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* ''Beatstar'' is a rhythm game for mobile phones, similar to ''Tap Tap Revenge''. Songs are sorted by difficulty: Normal, Hard, and Extreme.
** In August 2022, during season 8, the game had an artist takeover by Music/{{Eminem}}, promoting his ''Curtain Call 2'' GreatestHitsAlbum. The hardest song in the event is "Godzilla", featuring Music/JuiceWRLD. The song starts pretty easy until the final stage, when Eminem does a MotorMouth rap solo.
** In December 2022, during Season 13, the game added Deluxe Editions, which are basically harder versions of song tracks.
** Season 16 added Beatstar's hardest song to date: "Duality" by Music/{{Slipknot}}. The song has fast beats, swiped notes and sustained notes throughout the entire song. The deluxe edition adds even more difficult sections, with no breaks at all.
** Season 22 introduced the deluxe edition of "[[https://www.youtube.com/watch?v=YdTdCVqKA20 Hallowed Be Thy Name]]" by Music/IronMaiden. The song starts fairly easy, but in the final stage (the guitar solo) it becomes nearly impossible for players who use their thumbs.
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*** The third song in the Monika week, ''Your Demise'' can easily trip up unsuspecting players. It introduces the Markov notes that will [[OneHitKill instantly kill you]] no matter how well you've been doing before, and they are EVERYWHERE in the fast 2+ minute-long Plus version. Even worse for completionists is that in order to unlock Boyfriend's Blue Skies costumes, finishing ''this'' song with 90% accuracy is required to do so.
*** Despite its silly premise, the Side Story ''Catfight'' can be an ''extremely'' rough time. Regardless of who you side with the song is extremely fast and note-heavy, and it only amps up more and more the further you go in the song.

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*** **** The third song in the Monika week, ''Your Demise'' can easily trip up unsuspecting players. It introduces the Markov notes that will [[OneHitKill instantly kill you]] no matter how well you've been doing before, and they are EVERYWHERE in the fast 2+ minute-long Plus version. Even worse for completionists is that in order to unlock Boyfriend's Blue Skies costumes, finishing ''this'' song with 90% accuracy is required to do so.
*** **** Despite its silly premise, the Side Story ''Catfight'' can be an ''extremely'' rough time. Regardless of who you side with the song is extremely fast and note-heavy, and it only amps up more and more the further you go in the song.



*** In spite of merely being the first song in the Lost Silver week, "Frostbite" is a major challenge. While the song has a surprisingly slow and calm chart, the three mechanics the song offers are nightmarish to get through. For starters, throughout the entire song, a cold meter is gradually filling up, which causes an instant game over if it reaches the top. This can be decreased by Typhlosion using Ember, however, Typhlosion can only be used 10 times, as it’ll die by the tenth. The player’s health is drained regardless of whether or not Red is singing, and can even cause a game over merely via it. Said health drain is primarily powered by the cold meter, with the strength being determined by how high the cold meter is. And to top all of this off, in the second part of the song, Freakachu will occasionally use Pain Split, dealing a considerable amount of health when used.
*** Even with the huge amount of new songs in V2, "Monochrome" has continued to stick out as an absolute nightmare to get through. The chart itself isn't too bad to handle on its own, but the amount of gimmicks up Gold's sleeve can easily get overwhelming. As explained above, the main attraction is the Unown messages - randomized phrases typed out in the rough-to-understand Unown language that the player has very little time to decipher before suffering an instant blueball. Additionally, Celebi's Perish Song will only add to the stress of beating the chart itself, cutting your maximum HP in half by the time it gives the last song, and Gold's several {{jump scare}}s covering the screen will likely lead to a good few misses. It gets even worse during the second half; a good number of new, long-as-hell messages will begin to show up (one just a few seconds before Boyfriend starts singing, near-guaranteeing some extra misses), Gold starts jump-scaring way more frequently and on harder sections, and the whole thing has to be done with Perish Song having already maxed out. There's a very good chance this song will end up being the last hurdle the player has to get through before unlocking "Purin".

