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*** 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.
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* {{Kirby}} Super Star Ultra has several.

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* {{Kirby}} Super Star Ultra (...and by extension, Super Star Ultra) has several.
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** The Grandmaster Galaxy by itself is merely tough. Its comet star, however, transforms it into ''platform hell incarnate''. To elaborate: There are multiple sections to this galaxy, and you must pass all of them with only ''[[OneHitPointWonder a single hitpoint]]''. 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, in order to get through, forces you to rethink a mechanic that you've been using since the start of the game. The next portion has you activating a grid of tiles by walking on them while sadistic robots each fire a long rang 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''. [[PlatformHell Abandon all hope, ye who enter here]].

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** The Grandmaster Galaxy by itself is merely tough. Its comet star, however, transforms it into a ''platform hell incarnate''.incarnate nightmare''. To elaborate: There are multiple sections to this galaxy, and you must pass all of them with only ''[[OneHitPointWonder a single hitpoint]]''. 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, in order to get through, forces you to rethink a mechanic that you've been using since the start of the game. The next portion has you activating a grid of tiles by walking on them while sadistic robots each fire a long rang 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''. [[PlatformHell Abandon all hope, ye who enter here]].
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** The Grandmaster Galaxy by itself is merely tough. Its comet star, however, transforms it into ''platform hell incarnate''. To elaborate: There are multiple sections to this galaxy, and you must pass all of them with only ''[[OneHitPointWonder a single hitpoint]]''. 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, in order to get through, forces you to rethink a mechanic that you've been using since the start of the game. The next portion has you activating a grid of tiles by walking on them while sadistic robots each fire a long rang laser at you when you get close to them. After this, you must move across an electric-fence field by creating cloud platforms that a giant fan forces to move 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 Boomeragd 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''. [[PlatformHell Abandon all hope, ye who enter here]].

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** The Grandmaster Galaxy by itself is merely tough. Its comet star, however, transforms it into ''platform hell incarnate''. To elaborate: There are multiple sections to this galaxy, and you must pass all of them with only ''[[OneHitPointWonder a single hitpoint]]''. 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, in order to get through, forces you to rethink a mechanic that you've been using since the start of the game. The next portion has you activating a grid of tiles by walking on them while sadistic robots each fire a long rang laser at you when you get close to them. After this, you must move across an electric-fence field by creating cloud platforms that a giant fan forces are forced to move 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 Boomeragd 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''. [[PlatformHell Abandon all hope, ye who enter here]].
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** Grandmaster Galaxy? Let's see...A section with Yoshi swinging around mines and Bullet Bills, another with "flip-swap" floors AND robots that shoot shockwaves at the same time, a Pull Star path through LOTS of electric arcs, and a [[strike:small army]] ''clusterfuck'' of Hammer and Boomerang Bros at the very end. And of all the effects the comet could give it, it gets '''[[OneHitPointWonder DAREDEVIL.]] ''WITH NO CHECKPOINTS.'''''

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** The Grandmaster Galaxy? Let's see...A Galaxy by itself is merely tough. Its comet star, however, transforms it into ''platform hell incarnate''. To elaborate: There are multiple sections to this galaxy, and you must pass all of them with only ''[[OneHitPointWonder a single hitpoint]]''. The first section with involves riding Yoshi swinging around mines to swing across a field littered with mines, hovering spiked mole-things and a few homing Bullet Bills, another with "flip-swap" floors AND Bill launchers, which, in order to get through, forces you to rethink a mechanic that you've been using since the start of the game. The next portion has you activating a grid of tiles by walking on them while sadistic robots each fire a long rang laser at you when you get close to them. After this, you must move across an electric-fence field by creating cloud platforms that a giant fan forces to move 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 shockwaves at fireballs scattered across the same time, a Pull Star path road. Then you navigate through LOTS of cruelly-placed moving electric arcs, and lines with pull-stars while avoiding the flying Goombas. And finally comes platforms littered with a [[strike:small army]] ''clusterfuck'' merciless gauntlet of Hammer and Boomerang Bros Bros. plus a trio of Boomeragd Bros. at the very end. And of 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 effects way back to the comet could give it, it gets '''[[OneHitPointWonder DAREDEVIL.]] ''WITH NO CHECKPOINTS.'''''start''. [[PlatformHell Abandon all hope, ye who enter here]].

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** The Mines is ''especially'' nasty if you're going for the [[NoDeathRun Ace]] ranking. ''Ridiculously'' long, [[MinecartMadness mine cart sections]], a couple of spiked enemies, rickety conveyor-elevators, and a giant flaming boulder with flaming floor spots to jump over to end the level and potentially ruin your efforts at the Ace rank. Serpent Shrine, too- also long, giant fire snakes running through tunnels, and a boss. The 2-player puzzle is by far one of the hardest multiplayer puzzles, which relies on how [[strike: good]] perfect your partner is at pressing the button that raises/lowers the grabbable balls.

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** The Mines is ''especially'' nasty if you're going for the [[NoDeathRun Ace]] ranking. ''Ridiculously'' long, [[MinecartMadness mine cart sections]], a couple of spiked enemies, rickety conveyor-elevators, and a giant flaming boulder with flaming floor spots to jump over to end the level and potentially ruin your efforts at the Ace rank.
**
Serpent Shrine, too- also long, Shrine has giant fire snakes running through tunnels, and a boss. The 2-player puzzle is by far one of the hardest multiplayer puzzles, which relies require quick running to survive, a boss who can kill instantly, and [[ThatOnePuzzle That One Multiplayer Puzzle]]. In whole, The Canyons is ThatOneLevel.
** Don't even get ''started''
on how [[strike: good]] perfect your partner The Dancer's Court. The main gimmick of this level is at pressing moving platforms over fire with blocks of fire for you to run into, spinning cogs with wobbly platforms, a race where it's easy to rush and get yourself burnt to a crisp, and '''the goddamned fire snake'''. Again, acing the button that raises/lowers the grabbable balls.level is ''an absolute nightmare''.
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*** I feel your pain about the Boss Blitz Galaxy comet. Good god, one wonders if that mission was meant for a Daredevil comet or not. [[spoiler:It wouldn't be so frustrating if it wasn't for Bouldergeist. Anyone who has played the first one knows that Bouldergeist is a tough boss to beat, and as shown in the sequel, he's even worse under a time limit. While the first half is easy enough, then he grows hands and the frustration starts. Most of the time, he's eiether punching, pounding the ground, throwing rocks and Bomb Boos or creating stalagmites on the ground. Even when you get a Bomb Boo, good luck trying to hit him. The three other attacks almost always create obstructions that cost you precious seconds on the timer if the Bomb Boo you're currently holding hits these obstructions. If you do actually beat him, more often than not, most of the time you only have ''a few seconds left'' to beat the subsquesant boss.]] What were the level designers thinking?

