, if you can come out of this level with your sanity intact, give yourself a freaking medal. Though, in the Playstation 2 version, the programmers at least had the ''mercy'' to put a typewriter right after the clock tower, making the fight with the 2 Garradors ''much'' easier to prepare for.

to:

* ''VideoGame/ResidentEvil4'': Two words: Level 4-1. Assuming that you don't backtrack to get the free Broken Butterfly magnum, you have to retrieve the last piece of a puzzle key in a room with fire-breathing horse heads to unlock a door to progress further. Then, you have to obtain 2 Grails to unlock a door, one of which protected by 2 sets of 3 suits of armor with Plagas controlling them. Then after Ashley gets kidnapped (again) you have to survive an onslaught of flying insects. ''Then'' you have to head to a clock tower to get it running while surviving flaming rocks catapulted at you and the tower is swarming with Zealots inside and out. And when you leave the tower, you have to deal with another crowd (the leader of which has a freaking rocket launcher), then try to simply survive a locked room with TWO Heavy Armor Garradors (the other Zealots in the room are the LEAST of your worries!) And if you should survive ''that'', as well as a PressXToNotDie cutscene, the last thing to do is simply survive the encounter with Salazar's 'right hand' until the elevator shows up! Yeesh! Count on spending at ''least'' an hour playing through this nightmare. The single hardest part of this level (if not the game PERIOD) is between the start of the clock tower to surviving the cutscene, because there's there are no typewriters in between, so [[CheckPointStarvation no opportunities to save]]. All that being said, if you can come out of this level with your sanity intact, give yourself a freaking medal. Though, in the Playstation 2 version, the programmers at least had the ''mercy'' to put a typewriter right after the clock tower, making the fight with the 2 Garradors ''much'' easier to prepare for.



[[folder: Tactical Shooter]]
* ''VideoGame/RainbowSixVegas''{='s=] final mission may just be the longest mission in the series. You start on a bridge, and later fast-rope down to the bottom part of the Dam. Then you fight your way through the interior of the Dam all the way up to the top. The lack of supply crates makes this level feel even longer.



* Goldwood and Rith Essa in ''VideoGame/JetForceGemini'' are the largest worlds in the game, as each has four individual levels, and among them Rim (in the former) and Interior (in the latter) stand out for ''their'' longevity. Meanwhile, the largest individual level is Military Base in Ichor, which also happens to be ''very'' difficult due to the high concentration of enemies and {{Elite Mook}}s, and is also one of the levels that culminate with a boss battle.

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* Goldwood and Rith Essa in ''VideoGame/JetForceGemini'' are the largest worlds in the game, as each has four individual levels, and among them them, Rim (in the former) and Interior (in the latter) stand out for ''their'' longevity. Meanwhile, the largest individual level is Military Base in Ichor, which also happens to be ''very'' difficult due to the high concentration of enemies and {{Elite Mook}}s, and is also one of the levels that culminate with a boss battle.


** The Spire, full stop. Itís an immense black tower thatís far longer and harder to navigate than any of the gameís other dungeons, on top of being a huge [[DifficultySpike spike in terms of difficulty]] When your guide warns you that the climb may take all day, he isnít joking in the slightest. It was even worse before an update added [[DoorToBefore shortcut warps]], since you had to backtrack through at least half the dungeon every time you wanted to leave and resupply. Even with the shortcuts, itís still a long and grueling trek up to the aerie.

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** The Spire, full stop. Itís an immense black tower thatís far longer and harder to navigate than any of the gameís other dungeons, on top of being a huge [[DifficultySpike spike in terms of difficulty]] difficulty]]. When your guide warns you that the climb may take all day, he isnít joking in the slightest. It was even worse before an update added [[DoorToBefore shortcut warps]], since you had to backtrack through at least half the dungeon every time you wanted to leave and resupply. Even with the shortcuts, itís still a long and grueling trek up to the aerie.

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* ''VideoGame/BoxxyQuestTheGatheringStorm'':
** The Spire, full stop. Itís an immense black tower thatís far longer and harder to navigate than any of the gameís other dungeons, on top of being a huge [[DifficultySpike spike in terms of difficulty]] When your guide warns you that the climb may take all day, he isnít joking in the slightest. It was even worse before an update added [[DoorToBefore shortcut warps]], since you had to backtrack through at least half the dungeon every time you wanted to leave and resupply. Even with the shortcuts, itís still a long and grueling trek up to the aerie.
** The Deep Web, the largest and most challenging of the gameís [[BonusDungeon Bonus Dungeons]]. Itís not quite as bad as The Spire, since it comes with its own shop and inn, meaning youíll never be starved for supplies, but itís still quite a long journey from one end of the labyrinth to the other.


* ''VideoGame/DevilMayCry 3'' has the Bloody Palace which is 9999 levels. Fortunately you can skip 100 levels at a time.

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* ''VideoGame/DevilMayCry 3'' has the Bloody Palace which is 9999 levels. Fortunately Fortunately, you can skip 100 levels at a time.


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* ''Oni'' has a few of these levels.
** Chapter 5 has you going quite a distance through the airport cargo hangars. There are two different pathways you can take.
** Chapter 7 is no doubt the longest level distance-wise. You traverse various platforms, descend around three floors, and run across several electrified pipelines.
** Chapter 14 has you going through the Syndicate's mountain compound, which is quite large.


** Any [[OneHundredPercentCompletion completionist]] who's ever played the game has spent untold additional hours getting the stray beads. Specifically, a set of three beads requires you to fight through a total of thirty demon gates in groups of ten each. The first two sets aren't bad... fifteen minutes to half an hour each depending on your skills. The third one however is at least an hour and a half of the toughest enemies in the game, below bosses. You can't save, and if you leave after finishing any gates you have to start the stage over.

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** Any [[OneHundredPercentCompletion [[HundredPercentCompletion completionist]] who's ever played the game has spent untold additional hours getting the stray beads. Specifically, a set of three beads requires you to fight through a total of thirty demon gates in groups of ten each. The first two sets aren't bad... fifteen minutes to half an hour each depending on your skills. The third one however is at least an hour and a half of the toughest enemies in the game, below bosses. You can't save, and if you leave after finishing any gates you have to start the stage over.


** Any [[OneHundredPercent completionist]] who's ever played the game has spent untold additional hours getting the stray beads. Specifically, a set of three beads requires you to fight through a total of thirty demon gates in groups of ten each. The first two sets aren't bad... fifteen minutes to half an hour each depending on your skills. The third one however is at least an hour and a half of the toughest enemies in the game, below bosses. You can't save, and if you leave after finishing any gates you have to start the stage over.

to:

** Any [[OneHundredPercent [[OneHundredPercentCompletion completionist]] who's ever played the game has spent untold additional hours getting the stray beads. Specifically, a set of three beads requires you to fight through a total of thirty demon gates in groups of ten each. The first two sets aren't bad... fifteen minutes to half an hour each depending on your skills. The third one however is at least an hour and a half of the toughest enemies in the game, below bosses. You can't save, and if you leave after finishing any gates you have to start the stage over.


* ''VideoGame/{{Turok}} 2'' has only six main stages, but they are incredibly long, with some sublevels as long as the major levels of many games. Often [[QuicksandBox easy to get lost in]].

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* ''VideoGame/{{Turok}} 2'' has only six main stages, but they are incredibly long, with some sublevels as long as the major levels of many games. Often [[QuicksandBox easy to get lost in]].in.

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