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*** **** In spite of merely being the first song in the Lost Silver week, "Frostbite" is a major challenge. While the song has a surprisingly slow and calm chart, the three mechanics the song offers are nightmarish to get through. For starters, throughout the entire song, a cold meter is gradually filling up, which causes an instant game over if it reaches the top. This can be decreased by Typhlosion using Ember, however, Typhlosion can only be used 10 times, as it’ll die by the tenth. The player’s health is drained regardless of whether or not Red is singing, and can even cause a game over merely via it. Said health drain is primarily powered by the cold meter, with the strength being determined by how high the cold meter is. And to top all of this off, in the second part of the song, Freakachu will occasionally use Pain Split, dealing a considerable amount of health when used.
*** **** Even with the huge amount of new songs in V2, "Monochrome" has continued to stick out as an absolute nightmare to get through. The chart itself isn't too bad to handle on its own, but the amount of gimmicks up Gold's sleeve can easily get overwhelming. As explained above, the main attraction is the Unown messages - randomized phrases typed out in the rough-to-understand Unown language that the player has very little time to decipher before suffering an instant blueball. Additionally, Celebi's Perish Song will only add to the stress of beating the chart itself, cutting your maximum HP in half by the time it gives the last song, and Gold's several {{jump scare}}s covering the screen will likely lead to a good few misses. It gets even worse during the second half; a good number of new, long-as-hell messages will begin to show up (one just a few seconds before Boyfriend starts singing, near-guaranteeing some extra misses), Gold starts jump-scaring way more frequently and on harder sections, and the whole thing has to be done with Perish Song having already maxed out. There's a very good chance this song will end up being the last hurdle the player has to get through before unlocking "Purin".



*** "Triple Trouble" is a tremendous endurance test, [[MarathonLevel going on for 8 whole minutes]] and not giving a second of pause (something that longer songs from other ''Friday Night Funkin''' mods like [[VideoGame/VsDaveAndBambi "Splitathon"]] and [[VideoGame/LiterallyEveryFnfModEver "Little Man 2"]] often do). Adding onto this is a number of mechanics that can cause rapid, fatal LifeDrain and just enough InterfaceScrew to trip up the player, as well as an increase in tempo once Soul Robotnik arrives, all of which combine to make the song a deadly gauntlet worthy of .exe's full power.
*** Exclusively in the 2.0 update, "Black Sun" has a health drain mechanic which increases in pace if the player misses notes, and getting combos only ''slightly'' reduces the health drain, ''and since there is no way to regain health that has been lost, every mistake counts, and they can cost the player DEARLY if they end up botching a segment and cannot recover quickly enough.''
*** According to Revie, she had stated in a Newgrounds Q&A that if 2.5 came out, "God Speed" would have had a ''more intense version'' of Black Sun's health drain mechanic, ''and in comparison to the former song, God Speed would have been a longer and more difficult track, clocking in at over four minutes compared to Black Sun's over two and a half minute runtime.'' ''Yikes...''
*** In the 2.5/Cancelled Update, Starved's song "Fight or Flight" is an erratic song with dense note placements and frequent changes in tempo and speed to throw you off, but its true difficulty is in its unique "Fear" mechanic. On the side of the screen, there's a bar, every time Starved performs a note, it builds a bit -- after the Fear bar reaches certain threshold, the healthbar will drain. The drain only gets quicker and quicker the higher it goes over the threshold, until it becomes impossible to reverse the drain and you are eventually reduced to a OneHitPointWonder where even a ''single'' miss will cost you the game, and if fills up completely, then it's an instant GameOver regardless. Misses cause it to increase by a bit, and while hitting notes decreases it, [[MyRulesAreNotYourRules it's not by the same amount as Starved's notes increase it]], meaning Starved always undoes your work by his immediate next turn; and Starved's long turns by the midpoint of the song will guarantee periods of rapid, unstoppable Fear growth that cannot be reversed. FC Videos have shown even if played perfectly, becoming a OneHitPointWonder is ''completely unavoidable'' for the last 30 or so seconds of the song, and left with only a ''small quarter'' of Fear away from an instant GameOver by the end. This all together makes "Fight or Flight" a ''punishing'' song that leaves ''very'' little room for error, as it's very possible to botch a segment and be left in a state of ControllableHelplessness as you watch the Fear bar slowly reach the top, with absolutely nothing you can do about it besides accepting your fate. Whether this is by design, or a byproduct of the mod's cancellation is up for debate.

