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* A Town in Chaos is overall one of the most frustrating levels in ''VideoGame/WarioLand3'', due to most of its treasures requiring you to go back and forth through the level just to ensure certain switches are on or off. Special attention goes to the red and green treasures:
** Not only does the red chest require you to redo a lot of going back and forth you had to do in the gray treasure, it ends with ThatOneBoss, Shoot, a boss that you will very rarely lose to, but one who is a massive slog to beat due to the turtle guard ironically being very quick to leave its stunned state, giving you little time to stun Shoot into ball form and knock him into the net before so.
** But the green treasure is even worse. Getting access to the room that holds it itself is a clever, but hard to figure out puzzle. However, after that it becomes worst: It becomes a slog through various switch rooms, turning on and off the switches, to slowly reach the top of the room. From there you need to become Fat Wario and drop down to break donut blocks in the way of the path to the green key. When you get the key you'll have to climb ''all the way back up,'' going through most of the switch rooms all over again. To make things worse, because of the placement of the blocks, it is very common for you to not even break all the needed donut blocks on your first run, forcing you to ''climb back up even more times.''



* To a large extent, A Town in Chaos is overall one of the most frustrating levels in ''VideoGame/WarioLand3'', due to most of its treasures requiring you to go back and forth through the level just to ensure certain switches are on or off. Special attention goes to the red and green treasures:
** Not only does the red chest require you to redo a lot of going back and forth you had to do in the gray treasure, it ends with ThatOneBoss, Shoot, a boss that you will very rarely lose to, but one who is a massive slog to beat due to the turtle guard ironically being very quick to leave its stunned state, giving you little time to stun Shoot into ball form and knock him into the net before so.
** But the green treasure is even worse. Getting access to the room that holds it itself is a clever, but hard to figure out puzzle. However, after that it becomes worst: It becomes a slog through various switch rooms, turning on and off the switches, to slowly reach the top of the room. From there you need to become Fat Wario and drop down to break donut blocks in the way of the path to the green key. When you get the key you'll have to climb ''all the way back up,'' going through most of the switch rooms all over again. To make things worse, because of the placement of the blocks, it is very common for you to not even break all the needed donut blocks on your first run, forcing you to ''climb back up even more times.''
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* ''Bruce Lee'' on UsefulNotes/AmstradCPC and C64[[note]]Not sure whether to call it a platformer or a beat'em up[[/note]] had the infamous [[https://www.youtube.com/watch?v=jHzW7T-bwBc#t=12m0s room]] with floor-level projectiles that have to be jumped with perfect timing, or you instantly lose a life and have to cross the whole room all over again.

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* ''Bruce Lee'' on UsefulNotes/AmstradCPC Platform/AmstradCPC and C64[[note]]Not sure whether to call it a platformer or a beat'em up[[/note]] had the infamous [[https://www.youtube.com/watch?v=jHzW7T-bwBc#t=12m0s room]] with floor-level projectiles that have to be jumped with perfect timing, or you instantly lose a life and have to cross the whole room all over again.



** King Pete's Castle, stage 7. Yes, it's the final level, but it's definitely on the difficult side as far as final levels in the series go. Let us count the problems: 1) It is a MarathonLevel by Magical Quest standards; 2) It contains ''three'' sub-bosses, one new and two returning ([[FakeDifficulty and to add insult to injury]], one of the latter is MUCH harder if you run out of energy for a certain powerup); 3) It has an annoying [[RiseToTheChallenge Rise to the Challenge]] section with fire covering the bottom of the screen; 4) It has [[LedgeBats enemies]] that are all too happy to knock you into the flames or, in a later section, off small moving platforms and onto spikes (and some of them ''[[RespawningEnemies respawn]]''); 5) One section has [[MookMaker Mook Makers]] that are annoyingly unpredictable about when they will spawn them, 6) In an odd variation of [[DifficultyByRegion Difficulty by Region]], this level is even harder in the UsefulNotes/{{G|ameboyAdvance}}BA version (which was [[NoExportForYou the only one officially released outside of Japan]]) because of the smaller screen size. Strangely, the final boss himself isn't all that bad compared to his level.