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*** I feel your pain about the Boss Blitz Galaxy comet. Good god, one wonders if that mission was meant for a Daredevil comet or not. [[spoiler:It wouldn't be so frustrating if it wasn't for Bouldergeist. Anyone who has played the first one knows that [[ThatOneBoss Bouldergeist is a tough boss to beat, beat]], and as shown in the sequel, he's even worse under a time limit. While the first half is easy enough, then he grows hands and the frustration starts. Most of the time, he's eiether punching, pounding the ground, throwing rocks and Bomb Boos or creating stalagmites on the ground. Even when you get a Bomb Boo, good luck trying to hit him. The three other attacks almost always create obstructions that cost you precious seconds on the timer if the Bomb Boo you're currently holding hits these obstructions. If you do actually beat him, more often than not, most of the time you only have ''a few seconds left'' to beat the subsquesant boss.]] What were the level designers thinking?
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The speed run comet gets rid of the time switches. So you have to go through the level at normal speed. While timed.

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*** The speed run comet gets rid of the time switches. So you have to go through the level at normal speed. While timed. You're at least able to take some shortcuts in this one, however, since you don't have to collect any silver stars, just get to the end of the level.
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** Well those levels are even more ungodly difficult on Time Trial mode, as you have to get almost all of those time boxes AND get through the whole level without dying once, good luck! There's also Magma Opus, which is nearly as hard as Volcanic Panic(especially if you're going for 100% as there's a sliding section where it's VERY easy to miss a fruit), and Haunted Boardwalk which takes place on rollerskates and has several sections that require very precise jumps to get through(getting 100% is naturally harder as well)
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I have no idea how that got here, since Ikaruga is a shooter. Otherwise, just some example stuff.


* Chapter 2-1 of ''{{Ikaruga}}'', because there is simply no pattern to chaining it.
** There is, it's just incredibly difficult.


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* ''ABoyAndHisBlob'' (Wii) has Challenge Level 2-5. It's a GustyGlade where the only skill you have is the Pear Parachute; you must navigate several narrow passages lined with instadeath floating mines, all the while the wind shoves you to and fro. And since it's a challenge level, there's no checkpoints--fall into a pit, or get shoved into a mine by the wind, and it's back to the beginning for you!
** On the theme of "Pear Parachute + Challenge Level = ARRRG," the 3rd world also has a vicious one. You must use the Parachute to drift down a cave, where every single surface is lined with either spikes or mines (so there's absolutely no stopping) and you have to make instant turns in order to get to an entrance all the way on the other side of the shaft. You have to anticipate changes ''quickly,'' because the Parachute moves slowly, and if you're not far enough over to drift through the hole? It's the spikes for you!
* The Citadel of Shadows in ''{{Vexx}}'' is one whole world of hair-pulling frustration. There is almost no solid ground anywhere to be found in the level; it's almost all moving, shifting platforms, incredibly tiny platforms, or platforms crowded with enemies. One misstep will send you tumbling into the abyss below. Makes getting to certain challenges a hassel; makes the two collection challenges (6 Soul Jars or 100 Heart Shards) ''infuriating'' because your total will reset if you die.
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The speed run comet gets rid of the time switches. So you have to go through the level at normal speed. While timed.
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*** To be fair, though, if you time out, you'll start at the Star Post with a fresh timer, so unless you're going on a no-death run or have only the one life left, it's not ''too'' bad.
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No one cares.


*** This troper just set Mario on the treadmill for half an hour and watched some TV.
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*** This troper just set Mario on the treadmill for half an hour and watched some TV.
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** Pachinko Pain, anyone? You have to retreive 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.
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*** Oh God, the Stone Cyclone Galaxy. It's pretty bad when the hardest galaxy in the game IMO is ''a level from the first game,'' '''WHICH WASN'T THAT HARD TO BEGIN WITH.''' And don't even get me ''started'' about [[spoiler:Green Star 1...]]
**** To elaborate, Stone Cyclone is 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.
**** The first green star of Stone Cyclone Galaxy is [[strike:a pain in the ass]] 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. [[ItGotWorse to make things '''EVEN 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 [[FakeDifficulty needlessly difficult by the speed of them]], and try the strategy again, which, more often than not, squishes you flatter than a pancake.
***** You can get the aforementioned 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.
*** Grandmaster Galaxy? Let's see...A section with Yoshi swinging around mines and Bullet Bills, another with "flip-swap" floors AND robots that shoot shockwaves at the same time, a Pull Star path through LOTS of electric arcs, and a [[strike:small army]] ''clusterfuck'' of Hammer and Boomerang Bros at the very end. And of all the effects the comet could give it, it gets '''[[OneHitPointWonder DAREDEVIL.]] ''WITH NO CHECKPOINTS.'''''

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*** ** Oh God, the Stone Cyclone Galaxy. It's pretty bad when the hardest galaxy in the game IMO is ''a level from the first game,'' '''WHICH WASN'T THAT HARD TO BEGIN WITH.''' And don't even get me ''started'' about [[spoiler:Green Star 1...]]
**** *** To elaborate, Stone Cyclone is 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.
**** *** The first green star of Stone Cyclone Galaxy is [[strike:a pain in the ass]] 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. [[ItGotWorse to make things '''EVEN 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 [[FakeDifficulty needlessly difficult by the speed of them]], and try the strategy again, which, more often than not, squishes you flatter than a pancake.
***** **** You can get the aforementioned 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.
*** ** Grandmaster Galaxy? Let's see...A section with Yoshi swinging around mines and Bullet Bills, another with "flip-swap" floors AND robots that shoot shockwaves at the same time, a Pull Star path through LOTS of electric arcs, and a [[strike:small army]] ''clusterfuck'' of Hammer and Boomerang Bros at the very end. And of all the effects the comet could give it, it gets '''[[OneHitPointWonder DAREDEVIL.]] ''WITH NO CHECKPOINTS.'''''
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***** You can get the aforementioned 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.