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*** **** "Triple Trouble" is a tremendous endurance test, [[MarathonLevel going on for 8 whole minutes]] and not giving a second of pause (something that longer songs from other ''Friday Night Funkin''' mods like [[VideoGame/VsDaveAndBambi "Splitathon"]] and [[VideoGame/LiterallyEveryFnfModEver "Little Man 2"]] often do). Adding onto this is a number of mechanics that can cause rapid, fatal LifeDrain and just enough InterfaceScrew to trip up the player, as well as an increase in tempo once Soul Robotnik arrives, all of which combine to make the song a deadly gauntlet worthy of .exe's full power.
*** **** Exclusively in the 2.0 update, "Black Sun" has a health drain mechanic which increases in pace if the player misses notes, and getting combos only ''slightly'' reduces the health drain, ''and since there is no way to regain health that has been lost, every mistake counts, and they can cost the player DEARLY if they end up botching a segment and cannot recover quickly enough.''
*** ***** According to Revie, she had stated in a Newgrounds Q&A that if 2.5 came out, "God Speed" would have had a ''more intense version'' of Black Sun's health drain mechanic, ''and in comparison to the former song, God Speed would have been a longer and more difficult track, clocking in at over four minutes compared to Black Sun's over two and a half minute runtime.'' ''Yikes...''
*** **** In the 2.5/Cancelled Update, Starved's song "Fight or Flight" is an erratic song with dense note placements and frequent changes in tempo and speed to throw you off, but its true difficulty is in its unique "Fear" mechanic. On the side of the screen, there's a bar, every time Starved performs a note, it builds a bit -- after the Fear bar reaches certain threshold, the healthbar will drain. The drain only gets quicker and quicker the higher it goes over the threshold, until it becomes impossible to reverse the drain and you are eventually reduced to a OneHitPointWonder where even a ''single'' miss will cost you the game, and if fills up completely, then it's an instant GameOver regardless. Misses cause it to increase by a bit, and while hitting notes decreases it, [[MyRulesAreNotYourRules it's not by the same amount as Starved's notes increase it]], meaning Starved always undoes your work by his immediate next turn; and Starved's long turns by the midpoint of the song will guarantee periods of rapid, unstoppable Fear growth that cannot be reversed. FC Videos have shown even if played perfectly, becoming a OneHitPointWonder is ''completely unavoidable'' for the last 30 or so seconds of the song, and left with only a ''small quarter'' of Fear away from an instant GameOver by the end. This all together makes "Fight or Flight" a ''punishing'' song that leaves ''very'' little room for error, as it's very possible to botch a segment and be left in a state of ControllableHelplessness as you watch the Fear bar slowly reach the top, with absolutely nothing you can do about it besides accepting your fate. Whether this is by design, or a byproduct of the mod's cancellation is up for debate.



*** Tricky's third and final song "Hellclown". The newly-introduced fire arrows can easily end your run, not helped by the speed of the arrows that may cause you to accidentally press them [[DamnYouMuscleMemory out of instinct]].
*** The bonus song "Expurgation". [[spoiler:The notes come out much faster than they did in the previous songs, the fire arrows from "Hellclown" are replaced with Auditor-themed arrows that will INSTANTLY KO you if you press them, and Tricky's minions will mess with you by either blocking the arrows with stop-signs or moving your health-bar back by force. This song's difficulty is "Unfair" for damn good reasons.]]

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*** **** Tricky's third and final song "Hellclown". The newly-introduced fire arrows can easily end your run, not helped by the speed of the arrows that may cause you to accidentally press them [[DamnYouMuscleMemory out of instinct]].
*** **** The bonus song "Expurgation". [[spoiler:The notes come out much faster than they did in the previous songs, the fire arrows from "Hellclown" are replaced with Auditor-themed arrows that will INSTANTLY KO you if you press them, and Tricky's minions will mess with you by either blocking the arrows with stop-signs or moving your health-bar back by force. This song's difficulty is "Unfair" for damn good reasons.]]



*** Out of all of the non-bonus songs featured in the mod, "Interdimensional" has easily taken the cake as the most infamous for its difficulty. This is primarily thanks to a mechanic introduced in "Polygonized"; 3D notes that the player has to hold the Spacebar to be able to hit. It's tough enough on its own to play a chart while one finger is preoccupied holding the key, but the song itself is also very fast-paced, and the inability to hit regular notes while holding Space makes it almost guaranteed that the player will miss several notes.
*** "Unfairness", appropriate to its role as an anti-cheat maneuver, is a ridiculously difficult punishment to attempt to beat. Not only is the song even more spam-happy than its already-tough predecessor "Cheating", but it also coats itself in a thick layer of deadly mechanics, from [[InterfaceScrew the notes spinning in a circle around the center of the screen to every arrow having a different scroll speed]] to automatically disabling ghost tapping (meaning the player will take damage for pressing an incorrect note). The fact that [[https://www.youtube.com/watch?v=vicmsm4YTlM people have managed to even beat it]] is frankly a miracle.
*** Thought "Unfairness" was hard? "Exploitation" takes it a step even further; while Boyfriend's side isn't quite as spam-happy as previous Expunged songs, it's still a very difficult chart on its own merits, and the InterfaceScrew is cranked up even further then ever before. With notes flying to and from every end of the screen, the same lack of ghost tapping, and [[spoiler:the window itself being shrunken down and moved around halfway in]], Expunged has every right to say you won't survive.