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** King Pete's Castle, stage 7. Yes, it's the final level, but it's definitely on the difficult side as far as final levels in the series go. Let us count the problems: 1) It is a MarathonLevel by Magical Quest standards; 2) It contains ''three'' sub-bosses, one new and two returning ([[FakeDifficulty and to add insult to injury]], one of the latter is MUCH harder if you run out of energy for a certain powerup); 3) It has an annoying [[RiseToTheChallenge Rise to the Challenge]] section with fire covering the bottom of the screen; 4) It has [[LedgeBats enemies]] that are all too happy to knock you into the flames or, in a later section, off small moving platforms and onto spikes (and some of them ''[[RespawningEnemies respawn]]''); 5) One section has [[MookMaker Mook Makers]] that are annoyingly unpredictable about when they will spawn them, 6) In an odd variation of [[DifficultyByRegion Difficulty by Region]], this level is even harder in the UsefulNotes/{{G|ameboyAdvance}}BA Platform/{{G|ameboyAdvance}}BA version (which was [[NoExportForYou the only one officially released outside of Japan]]) because of the smaller screen size. Strangely, the final boss himself isn't all that bad compared to his level.



* The ''VideoGame/{{Frogger}}'' video game for the UsefulNotes/PlayStation and PC had several:

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* The ''VideoGame/{{Frogger}}'' video game for the UsefulNotes/PlayStation Platform/PlayStation and PC had several:

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Moving folder to Action-Adventure, and merging with the examples there.


[[folder:Castlevania]]
* The ''Franchise/{{Castlevania}}'' games are notoriously hard, and have a number of these moments.
** In [[VideoGame/CastlevaniaI the original game]], just before you face off against Death in Stage 5, you come across a hallway containing two Axe Armors, both of whom take nine hits and throw axes at two different altitudes, while you can only get hit four times, provided you didn't get hit throughout the rest of the level. Axe Armors are easy enough to deal with, but then the infamous Medusa Heads ambush you from behind while you're doing so, and since Simon Belmont isn't the most agile guy in the universe, you're screwed.
** In ''VideoGame/CastlevaniaIIIDraculasCurse'', the developers somehow decided that the first game was too easy, so Dracula's clock tower becomes even more insanely frustrating, with what seems to be a get-together of all the most annoying enemies in the game, coupled with a bunch of bottomless pits and disintegrating floors. Oh, and just because the developers are insane, once you get to Dracula and die, you don't respawn outside his chamber like in the other games. Nope, back to the beginning of the level for you!
*** Block 7-5 on the Alucard route. You have to dodge falling blocks while at the same time wait for them to stack up to the appropriate height to reach the stairs to the next screen, and there are two difficult stretches to traverse before reaching the next checkpoint, including one spot where two crows divebomb you from both directions. If you die before reaching the next Checkpoint, you have to go through the falling blocks all over again, and since you start with only 5 hearts, Alucard's bat ability won't help you very much. Hince why most of the time you'll likely take Sypha's path.
** ''VideoGame/SuperCastlevaniaIV'' has level 8. The hardest level in the game by anyone's standards, full of instant death traps and, near the end, a [[LuckBasedMission random spike trap]] that will kill you unless you're lucky enough. If you make it through the level, though, the boss is [[HardLevelsEasyBosses a joke]].
** In ''VideoGame/CastlevaniaTheDraculaXChronicles'', the PSP remake of ''VideoGame/CastlevaniaRondoOfBlood'', the previously unremarkable Stage 5' has been turned into ''hell.'' It's easily the most ridiculously frustrating part of the game, and even if you manage to get to the end, you then have to fight against the Hydra. By this point, you'll probably be down to your last life, and the fight is so confusing that you'll probably waste it pretty quickly. At first, it's fairly straightforward; the boss' head shoots things or tries to eat you, depending on your position, so you dodge everything and whip him in the face. But then things get weird when its head seemingly deactivates and the game gives you no indication of what to do next. You're actually supposed to climb up the thing's back to find its other heads, which have their own attack patterns, and switch back and forth throughout the level. Without a walkthrough, this battle is almost impossible to beat just because the stage preceding it is so ridiculously hard that you almost never get to try twice in a row.
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[[folder:Castlevania]]
* The ''Franchise/{{Castlevania}}'' games are notoriously hard, and have a number of these moments.
** In [[VideoGame/CastlevaniaI the original game]], just before you face off against Death in Stage 5, you come across a hallway containing two Axe Armors, both of whom take nine hits and throw axes at two different altitudes, while you can only get hit four times, provided you didn't get hit throughout the rest of the level. Axe Armors are easy enough to deal with, but then the infamous Medusa Heads ambush you from behind while you're doing so, and since Simon Belmont isn't the most agile guy in the universe, you're screwed.
** In ''VideoGame/CastlevaniaIIIDraculasCurse'', the developers somehow decided that the first game was too easy, so Dracula's clock tower becomes even more insanely frustrating, with what seems to be a get-together of all the most annoying enemies in the game, coupled with a bunch of bottomless pits and disintegrating floors. Oh, and just because the developers are insane, once you get to Dracula and die, you don't respawn outside his chamber like in the other games. Nope, back to the beginning of the level for you!
*** Block 7-5 on the Alucard route. You have to dodge falling blocks while at the same time wait for them to stack up to the appropriate height to reach the stairs to the next screen, and there are two difficult stretches to traverse before reaching the next checkpoint, including one spot where two crows divebomb you from both directions. If you die before reaching the next Checkpoint, you have to go through the falling blocks all over again, and since you start with only 5 hearts, Alucard's bat ability won't help you very much. Hince why most of the time you'll likely take Sypha's path.
** ''VideoGame/SuperCastlevaniaIV'' has level 8. The hardest level in the game by anyone's standards, full of instant death traps and, near the end, a [[LuckBasedMission random spike trap]] that will kill you unless you're lucky enough. If you make it through the level, though, the boss is [[HardLevelsEasyBosses a joke]].
** In ''VideoGame/CastlevaniaTheDraculaXChronicles'', the PSP remake of ''VideoGame/CastlevaniaRondoOfBlood'', the previously unremarkable Stage 5' has been turned into ''hell.'' It's easily the most ridiculously frustrating part of the game, and even if you manage to get to the end, you then have to fight against the Hydra. By this point, you'll probably be down to your last life, and the fight is so confusing that you'll probably waste it pretty quickly. At first, it's fairly straightforward; the boss' head shoots things or tries to eat you, depending on your position, so you dodge everything and whip him in the face. But then things get weird when its head seemingly deactivates and the game gives you no indication of what to do next. You're actually supposed to climb up the thing's back to find its other heads, which have their own attack patterns, and switch back and forth throughout the level. Without a walkthrough, this battle is almost impossible to beat just because the stage preceding it is so ridiculously hard that you almost never get to try twice in a row.
[[/folder]]