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** The Mines is ''especially'' nasty if you're going for the [[NoDeathRun Ace]] ranking. ''Ridiculously'' long, [[MinecartMadness mine cart sections]], a couple of spiked enemies, rickety conveyor-elevators, and a giant flaming boulder with flaming floor spots to jump over to end the level and potentially ruin your efforts at the Ace rank. Serpent Shrine, too- also long, giant fire snakes running through tunnels, and a boss. The 2-player puzzle is by far one of the hardest multiplayer puzzles, which relies on how [[strike: good]] perfect your partner is at pressing the button that raises/lowers the grabbable balls.



** Its sequel had several- Blade Mountain, Volcanic Panic, and Ghost Bayou. Blade Mountain takes place on ice skates, and can be difficult on its own, but going for HundredPercentCompletion is a nightmare, since the one-way level design means that missing something requires a do-over. Volcanic Panic is ''long'' and has difficult platforming parts over lava, as well as lots of backtracking to advance through the level, and a RiseToTheChallenge portion over a narrow, winding path to cap the level. Ghost Bayou is ''even longer'', dark and thus difficult to see the winding path, and has several sections where you must kill a number of enemies in a limited amount of time.

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** Its sequel had several- Blade Mountain, Volcanic Panic, and Ghost Bayou. Blade Mountain takes place on ice skates, and can be difficult on its own, but going for HundredPercentCompletion is a nightmare, since the one-way level design means that missing something requires a do-over. Volcanic Panic is ''long'' and has difficult platforming parts areas over lava, as well as lots of backtracking to advance through the level, and a RiseToTheChallenge rising magma portion over a narrow, winding path to cap the level. Ghost Bayou is ''even longer'', ''ungodly long'', dark and thus difficult to see the winding path, and has several sections where you must kill a number of enemies in a limited amount of time.
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**** The first green star of Stone Cyclone Galaxy is [slash: a pain in the ass]] 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. [[ItGotWorse to make things '''EVEN 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 [[FakeDifficulty needlessly difficult by the speed of them]], and try the strategy again, which, more often than not, squishes you flatter than a pancake.

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**** The first green star of Stone Cyclone Galaxy is [slash: a [[strike:a pain in the ass]] 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. [[ItGotWorse to make things '''EVEN 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 [[FakeDifficulty needlessly difficult by the speed of them]], and try the strategy again, which, more often than not, squishes you flatter than a pancake.
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**** The first green star of Stone Cyclone Galaxy is [slash: a pain in the ass]] 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. [[ItGotWorse to make things '''EVEN 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 [[FakeDifficulty needlessly difficult by the speed of them]], and try the strategy again, which, more often than not, squishes you flatter than a pancake.
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*** You can exploit a glitch in the game for the race: if you go past Hunter onto the track, you can stand in a blue star. If you return to Hunter, you'll have turbo boost proportional to the amount of time you spent under the star. You can do the entire race on turbo this way. And it's still hard. SoYeah.

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*** You can exploit a glitch in the game for the race: if you go past Hunter onto the track, you can stand in a blue star. If you return to Hunter, you'll have turbo boost proportional to the amount of time you spent under the star. You can do the entire race on turbo this way. And it's still hard. SoYeah.
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**No mention of Ice Man's level? two disappearing block sections that you can pass with the tedious to find Magnet Beam with pathetic ammo, followed by a bunch of helicopter platforms that shoot bullets and, due to a glitch, if you get hit by a bullet, you fall through the platform! If you survive, then you need to get past a Big Eye which can chop off 1/3rd of your health and make you redo the entire section! Ice Man himself isn't hard, but he does a lot of damage to Mega Man and good luck if you happen to slip up on your last life and go through the entire stage again!In this troper's opinion, the biggest scrappy level in the classic series.

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**No mention of Ice Man's level? two disappearing block sections that you can pass with the tedious to find Magnet Beam with pathetic ammo, followed by a bunch of helicopter platforms that shoot bullets and, due to a glitch, if you get hit by a bullet, you fall through the platform! If you survive, then you need to get past a Big Eye which can chop off 1/3rd of your health and make you redo the entire section! Ice Man himself isn't hard, but he does a lot of damage to Mega Man and good luck if you happen to slip up on your last life and go through the entire stage again!In again! In this troper's opinion, the biggest scrappy level in the classic series.



* It's not just the bosses, the ''MegaMan Zero'' and ''ZX'' games started going absolutely insane on hard mode, starting with ''MegaManZero 3''. No weapon upgrades, no heart tanks, no subtanks (except one in the ZX games), no cyber elves, Final Destination. End result is fighting boss rushes and three stage final bosses (sometimes in the same stage, with no continue point) with the tiny life bar you have at the very start of the game.

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* It's not just the bosses, the ''MegaMan Zero'' ''MegaManZero'' and ''ZX'' games started going absolutely insane on hard mode, starting with ''MegaManZero 3''. No weapon upgrades, no heart tanks, no subtanks (except one in the ZX games), no cyber elves, Final Destination. End result is fighting boss rushes and three stage final bosses (sometimes in the same stage, with no continue point) with the tiny life bar you have at the very start of the game.



**''8'' Oh God, Mega Man 8...the rocketboard sections. I've still never finished that game. I can BARELY pass the first one. The second? Not a bloody chance...

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**''8'' *''8'' Oh God, Mega Man 8...the rocketboard sections. I've still never finished that game. I can BARELY pass the first one. The second? Not a bloody chance...

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* ''MegaMan 2'' has Quick Man's level, of which two-thirds of it is a vertical maze of instant-kill lasers; Flash Man's power (which pauses time, stopping the lasers) can help alleviate it some, but it can't get you through the whole thing and also means unless you refill it you can't use it against Quick Man (who is weak to Flash Man's power). Heat Man's level possibly tops this if you try to tackle it early on, because it has an EXTREMELY long sequence of those annoying appearing/disappearing blocks, most of which is over a pit. Fortunately, if you do it after beating Air Man, who gives you the Item 2 Jet Sled, you can bypass that entire part (of course, [[http://www.youtube.com/watch?v=hUVdA9ABzpg Air Man will not die...]])