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*** **** Out of all of the non-bonus songs featured in the mod, "Interdimensional" has easily taken the cake as the most infamous for its difficulty. This is primarily thanks to a mechanic introduced in "Polygonized"; 3D notes that the player has to hold the Spacebar to be able to hit. It's tough enough on its own to play a chart while one finger is preoccupied holding the key, but the song itself is also very fast-paced, and the inability to hit regular notes while holding Space makes it almost guaranteed that the player will miss several notes.
*** **** "Unfairness", appropriate to its role as an anti-cheat maneuver, is a ridiculously difficult punishment to attempt to beat. Not only is the song even more spam-happy than its already-tough predecessor "Cheating", but it also coats itself in a thick layer of deadly mechanics, from [[InterfaceScrew the notes spinning in a circle around the center of the screen to every arrow having a different scroll speed]] to automatically disabling ghost tapping (meaning the player will take damage for pressing an incorrect note). The fact that [[https://www.youtube.com/watch?v=vicmsm4YTlM people have managed to even beat it]] is frankly a miracle.
*** **** Thought "Unfairness" was hard? "Exploitation" takes it a step even further; while Boyfriend's side isn't quite as spam-happy as previous Expunged songs, it's still a very difficult chart on its own merits, and the InterfaceScrew is cranked up even further then ever before. With notes flying to and from every end of the screen, the same lack of ghost tapping, and [[spoiler:the window itself being shrunken down and moved around halfway in]], Expunged has every right to say you won't survive.



*** This version of "M.I.L.F." manages to be this '''even moreso''' than the original, thanks to the streetlights introduced in "High" (which force you to press space when you hear a whistle blow) returning and the lightning bolt notes Mommy Mearest zaps at Boyfriend. Unlike Pico's bullets, [[OneHitKill miss even]] ''[[OneHitKill one]]'' [[OneHitKill lightning note, and it's back to the beginning of the song for you]]. Same goes for [[spoiler: [[KaizoTrap the final streetlight at the very end]].]]
*** Surprisingly enough, "Winter Horrorland" of all songs can be this. While it was a very easy song in the original that relied more on [[SurprisinglyCreepyMoment shock value]] than difficulty, here Monster is constantly draining Boyfriend's health throughout the song, and said draining starts as soon as the song starts. As a result, Monster basically has the advantage over Boyfriend for almost the entirety of the song, and the player is given little to no room for error when it comes to hitting the notes.

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*** **** This version of "M.I.L.F." manages to be this '''even moreso''' than the original, thanks to the streetlights introduced in "High" (which force you to press space when you hear a whistle blow) returning and the lightning bolt notes Mommy Mearest zaps at Boyfriend. Unlike Pico's bullets, [[OneHitKill miss even]] ''[[OneHitKill one]]'' [[OneHitKill lightning note, and it's back to the beginning of the song for you]]. Same goes for [[spoiler: [[KaizoTrap the final streetlight at the very end]].]]
*** **** Surprisingly enough, "Winter Horrorland" of all songs can be this. While it was a very easy song in the original that relied more on [[SurprisinglyCreepyMoment shock value]] than difficulty, here Monster is constantly draining Boyfriend's health throughout the song, and said draining starts as soon as the song starts. As a result, Monster basically has the advantage over Boyfriend for almost the entirety of the song, and the player is given little to no room for error when it comes to hitting the notes.



*** "Exclusion Zone", the last song of Week 4. After the conspiracy theorist sips his coffee, the song speeds up significantly and the arrow density also increases a lot. Given most of the other songs in the mod are slower and have few if any note dense sections, it's a very heavily whiplash.
*** The 3.0 update revamped Week 2 and introduces "Crack", the third song of the week. "Confidential" and "Aegis" were slow and had fewer notes to offset the agents' gimmicks, but "Crack" is faster-paced and has more note dense sections. Compared to the other agents' gimmicks, which weren't too different from the normal gameplay, Agent Cuddles messes with your interface, whether it be covering your screen with static to obscure the arrows, moving the entire HUD to a different point on the screen, arrows and all, or lowering your volume so you can't hear the song at all. When he decides to mess with the interface is also completely random. The song after, "Enforcement", is a cakewalk in comparison.