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** Stage 4 of ''Neo Contra''. Despite being [[SequelDifficultyDrop easier than its predecessor]] ''Shattered Soldier'', it's probably the hardest stage of the game due to the mini-boss being very annoying with its hard to dodge and shoot mines, the turrets being hard to lock onto, and the obstacles being very difficult to shoot through. If you're trying to 100% this stage with a weapon set that isn't Weapon Set D, good luck.

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** Stage 4 of ''Neo Contra''.''VideoGame/NeoContra''. Despite being [[SequelDifficultyDrop easier than its predecessor]] ''Shattered Soldier'', it's probably the hardest stage of the game due to the mini-boss being very annoying with its hard to dodge and shoot mines, the turrets being hard to lock onto, and the obstacles being very difficult to shoot through. If you're trying to 100% this stage with a weapon set that isn't Weapon Set D, good luck.
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Widget Series has been renamed to Quirky Work as per TRS (it's also YMMV).


* ''VideoGame/DynamiteHeaddy'' has Fun Forgiven, which introduces the concept of instant death in the form of shifting blocks that squish headdy. They come in stacks of two; you need to hit the top one and then climb up. Hit the bottom one first, and you're trapped. It's also dangerously easy to slip off the stack when standing on the first block, and get squished. After a fight against a [[WidgetSeries robot sun\moon]], the level ends with a big spike pit peppered with Hangmen that flip in and out of reach. This part in particular can make you lose lives in a hurry, as it requires some practice to figure out how to get to the other side of the pit (basically, it boils down to approaching them from underneath, shooting straight up where possible), and this practice is hard to get since it happens so late in the game.

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* ''VideoGame/DynamiteHeaddy'' has Fun Forgiven, which introduces the concept of instant death in the form of shifting blocks that squish headdy. They come in stacks of two; you need to hit the top one and then climb up. Hit the bottom one first, and you're trapped. It's also dangerously easy to slip off the stack when standing on the first block, and get squished. After a fight against a [[WidgetSeries robot sun\moon]], sun\moon, the level ends with a big spike pit peppered with Hangmen that flip in and out of reach. This part in particular can make you lose lives in a hurry, as it requires some practice to figure out how to get to the other side of the pit (basically, it boils down to approaching them from underneath, shooting straight up where possible), and this practice is hard to get since it happens so late in the game.
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* [[BubblegloopSwamp Splot]], the entire third world from ''VideoGame/{{Bug}}''. There's ''several'' [[GoddamnedBats irritating]] and [[DemonicSpiders dangerous]] enemies with tricky to avoid attacks (swamp moths advanced in towards Bug and dropped mothballs that rolled across the ground, meaning that Bug had to do a low enough jump to avoid the ball while not bumping into the moth) or were irritating to fight (Lightning bugs swept a large area with their electricity and [[AirborneMook flew out of reach]] from most attacks), and the level-exclusive hazard was water. Bug instantly died if he [[SuperDrowningSkills fell into the water]], MercyInvincibility be damned -- and several of the enemies and platforming sections could easily land him in there. Finally, the boss of the level was [[ThatOneBoss far tougher than any other boss in the game]], being a boat/platform-based UnderwaterBossBattle with no room for error where getting hit at all would cause Bug to fall off the platform into the water for an instant death.