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* ''MegaMan ''Game/MegaMan 2'' has Quick Man's level, of which two-thirds of it is a vertical maze of instant-kill lasers; Flash Man's power (which pauses time, stopping the lasers) can help alleviate it some, but it can't get you through the whole thing and also means unless you refill it you can't use it against Quick Man (who is weak to Flash Man's power). Heat Man's level possibly tops this if you try to tackle it early on, because it has an EXTREMELY long sequence of those annoying appearing/disappearing blocks, most of which is over a pit. Fortunately, if you do it after beating Air Man, who gives you the Item 2 Jet Sled, you can bypass that entire part (of course, [[http://www.youtube.com/watch?v=hUVdA9ABzpg Air Man will not die...]])



** Let's not forget Gate's levels in ''MegaManX 6''; instant-kill spikes everywhere, plus a sequence of rising instant-kill lava and slippery ice slopes, and an area for X that is all but impossible to traverse if you entered the previous level with the wrong armor for its level (you can't go back to switch armors once you enter Gate's domain, and the "wrong armor" is ironically the best weapon to beat the previous level's boss with). Utterly horrific. Also from ''X6'' Blaze Heatnix's level. While not hard on the scale Gate's lab is, Heatnix's domain contained not only lethal rising lava, but about half a dozen ultra-annoying minibosses as well. Seeing as how ''X6'' has hideous game balance in general, this is probably not surprising.
*** Let's not forget Blizzard Wolfang's stage (if it wasn't the avalanches in the first part, it was the falling ice blocks in the second), Rainy Turtloid (acid rain and long stretches of moving platforms over pits), Metal Shark Player (Stupid, stupid compactor areas), Ground Scaravich (annoying totem poles and mazes), Shield Sheldon (laser puzzles ahoy)... in fact, the only stages that ''can't'' be considered a Scrappy level in this game are Infinity Mijinion's and Commander Yammark's.
**** Nope, Infinity Mijinion's stage is a Scrappy level too, mostly because the entire first half of the stage is a SubBoss fight.
**** And, depending on the order you do things, thanks to the ever so aptly named Nightmare System, you have to do Yanmark's or Turtloid's level in the dark! OK, there's a spotlight on your position, but it doesn't help that much.
**** Worst level ever: Metal Shark Player. The entire stage is the crushing ceiling stage. The first section is fine because Ride Armor is immune to crushing. The second gets annoying. The third?... Spikes and ice. It's like giving a teenager alcohol and a car.
***** And let's not forget that the third part is a ''FixedScrollingLevel''. God''damn'' you, Capcom!
**** Shield Sheldon? The level's incredibly short, and the laser puzzles are pretty easy. If you mean the semi-secret second half of the stage, where you fight [[spoiler:Nightmare Zero]] at the end, however... I feel your pain.
*** Hell, let's just call ''Mega Man X6'' a [[MissionPackSequel Scrappy Level Pack Sequel]] and leave it at that.
** Ouroboros from ''Mega Man ZX Advent'' is easier than Gate's domain in ''X6'', but it's loaded to the rim with spikes, annoying enemies of all kinds, regenerating blocks, regenerating ''spiked'' blocks, the Boss Rush... yeah, all of that in ''one'' level. The fact that the whole thing's made from the world's supply of Model Ws turns it from the Scrappy Level to the NightmareFuel Level.

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** * Let's not forget Gate's levels in ''MegaManX 6''; instant-kill spikes everywhere, plus a sequence of rising instant-kill lava and slippery ice slopes, and an area for X that is all but impossible to traverse if you entered the previous level with the wrong armor for its level (you can't go back to switch armors once you enter Gate's domain, and the "wrong armor" is ironically the best weapon to beat the previous level's boss with). Utterly horrific. Also from ''X6'' Blaze Heatnix's level. While not hard on the scale Gate's lab is, Heatnix's domain contained not only lethal rising lava, but about half a dozen ultra-annoying minibosses as well. Seeing as how ''X6'' has hideous game balance in general, this is probably not surprising.
*** ** Let's not forget Blizzard Wolfang's stage (if it wasn't the avalanches in the first part, it was the falling ice blocks in the second), Rainy Turtloid (acid rain and long stretches of moving platforms over pits), Metal Shark Player (Stupid, stupid compactor areas), Ground Scaravich (annoying totem poles and mazes), Shield Sheldon (laser puzzles ahoy)... in fact, the only stages that ''can't'' be considered a Scrappy level in this game are Infinity Mijinion's and Commander Yammark's.
**** *** Nope, Infinity Mijinion's stage is a Scrappy level too, mostly because the entire first half of the stage is a SubBoss fight.
**** ** And, depending on the order you do things, thanks to the ever so aptly named Nightmare System, you have to do Yanmark's or Turtloid's level in the dark! OK, there's a spotlight on your position, but it doesn't help that much.
**** ** Worst level ever: Metal Shark Player. The entire stage is the crushing ceiling stage. The first section is fine because Ride Armor is immune to crushing. The second gets annoying. The third?... Spikes and ice. It's like giving a teenager alcohol and a car.
***** *** And let's not forget that the third part is a ''FixedScrollingLevel''. God''damn'' you, Capcom!
**** ** Shield Sheldon? The level's incredibly short, and the laser puzzles are pretty easy. If you mean the semi-secret second half of the stage, where you fight [[spoiler:Nightmare Zero]] at the end, however... I feel your pain.
*** ** Hell, let's just call ''Mega Man X6'' ''X6'' a [[MissionPackSequel Scrappy Level Pack Sequel]] and leave it at that.
** * Ouroboros from ''Mega Man ZX ''MegaManZX Advent'' is easier than Gate's domain in ''X6'', but it's loaded to the rim with spikes, annoying enemies of all kinds, regenerating blocks, regenerating ''spiked'' blocks, the Boss Rush... yeah, all of that in ''one'' level. The fact that the whole thing's made from the world's supply of Model Ws turns it from the Scrappy Level to the NightmareFuel Level.