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*** **** "Exclusion Zone", the last song of Week 4. After the conspiracy theorist sips his coffee, the song speeds up significantly and the arrow density also increases a lot. Given most of the other songs in the mod are slower and have few if any note dense sections, it's a very heavily whiplash.
*** **** The 3.0 update revamped Week 2 and introduces "Crack", the third song of the week. "Confidential" and "Aegis" were slow and had fewer notes to offset the agents' gimmicks, but "Crack" is faster-paced and has more note dense sections. Compared to the other agents' gimmicks, which weren't too different from the normal gameplay, Agent Cuddles messes with your interface, whether it be covering your screen with static to obscure the arrows, moving the entire HUD to a different point on the screen, arrows and all, or lowering your volume so you can't hear the song at all. When he decides to mess with the interface is also completely random. The song after, "Enforcement", is a cakewalk in comparison.



*** "Technophobia", the player's rematch against Smiler, was created to be very hard on purpose in response to complaints that the original mod was too easy, and god damn does it deliver. The song is the second-fastest in the mod at 180 BPM (beaten only by the OptionalBoss "Your Mom") and has much more frenetic charting compared to most others, as well as two incredibly long solos. Additionally, Smiler dishes out very powerful DamageOverTime on top of the mass amount of damaging static notes scattered throughout the chart, meaning you'll likely spend most of the song with very little health. It was even worse before the 2.0.1 patch, too, as the static notes had much larger hitboxes.
*** There is a good reason the player doesn't need to beat "[[FinalBoss Athazagoraphobia]]" to continue the story. Its charting can get very quick at times and features a recurring segment requiring the player to hold one note while simultaneously hitting many others, as well as nearly-invisible notes that you have to hit and a mountain of SensoryAbuse and [[AntiRegeneration the loss of your ability to heal]] near the ending, but what really sets it apart is its numerous [[UnexpectedGameplayChange new mechanics involving a sudden cursor]] ([[GuideDangIt none of which the player is told how to handle, by the way]]). He can, in order of appearance:
*** Turn into a Boyfriend silhouette with a Trollface that teleports between the four corners of the screen, requiring the player hover the cursor over them lest they lose health.
*** Become a giant spitting out projectiles that must be blocked with the cursor. This isn't very difficult on its own, but the song often cuts between it and the previous form, diverting the player's attention often, and the projectiles don't disappear when his form changes.
*** Summon several fast-spawning eyes in the background that the player needs to swipe the cursor over before too many of them appear.

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*** **** "Technophobia", the player's rematch against Smiler, was created to be very hard on purpose in response to complaints that the original mod was too easy, and god damn does it deliver. The song is the second-fastest in the mod at 180 BPM (beaten only by the OptionalBoss "Your Mom") and has much more frenetic charting compared to most others, as well as two incredibly long solos. Additionally, Smiler dishes out very powerful DamageOverTime on top of the mass amount of damaging static notes scattered throughout the chart, meaning you'll likely spend most of the song with very little health. It was even worse before the 2.0.1 patch, too, as the static notes had much larger hitboxes.
*** **** There is a good reason the player doesn't need to beat "[[FinalBoss Athazagoraphobia]]" to continue the story. Its charting can get very quick at times and features a recurring segment requiring the player to hold one note while simultaneously hitting many others, as well as nearly-invisible notes that you have to hit and a mountain of SensoryAbuse and [[AntiRegeneration the loss of your ability to heal]] near the ending, but what really sets it apart is its numerous [[UnexpectedGameplayChange new mechanics involving a sudden cursor]] ([[GuideDangIt none of which the player is told how to handle, by the way]]). He can, in order of appearance:
*** ***** Turn into a Boyfriend silhouette with a Trollface that teleports between the four corners of the screen, requiring the player hover the cursor over them lest they lose health.
*** ***** Become a giant spitting out projectiles that must be blocked with the cursor. This isn't very difficult on its own, but the song often cuts between it and the previous form, diverting the player's attention often, and the projectiles don't disappear when his form changes.
*** ***** Summon several fast-spawning eyes in the background that the player needs to swipe the cursor over before too many of them appear.