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* [[BubblegloopSwamp Splot]], the entire third world from ''VideoGame/{{Bug}}''.''VideoGame/{{Bug|1995}}''. There's ''several'' [[GoddamnedBats irritating]] and [[DemonicSpiders dangerous]] enemies with tricky to avoid attacks (swamp moths advanced in towards Bug and dropped mothballs that rolled across the ground, meaning that Bug had to do a low enough jump to avoid the ball while not bumping into the moth) or were irritating to fight (Lightning bugs swept a large area with their electricity and [[AirborneMook flew out of reach]] from most attacks), and the level-exclusive hazard was water. Bug instantly died if he [[SuperDrowningSkills fell into the water]], MercyInvincibility be damned -- and several of the enemies and platforming sections could easily land him in there. Finally, the boss of the level was [[ThatOneBoss far tougher than any other boss in the game]], being a boat/platform-based UnderwaterBossBattle with no room for error where getting hit at all would cause Bug to fall off the platform into the water for an instant death.
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* ''VideoGame/TeenageMutantNinjaTurtles'' for the NES:

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* ''VideoGame/TeenageMutantNinjaTurtles'' for the NES: ''VideoGame/TeenageMutantNinjaTurtles1989'':
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Direct link.


* The Cave of Bad Dreams from ''VideoGame/Rayman2TheGreatEscape'' is an especially vicious ScrappyLevel. Right from the get-go, it's full of almost-invincible {{Ambushing Enem|y}}ies that sap your precious health, and lots of jumping puzzles with ''very tiny'' sinking platforms--and heck, very tiny not-sinking platforms as well. There's a long and tedious sequence where you have to carry two orbs (basically keys) across several platforms filled with enemies to their bases in order to advance, and dropping the orbs and/or accidentally throwing them into the void is all too easy. After that, you have to go down a long slide race against the boss, which has lots of {{Bottomless Pit}}s, sharp crystals that slow you down AND hurt you, and the [[NightmareFuel indescribably freaky]] teeth of the boss. When you're done racing him, you STILL have to fight him as a boss, and he's one of the GuideDangIt-iest {{Puzzle Boss}}es this side of the [[Franchise/{{Metroid}} Spider Ball Guardian]]. To top it all off? Once you're done with that, if you accidentally select the wrong option in the end-of-level cutscene--and it's the one that's automatically highlighted--you get a NonStandardGameOver and have to do ''the whole frickin' thing over again!'' [[spoiler:At least, it seems that way, but waiting for about half a minute at the "Game Over" cutscene just takes you right back to select the other choice.]]

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* The Cave of Bad Dreams from ''VideoGame/Rayman2TheGreatEscape'' is an especially vicious ScrappyLevel. Right from the get-go, it's full of almost-invincible {{Ambushing Enem|y}}ies that sap your precious health, and lots of jumping puzzles with ''very tiny'' sinking platforms--and heck, very tiny not-sinking platforms as well. There's a long and tedious sequence where you have to carry two orbs (basically keys) across several platforms filled with enemies to their bases in order to advance, and dropping the orbs and/or accidentally throwing them into the void is all too easy. After that, you have to go down a long slide race against the boss, which has lots of {{Bottomless Pit}}s, BottomlessPits, sharp crystals that slow you down AND hurt you, and the [[NightmareFuel indescribably freaky]] teeth of the boss. When you're done racing him, you STILL have to fight him as a boss, and he's one of the GuideDangIt-iest {{Puzzle Boss}}es this side of the [[Franchise/{{Metroid}} Spider Ball Guardian]]. To top it all off? Once you're done with that, if you accidentally select the wrong option in the end-of-level cutscene--and it's the one that's automatically highlighted--you get a NonStandardGameOver and have to do ''the whole frickin' thing over again!'' [[spoiler:At least, it seems that way, but waiting for about half a minute at the "Game Over" cutscene just takes you right back to select the other choice.]]

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