*** Squid Adler/Volt Kraken's stage is even worse. The stage starts on a [[FixedScrollingLevel hoverbike]], with lots of bottomless pits to fall in, and getting scrolled off the screen kills you. To make matters worse, there are eight glowing things to get if you want the head parts of the Falcon Armor. Even if you survive that, there's still plenty of annoying switch puzzles to go through. Oh, and did I mention that if you want HundredPercentCompletion, you're going to have to revisit it?
****Not to mention that the level expects you to be ready to jump before the "READY" message leaves the screen.
***Guess what? ''Mega Man 9'' has not only magma flows reminiscent of the Quick beams, but THE LASERS THEMSELVES make a return, complete with the sound effect! Of course, these are less 'laser' than 'magma jet' in both incarnations. Thank god for the Concrete Shot, eh?
** It's not just the bosses, the ''MegaMan Zero'' and ''ZX'' games started going absolutely insane on hard mode, starting with ''[=MMZ3=]''. No weapon upgrades, no heart tanks, no subtanks (except one in the ZX games), no cyber elves, Final Destination. End result is fighting boss rushes and three stage final bosses (sometimes in the same stage, with no continue point) with the tiny life bar you have at the very start of the game.
*** ''Zero 2'' has a whole bunch of 'em. First is the Arms Factory, filled to the brim with lava and exploding Telebombs and not much room to manuever. Next is the Bombardment Aircraft, a long stage full of timed stage hazards that will right right through your tiny lifebar as well as a section in the beginning where you basically have to leap between moving shuttlecraft while they're firing at you, requiring perfect timing so as to not to be knocked into the massive BottomlessPit. And you get to revisit that stage in the Crystal Cave, which adds a ridiculous amount of SpikesOfDoom to the mix. Finally there's the Shuttle Factory, which is also long, contains lots of lava, and other stage hazards, not to mention a tough boss fight against Fefnir at the end.
** ''MegaManBattleNetwork'' has at least one of these per game:
*** [=MMBN1=] has all of Internet Area 4, which is full of GoddamnedBats.
**** And [=ElecMan's=] stage, which has invisible floors, trial-and-error battery puzzles, and infected programs which you can't tell from the regular ones until you talk to them, at which point they attack. However, the real problem in the stage is the timer-- once ''it'' runs out, MegaMan stops healing after each battle.
*** [=MMBN2=] has [=FreezeMan's=] storyline, which is full of endless backtracking, and the aforementioned [=QuickMan=].
*** [=MMBN3=] has, as mentioned above, any level where the Press program is needed, especially [=BubbleMan's=] scenario where you first get it. Don't forget the endless fetch quests, which are somehow MORE irritating in this game than in any of the others.
*** [=MMBN4=] has the levels at Castillo and the point collecting, the DemonicSpiders in alot of areas, especially the Undernet and Murkland... or alternatively the whole damn game. [=MMBN4=] is ''easily'' the "Scrappy ''Game''" of the series.
*** [=MMBN5=] has the '''Ship Comp''', a water dungeon which you have to guide your current Navi through. While they are underwater they are perfectly fine until they run out of "cyber-air" (really!), at which point their HP starts dropping rapidly until you either hit a cyber-air pocket or exit the water. Oh, and there's random encounters the whole way, including while you're attempting to fight the currents that push you back and drain your air, and while you're trying to avoid the whirlpools that drain your air. Oh, and you had to do this several times before fighting the boss. And to top it all off, you had to come back here later in order to get some of the items that you couldn't collect if you wanted a 100% completion.
*** [=MMBN6=] has the '''Aquarium Comp''' where you have to solve fish riddles via [[EscortMission 'escorts']], that's right! Not only do you have to figure out the correct key NPC for the very vague riddle, you have to escort him as well! And when you pick him up, sharks appear and you had to avoid them via a PacMan-ish minigame and some of the sharks more very quickly. If one of them catches your escort, he gets eaten and you'll have to run all the way back to him and start over, all with lovely RandomEncounter with some [[GoddamnedBats annoying virues.]] And to top it all off, you have to do this ''again'' at the end of the game as part of the BossRush!
*** Even its SpinOff games aren't immune; ''Network Transmission'' has the bank stage and the final area and ''Battle Chip Challenge'' has the entire game. Incidentally, the Bank stage happens to be, unsurprisingly, Quickman's level. Right down to the insta-kill lasers.
** ''Mega Man 5'' has Wave Man's level, with the jetski portion. You're in a jetski, so you don't have the slide and you're a bigger target then usual. You only have the Mega Buster to use, and you have to go through two sections filled with jetski-riding Sniper Joes and evil robo-dolphins, bookending a giant octopus miniboss. The problem? ''You can't pause at all'' during this section, meaning that you can't use any E-tanks, meaning that you have to make it through two enemyspam sections and a miniboss on one tank of health and awkward controls.
**[=MM6=] had Plant Man's level, with a long section involving jumping over water filled pits via springs. Problem is, the springs don't always spring you as high as you need to go, dumping you into the pits on a regular basis. Oh, and then there are the [[GoddamnBats lovable robot pirahnas]] jumping out of the water to further ruin your jumps.
**[=MM8=] Oh God, Mega Man 8...the rocketboard sections. I've still never finished that game. I can BARELY pass the first one. The second? Not a bloody chance...