*** Of all the new songs introduced in [=V2=], "No Party" is by far the hardest. In spite of a relatively standard chart, the mechanic in the song is easily the hardest of the mod. During the song, the player will need to trace words within a certain time, or else they’ll die. Sounds fine, right? Wrong. Not only will there very often be notes coming up when you’re tracing, which’ll guarantee a few misses, and not only are you forced to trade with your cursor, which can often slip up or not press down properly, but even getting 50% or higher will result in DJ Hallyboo lowering your health by a significant amount. Combine that with the lack of notes on the opponent’s side, making it harder to predict the notes, and the unique screen size potentially being disorienting, and you get a torturous song that, as the name implies, is no party.
*** Additionally, V2 introduces "MARIO SING AND GAME RYTHM 9". Despite being one of the first songs in the mod, being the final level of the first world, its mechanic is among one of the hardest. Similar to an actual Sonic game like the original bootleg was built on, you have to collect rings in order to survive, and the player gets a game over if they miss without a ring on hand. However, missing causes '''ALL''' of your rings to spill out, and the song is fairly note-dense. Those two factors mean that you have to play near flawlessly or [[MercyMode rely on Luigi]] just to get through it. The 2.0.1 update fortunately made the song more merciful, where now missing a note only causes you to lose half your rings instead of all of them.
*** Abandoned can easily reach into this territory depending on your frame rate. The charting isn’t as bad as some of the other songs, but its mechanic more than makes up for it. The area the song takes place in slowly floods as the song goes on, which results in health drain that gets more severe the higher the water level is, and can be decreased by hitting diamond notes. At lower frame rates, this is fairly manageable as the water doesn’t rise too fast. But at higher frame rate, the water rises at incredibly high speeds. You can hit all the diamonds in the song, and still end up dying because the water recovers its height prior to the diamond about as fast as it took to hit the note.

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*** **** Of all the new songs introduced in [=V2=], "No Party" is by far the hardest. In spite of a relatively standard chart, the mechanic in the song is easily the hardest of the mod. During the song, the player will need to trace words within a certain time, or else they’ll die. Sounds fine, right? Wrong. Not only will there very often be notes coming up when you’re tracing, which’ll guarantee a few misses, and not only are you forced to trade with your cursor, which can often slip up or not press down properly, but even getting 50% or higher will result in DJ Hallyboo lowering your health by a significant amount. Combine that with the lack of notes on the opponent’s side, making it harder to predict the notes, and the unique screen size potentially being disorienting, and you get a torturous song that, as the name implies, is no party.
*** **(* Additionally, V2 introduces "MARIO SING AND GAME RYTHM 9". Despite being one of the first songs in the mod, being the final level of the first world, its mechanic is among one of the hardest. Similar to an actual Sonic game like the original bootleg was built on, you have to collect rings in order to survive, and the player gets a game over if they miss without a ring on hand. However, missing causes '''ALL''' of your rings to spill out, and the song is fairly note-dense. Those two factors mean that you have to play near flawlessly or [[MercyMode rely on Luigi]] just to get through it. The 2.0.1 update fortunately made the song more merciful, where now missing a note only causes you to lose half your rings instead of all of them.
*** **** Abandoned can easily reach into this territory depending on your frame rate. The charting isn’t as bad as some of the other songs, but its mechanic more than makes up for it. The area the song takes place in slowly floods as the song goes on, which results in health drain that gets more severe the higher the water level is, and can be decreased by hitting diamond notes. At lower frame rates, this is fairly manageable as the water doesn’t rise too fast. But at higher frame rate, the water rises at incredibly high speeds. You can hit all the diamonds in the song, and still end up dying because the water recovers its height prior to the diamond about as fast as it took to hit the note.



*** As if that all wasn't bad enough, playing it in [[HarderThanHard "Troll"]] [[UnwinnableJokeGame difficulty]] turns it into a challenge so absurdly hard, the chart itself is unfinished because [[UnwinnableByDesign the devs don't expect it to be possible]]. The scroll speed is set to a whopping ''10'' (the same as the above mentioned VideoGame/FridayNightSandboxin's "Spyware") in a game where anything above 4 is considered absurd, meaning that you would need inhuman reflexes or pure memory to notice the notes coming. Additionally, the chart is changed to be ridiculously bloated with [[ThatOneAttack double and triple notes, hold notes combined with other notes]], and tons of notes that don't follow the vocals - and that's not even getting into the axe notes. Even if you were to somehow complete the song, it still remains impossible thanks to an incomplete chart preventing Boyfriend from counteracting the DamageOverTime. Unfortunately, this led some players to criticize the song's overcharting and unfinished nature, but fortunately the devs are aware of this and [[AuthorsSavingThrow intend to release an update that fixes Evacuate's charting]].

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*** **** As if that all wasn't bad enough, playing it in [[HarderThanHard "Troll"]] [[UnwinnableJokeGame difficulty]] turns it into a challenge so absurdly hard, the chart itself is unfinished because [[UnwinnableByDesign the devs don't expect it to be possible]]. The scroll speed is set to a whopping ''10'' (the same as the above mentioned VideoGame/FridayNightSandboxin's "Spyware") in a game where anything above 4 is considered absurd, meaning that you would need inhuman reflexes or pure memory to notice the notes coming. Additionally, the chart is changed to be ridiculously bloated with [[ThatOneAttack double and triple notes, hold notes combined with other notes]], and tons of notes that don't follow the vocals - and that's not even getting into the axe notes. Even if you were to somehow complete the song, it still remains impossible thanks to an incomplete chart preventing Boyfriend from counteracting the DamageOverTime. Unfortunately, this led some players to criticize the song's overcharting and unfinished nature, but fortunately the devs are aware of this and [[AuthorsSavingThrow intend to release an update that fixes Evacuate's charting]].



*** "First Instance" shows itself to be way harder than anything else the mod can throw at you once you reach the instrumental second half. The gameplay suddenly becomes much closer to a typical rhythm game chart, meaning an immense amount of notes, including tons of doubles and triples, flying at you insanely fast with just about zero breathing room for a very long period of time. Good luck getting the full combo on this one.
*** "[=Hav0x=]", "[=Qu4rterb4ck=]" and "Suitmation Trials" may just be the instrumentals of "Out of Place", "Deus Ex Machina" and "First Instance" respectively, but they more than make up for the lack of opponent by bringing in complex charting the player has to fight through, including double and triple note sets. Add to that the HP system from the game's Story Mode songs and you've got quite the challenging group of songs to really test your reflexes.

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*** **** "First Instance" shows itself to be way harder than anything else the mod can throw at you once you reach the instrumental second half. The gameplay suddenly becomes much closer to a typical rhythm game chart, meaning an immense amount of notes, including tons of doubles and triples, flying at you insanely fast with just about zero breathing room for a very long period of time. Good luck getting the full combo on this one.
*** **** "[=Hav0x=]", "[=Qu4rterb4ck=]" and "Suitmation Trials" may just be the instrumentals of "Out of Place", "Deus Ex Machina" and "First Instance" respectively, but they more than make up for the lack of opponent by bringing in complex charting the player has to fight through, including double and triple note sets. Add to that the HP system from the game's Story Mode songs and you've got quite the challenging group of songs to really test your reflexes.



*** "The Incident" is insanely fast, just as spammy as it sounds, and features tons of InterfaceScrew courtesy of the screen's constant swaying, arrows facing the wrong directions, and Trollge's side disappearing entirely.
*** "Absurde" is this intentionally, being just as absurd as its name suggests to the level that [[UnwinnableJokeGame it wasn't even meant to be beaten.]] From the incredible note spam, tremendous scroll speed, and 10-note layout to the OneHitKill axe notes, [[InterfaceScrew screen-obscuring oil notes]], and constant screen swaying, don't get the idea that you'll be beating it anytime soon.

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*** **** "The Incident" is insanely fast, just as spammy as it sounds, and features tons of InterfaceScrew courtesy of the screen's constant swaying, arrows facing the wrong directions, and Trollge's side disappearing entirely.
*** **** "Absurde" is this intentionally, being just as absurd as its name suggests to the level that [[UnwinnableJokeGame it wasn't even meant to be beaten.]] From the incredible note spam, tremendous scroll speed, and 10-note layout to the OneHitKill axe notes, [[InterfaceScrew screen-obscuring oil notes]], and constant screen swaying, don't get the idea that you'll be beating it anytime soon.