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*** ** Squid Adler/Volt Kraken's stage is even worse. The stage starts on a [[FixedScrollingLevel hoverbike]], with lots of bottomless pits to fall in, and getting scrolled off the screen kills you. To make matters worse, there are eight glowing things to get if you want the head parts of the Falcon Armor. Even if you survive that, there's still plenty of annoying switch puzzles to go through. Oh, and did I mention that if you want HundredPercentCompletion, you're going to have to revisit it?
****Not **Not to mention that the level expects you to be ready to jump before the "READY" message leaves the screen.
***Guess **Guess what? ''Mega Man 9'' ''9'' has not only magma flows reminiscent of the Quick beams, but THE LASERS THEMSELVES make a return, complete with the sound effect! Of course, these are less 'laser' than 'magma jet' in both incarnations. Thank god for the Concrete Shot, eh?
** * It's not just the bosses, the ''MegaMan Zero'' and ''ZX'' games started going absolutely insane on hard mode, starting with ''[=MMZ3=]''.''MegaManZero 3''. No weapon upgrades, no heart tanks, no subtanks (except one in the ZX games), no cyber elves, Final Destination. End result is fighting boss rushes and three stage final bosses (sometimes in the same stage, with no continue point) with the tiny life bar you have at the very start of the game.
*** ** ''Zero 2'' has a whole bunch of 'em. First is the Arms Factory, filled to the brim with lava and exploding Telebombs and not much room to manuever. Next is the Bombardment Aircraft, a long stage full of timed stage hazards that will right right through your tiny lifebar as well as a section in the beginning where you basically have to leap between moving shuttlecraft while they're firing at you, requiring perfect timing so as to not to be knocked into the massive BottomlessPit. And you get to revisit that stage in the Crystal Cave, which adds a ridiculous amount of SpikesOfDoom to the mix. Finally there's the Shuttle Factory, which is also long, contains lots of lava, and other stage hazards, not to mention a tough boss fight against Fefnir at the end.
** * ''MegaManBattleNetwork'' has at least one of these per game:
*** ** [=MMBN1=] has all of Internet Area 4, which is full of GoddamnedBats.
**** *** And [=ElecMan's=] stage, which has invisible floors, trial-and-error battery puzzles, and infected programs which you can't tell from the regular ones until you talk to them, at which point they attack. However, the real problem in the stage is the timer-- once ''it'' runs out, MegaMan stops healing after each battle.
*** ** [=MMBN2=] has [=FreezeMan's=] storyline, which is full of endless backtracking, and the aforementioned [=QuickMan=].
*** ** [=MMBN3=] has, as mentioned above, any level where the Press program is needed, especially [=BubbleMan's=] scenario where you first get it. Don't forget the endless fetch quests, which are somehow MORE irritating in this game than in any of the others.
*** ** [=MMBN4=] has the levels at Castillo and the point collecting, the DemonicSpiders in alot of areas, especially the Undernet and Murkland... Murkland...or alternatively the whole damn game. [=MMBN4=] is ''easily'' the "Scrappy ''Game''" of the series.
*** ** [=MMBN5=] has the '''Ship Comp''', a water dungeon which you have to guide your current Navi through. While they are underwater they are perfectly fine until they run out of "cyber-air" (really!), at which point their HP starts dropping rapidly until you either hit a cyber-air pocket or exit the water. Oh, and there's random encounters the whole way, including while you're attempting to fight the currents that push you back and drain your air, and while you're trying to avoid the whirlpools that drain your air. Oh, and you had to do this several times before fighting the boss. And to top it all off, you had to come back here later in order to get some of the items that you couldn't collect if you wanted a 100% completion.
*** ** [=MMBN6=] has the '''Aquarium Comp''' where you have to solve fish riddles via [[EscortMission 'escorts']], that's right! Not only do you have to figure out the correct key NPC for the very vague riddle, you have to escort him as well! And when you pick him up, sharks appear and you had to avoid them via a PacMan-ish minigame and some of the sharks more very quickly. If one of them catches your escort, he gets eaten and you'll have to run all the way back to him and start over, all with lovely RandomEncounter with some [[GoddamnedBats annoying virues.]] And to top it all off, you have to do this ''again'' at the end of the game as part of the BossRush!
*** ** Even its SpinOff games aren't immune; ''Network Transmission'' has the bank stage and the final area and ''Battle Chip Challenge'' has the entire game. Incidentally, the Bank stage happens to be, unsurprisingly, Quickman's level. Right down to the insta-kill lasers.
** ''Mega Man 5'' * ''5'' has Wave Man's level, with the jetski portion. You're in a jetski, so you don't have the slide and you're a bigger target then usual. You only have the Mega Buster to use, and you have to go through two sections filled with jetski-riding Sniper Joes and evil robo-dolphins, bookending a giant octopus miniboss. The problem? ''You can't pause at all'' during this section, meaning that you can't use any E-tanks, meaning that you have to make it through two enemyspam sections and a miniboss on one tank of health and awkward controls.
**[=MM6=] *''6'' had Plant Man's level, with a long section involving jumping over water filled pits via springs. Problem is, the springs don't always spring you as high as you need to go, dumping you into the pits on a regular basis. Oh, and then there are the [[GoddamnBats lovable robot pirahnas]] jumping out of the water to further ruin your jumps.
**[=MM8=] **''8'' Oh God, Mega Man 8...the rocketboard sections. I've still never finished that game. I can BARELY pass the first one. The second? Not a bloody chance...



** ''MegaManStarForce 2'' has the Bermuda Maze, which can only be properly navigated through with hints given from Hertzes. All well and good until they start outright LYING to you and you have to check the color of the stars displayed in the sky, making things even more jumbled and confusing.
** Mega Man 9 gives us [[http://www.youtube.com/watch?v=EmZl6k6mSe8&fmt=18 Jewel Man's stage]], which combines a difficult jump to the miniboss (1:24), the miniboss itself (which is suprisingly difficult), and a near-impossible jump shortly after said miniboss (2:38).
*** And almost instantly after that one, you get the one at 2:50, which is even harder.
** Burn Rooster's stage from X8. It starts out going down an auto-scrolling series of platforms. After that there's a large spike-filled room. Next, another auto-scrolling section, and then the boss. Finally, in the ultimate cheap shot, even after beating the boss, you have to escape in yet ANOTHER auto scrolling section, this time going up.

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** ''MegaManStarForce *''MegaManStarForce 2'' has the Bermuda Maze, which can only be properly navigated through with hints given from Hertzes. All well and good until they start outright LYING to you and you have to check the color of the stars displayed in the sky, making things even more jumbled and confusing.
** Mega Man 9 * ''9'' gives us [[http://www.youtube.com/watch?v=EmZl6k6mSe8&fmt=18 Jewel Man's stage]], which combines a difficult jump to the miniboss (1:24), the miniboss itself (which is suprisingly difficult), and a near-impossible jump shortly after said miniboss (2:38).
*** ** And almost instantly after that one, you get the one at 2:50, which is even harder.
** * Burn Rooster's stage from X8.''X8''. It starts out going down an auto-scrolling series of platforms. After that there's a large spike-filled room. Next, another auto-scrolling section, and then the boss. Finally, in the ultimate cheap shot, even after beating the boss, you have to escape in yet ANOTHER auto scrolling section, this time going up.



**** I feel that Gravity Antonion's minigame is actually a GuideDangIt.
*** Actually, ''most'' of X8's stages could qualify for this trope. It's just a [[NintendoHard really hard]] game.
**** YourMileageMayVary, as This Troper and most of his friends found X8 to be a refreshingly easy game compared to X7, which was just unfair, and X6, which (even being This Troper's favorite) can't excuse being a [[MissionPackSequel Scrappy Level Pack Sequel]].

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**** I ***I feel that Gravity Antonion's minigame is actually a GuideDangIt.
*** ** Actually, ''most'' of X8's stages could qualify for this trope. It's just a [[NintendoHard really hard]] game.
**** *** YourMileageMayVary, as This Troper and most of his friends found X8 to be a refreshingly easy game compared to X7, which was just unfair, and X6, which (even being This Troper's favorite) can't excuse being a [[MissionPackSequel Scrappy Level Pack Sequel]].



* MegaManStarForce 2. Let's go through them:

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* MegaManStarForce 2.''MegaManStarForce 2''. Let's go through them:
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** 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 damn mini-stage''! Once you enter this hell hole, 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-maneuverable lily pad that will ''dissolve'' shortly after you get on it. oh, and there are bottomless pits all around the river. If you die, 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 this crap-fest 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''!
*** The Secret of the Village Underside. Yoshi controls like ass anyway, but you have to somehow jump down to a platform you can barely see. Then you get the actual minilevel, which instead of actual platforming, you just have to be thrown by piantas. Sounds easy, but you have to be fucking DEAD ON in your positioning and how you move the control stick, otherwise you're fucked! Actually, you may still be fucked anyway.
*** The Goopy Inferno (third shine of Pianta Village). Bad enough the whole village is covered with deadly lava paint. Worse that Shadow Mario steals FLUDD before hand. Worse yet that one touch of the lava wrecks the controls to the point of likely death, and to get to the middle, you either need to take a very slow long route around town without messing up, or try and drip some water onto the lava from the river flowing through the village.

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** 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 damn mini-stage''! Once you enter this hell hole, 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-maneuverable lily pad that will ''dissolve'' shortly after you get on it. oh, Oh, and there are bottomless pits all around the river. If you die, 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 this crap-fest 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''!
*** ** The Secret of the Village Underside. Yoshi controls like ass anyway, but you have to somehow jump down to a platform you can barely see. Then you get the actual minilevel, which instead of actual platforming, you just have to be thrown by piantas. Sounds easy, but you have to be fucking DEAD ON in your positioning and how you move the control stick, otherwise you're fucked! Actually, you may still be fucked anyway.
*** ** The Goopy Inferno (third shine of Pianta Village). Bad enough the whole village is covered with deadly lava paint. Worse that Shadow Mario steals FLUDD before hand. Worse yet that one touch of the lava wrecks the controls to the point of likely death, and to get to the middle, you either need to take a very slow long route around town without messing up, or try and drip some water onto the lava from the river flowing through the village.
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* The Revenge of Shinobi's level 7. A pixel perfect jump where missing results in death? Check. Enemies jumping out of the water to hit you in the back with a throwing star? Check. Angrish bound to occur? Check. And that is just the first of the three parts. The next part, luckily, is a bit fairer (as in, no pixel perfect jump), but the enemies are clearly placed just to say "Fuck you." The boss, luckily, is easy (compared to the next one). Level 8 part 1 has enemies clearly placed just to say "Fuck you" as well. The boss of the next level, however, (which is also the last) is also close to becoming That One Boss, as his hair keeps changing attack speed once it leaves his head, so even memorising the attack pattern of said boss doesn't insure victory. Ninjisu will be in short supply in those levels...
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** And that's just for missions. The regular game gives you the hell that is Sky Babylon Act 2. There is fire everywhere (you need to be careful as Sonic, though Blaze can just run right through it) and all of the hardest obstacles are immediately before the end of the stage, and dying more or less resets your score. This gets even more difficult when you realize that this stage has an obstacle that kills you instantly, whether or not you're holding rings, ''collecting'' rings, using a shield or '''invulnerable'''. In most places this would be less as important as it appears over bottomless pits, but at this point they surround incredibly touch sensitive rising platforms, enemies that both move and shoot, and the usual falling platforms. Even getting a good score on this stage is harder, as score and time requirements are harder than ''the last stage''.

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** And that's just for missions. The regular game gives you the hell that is Sky Babylon Act 2. There is fire everywhere (you need to be careful as Sonic, though Blaze can just run right through it) and all of the hardest obstacles are immediately before the end of the stage, and dying more or less resets your score. This gets even more difficult when you realize that this stage has an obstacle that kills you instantly, in the form of a zig-zaggy purple line, whether or not you're holding rings, ''collecting'' rings, using a shield or '''invulnerable'''. In most places this would be less as important as it appears over bottomless pits, but at this point they surround incredibly touch sensitive rising platforms, enemies that both move and shoot, and the usual falling platforms. Even getting a good score on this stage is harder, as score and time requirements are harder than ''the last stage''.

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Removing nitpicking examples which seriously aren't that bad compared to the other stuff in Rusty Bucket Bay. The music quality has nothing to do with how frustrating the level can get. And no, stop exaggerating. I beat that level just fine without an oxygen cheat. Expand on a That One Boss in That One Boss. Duh. Also deleting sidequest examples which are only a small part of the level. Cloudcuckooland et al are not that annoying overall.


**This troper has heard nasty grumblings about the level Click Clock Wood, but she actually found it to be a genuinely fun level because of the minor changes in each season and wandering back into beaten seasons if health/supplies were low from fighting off all the snowmen, but if she has to hear the music to Rusty Bucket Bay ''one more time''... Well, let's just say there will be one less Banjo-Kazooie cartridge in the world. [[LoveItOrHateIt The music is grating]], [[EverythingTryingToKillYou the life preservers and absolutely TERRIFYING heating vents kill you, there are invisible sharks, there's the distinct possibility of falling off a really, really tall crane, the water is so toxic the character is unable to help significantly with a quest to rescue a dolphin under an anchor without entering the endless oxygen cheat]], and of course there's that absolutely impossible jiggy behind the ship's rotors, whose switch is difficult ''enough'' to get to to push without having to run pell-mell for the toxic water, knowing that you're probably going to fall off the rotating platform paths, suffer the humiliation of the rotors starting up again just in time for you to arrive and the blades killing you instantly, or being trapped inside when they do, and drowning just as you remember there was one musical note you'd forgotten to get on the level. Trying for near-100% completion in this level is teeth-grating, muscle-knotting, ''agony.''
** [[FlatWhat What]]. This troper [[YourMileageMayVary rather enjoyed]] Rusty Bucket Bay, to the point where it's one of my ''top 3 levels in the game''. Am I weird? TELL ME I AM WEIRD.

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**This troper has heard nasty grumblings about the level Click Clock Wood, but she actually found it to be a genuinely fun level because of the minor changes in each season and wandering back into beaten seasons if health/supplies were low from fighting off all the snowmen, but if she has to hear the music to Rusty Bucket Bay ''one more time''... Well, let's just say there will be one less Banjo-Kazooie cartridge in the world. [[LoveItOrHateIt The music is grating]], [[EverythingTryingToKillYou the life preservers and absolutely TERRIFYING heating vents kill you, there are invisible sharks, there's the distinct possibility of falling off a really, really tall crane, the water is so toxic the character is unable to help significantly with a quest to rescue a dolphin under an anchor without entering the endless oxygen cheat]], and of course **Then there's that absolutely impossible jiggy behind the ship's rotors, whose switch is difficult ''enough'' to get to to push without having to run pell-mell for the toxic water, knowing that you're probably going to fall off the rotating platform paths, suffer the humiliation of the rotors starting up again just in time for you to arrive and the blades killing you instantly, or being trapped inside when they do, and drowning just as you remember there was one musical note you'd forgotten to get on the level. Trying for near-100% completion in this level is teeth-grating, muscle-knotting, ''agony.''
** [[FlatWhat What]]. This troper [[YourMileageMayVary rather enjoyed]] Rusty Bucket Bay, to the point where it's one of my ''top 3 levels in the game''. Am I weird? TELL ME I AM WEIRD.
level.



*** Wait... ''Weldar'' is Tooie's ThatOneBoss? The electrified floor gimmick is annoying, but it's nowhere near as bad as Mr Patches, where the game suddenly becomes a [[UnexpectedGameplayChange bombing run simulator]].
*** This troper would peg Mingy Jongo as being tougher than Weldar or Mr Patches, but that's neither here nor there.
*** Psshhh Weldar, Mr.Patch and Mingy Jongo got nothing on Lord Woo Fak Fak, Take Mr.Patch's fight, but place it underwater(Thankfully you have unlimeted air) with even worse swimming controlls, and tagets that never seem to get hit when you shoot them( Again back to Mr.Patch his tragets are easier to hit) and randomly taking contact damage, the only saving grace for this fight is that you can you the submarine transformation to make things a little easier(Better controlls, infinite ammo) But is even more hell try to play it on replay mode(5 Honeycombs MAX, no sub) for the SNS 2 item on the XBLA {{Remake}}
**Canary Mary's missions in ''Banjo Tooie'' are Mario Party style button mashers, worse yet she's got a really terrible case of rubber band AI. To get full completion you'll have to beat her a total of four times. The trick is to just keep pace with her until near the end and then rapidly pull ahead and to pause and rest for awhile whenever your hand gets too exhausted, but knowing this trick only reduces her from absolutely fucking impossible to damned near impossible.
**"The Saucer of Peril Returns" mission in ''Banjo-Kazooie: Nuts & Bolts'' is quite possibly the most reviled mission in the game. It consists of going around shooting targets on a set path, similar to [[NostalgiaLevel the mini-game in ''Banjo-Tooie'']], but the [[DamnYouMuscleMemory aiming and firing mechanics are a bit different]], and there doesn't seem to be much room for error if you hope to earn the T.T Trophy (which, mercifully, isn't required to get the final Jiggy if you've earned the rest of them). Also of note is that the pre-chosen vehicle for this challenge, cannot be edited ''at all'' (other L.O.G's choice missions at least let you exit the vehicle to modify the pre-set parts if you so wish, but the on-rails nature of the mission prevents Banjo from leaving his seat).
*** It took this troper no kidding and entire afternoon to beat this to T.T Standard, there are barely enough targets to get the points required for the trophy and requires absoulute memorization of the level to even stand a chance, This is the most difficult challange in the game(Includinng {DownloadableContent}) and many STILL have yet to clear it, Thankfully as mentioned above you can skip it for 100% Achivements(Well technicaly you can skip any one challange to T.T standard due to the fact that you need one less than them all for 100% Jiggies, but guess witch one everyone skipped)
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** And World 8-1....God, I always save my P-wings for that leve;.

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**Let's ALSO not forget that the Big Bad at the end is not only a giant bitchtastic Bullet Hell fight, [[Spoiler: but you get a Bad End unless you were playing in 2-player mode. Which means if you don't have a buddy you're pretty much fucked.]]

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**Let's ALSO not forget that the Big Bad at the end is not only a giant bitchtastic Bullet Hell fight, [[Spoiler: fight, [[spoiler: but you get a Bad End unless you were playing in 2-player mode. Which means if you don't have a buddy you're pretty much fucked.]]


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* ''PacManWorld'' had Spin Dizzy. It wasn't enough that the level had a truckload of steam coming from every conceivable angle, but half of the platforms ([[MeaningfulName as the name implies]]) are constantly spinning, which means good luck trying to butt-bounce without [[BottomlessPit plummeting into the abyss several hundred times]]. The checkpoints are either spaced far apart or too close to each other. Throw in some giant mechanical hammers, glowing orange bars of doom and annoying clowns in biplanes and you've got yourself a hair-pullingly frustrating mess.
** Its sequel had several- Blade Mountain, Volcanic Panic, and Ghost Bayou. Blade Mountain takes place on ice skates, and can be difficult on its own, but going for HundredPercentCompletion is a nightmare, since the one-way level design means that missing something requires a do-over. Volcanic Panic is ''long'' and has difficult platforming parts over lava, as well as lots of backtracking to advance through the level, and a RiseToTheChallenge portion over a narrow, winding path to cap the level. Ghost Bayou is ''even longer'', dark and thus difficult to see the winding path, and has several sections where you must kill a number of enemies in a limited amount of time.
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***Really? I beat the time limited one it two tries. For me, the Purple coin challenge of the Special World level on the ball riding mechanic. It has an okay time limit...but of the 100 coins you have to get, there are 110 total. You can miss 10. ON A GODDAMNED SLIDE!!! DAMN YOU NINTENDO!!!

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