*** "Nightmare Run", the end of the Ink Demon's week on hard difficulty, has garnered notoriety for being rather unforgiving. While the combat mechanics of "Last Reel" being absent would theoretically make this song easier, it is many ways ''much'' more difficult. From the previous songs there's the ink and shadow notes: the former [[InterfaceScrew obscuring the screen and charting]] and possibly results in a game over from too many hit; the latter being a OneHitKill that, while mostly reserved for the less note dense sections, can still be a pain to avoid when transitioning verses. Most infamous are [[DarknessEqualsDeath the shrouded in darkness segments]] where the notes are changed into mostly black with colored outlines that make it hard to discern what your suppose to press amidst the frantic charting, making it inevitable that an ink or shadow note will be pressed. Chances are, you'll likely either RageQuit or just turn off the gimmicks when reaching this song. A later patch would alter the appearance of the darkness notes to provide better visual clarity amidst the frantic charting.
*** Nightmare Sans' song, "Bad Time". MeaningfulName is an understatement for the song's name, as you very likely '''will''' have a bad time trying to beat it. The song is very fast, it features the blue and orange bone notes in spades, and this time around the dodge mechanic is ''randomized'', in that it can either be orange, meaning that you need to press Space to dodge like the attack you normally would, or blue, meaning you must '''not''' press Space in order to dodge the attack. And unlike "Nightmare Run", the mechanics of "Bad Time" '''cannot''' be disabled, meaning you have to play the song as intended if you want to beat it, but chances are that you might end up activating Botplay just to get to the end.

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*** **** "Nightmare Run", the end of the Ink Demon's week on hard difficulty, has garnered notoriety for being rather unforgiving. While the combat mechanics of "Last Reel" being absent would theoretically make this song easier, it is many ways ''much'' more difficult. From the previous songs there's the ink and shadow notes: the former [[InterfaceScrew obscuring the screen and charting]] and possibly results in a game over from too many hit; the latter being a OneHitKill that, while mostly reserved for the less note dense sections, can still be a pain to avoid when transitioning verses. Most infamous are [[DarknessEqualsDeath the shrouded in darkness segments]] where the notes are changed into mostly black with colored outlines that make it hard to discern what your suppose to press amidst the frantic charting, making it inevitable that an ink or shadow note will be pressed. Chances are, you'll likely either RageQuit or just turn off the gimmicks when reaching this song. A later patch would alter the appearance of the darkness notes to provide better visual clarity amidst the frantic charting.
*** **** Nightmare Sans' song, "Bad Time". MeaningfulName is an understatement for the song's name, as you very likely '''will''' have a bad time trying to beat it. The song is very fast, it features the blue and orange bone notes in spades, and this time around the dodge mechanic is ''randomized'', in that it can either be orange, meaning that you need to press Space to dodge like the attack you normally would, or blue, meaning you must '''not''' press Space in order to dodge the attack. And unlike "Nightmare Run", the mechanics of "Bad Time" '''cannot''' be disabled, meaning you have to play the song as intended if you want to beat it, but chances are that you might end up activating Botplay just to get to the end.



*** "Accelerant" on Fucked difficulty is an absolute ''nightmare'' compared to the other Challenges. The song itself is already fast enough on its own, but Fucked difficulty turns the already-bothersome health-draining bullet notes into [[OneHitKill One-Hit Kills]] that appear very frequently throughout the chart. Tricky's fire notes similarly turn into halo notes that get spammed throughout his part even more than the bullet notes, and when his section starts, a lever appears on the health bar that causes it to constantly drain. All of this combined can easily lead to a fatal screw-up at any moment.
*** While a far cry from "Accelerant", "Challeng-Edd" on the Fucked difficulty can still be quite difficult when [[spoiler:Tord]] makes his entrance, with his {{One Hit Kill}} rockets, large amount of notes, and powerful health drain to the point where he brings your HP down to one pretty much every verse. Further frustrating is that due to the way the game works, losing to him means replaying Edd's section just for another chance at [[spoiler:Tord's]] part.

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*** **** "Accelerant" on Fucked difficulty is an absolute ''nightmare'' compared to the other Challenges. The song itself is already fast enough on its own, but Fucked difficulty turns the already-bothersome health-draining bullet notes into [[OneHitKill One-Hit Kills]] that appear very frequently throughout the chart. Tricky's fire notes similarly turn into halo notes that get spammed throughout his part even more than the bullet notes, and when his section starts, a lever appears on the health bar that causes it to constantly drain. All of this combined can easily lead to a fatal screw-up at any moment.
*** **** While a far cry from "Accelerant", "Challeng-Edd" on the Fucked difficulty can still be quite difficult when [[spoiler:Tord]] makes his entrance, with his {{One Hit Kill}} rockets, large amount of notes, and powerful health drain to the point where he brings your HP down to one pretty much every verse. Further frustrating is that due to the way the game works, losing to him means replaying Edd's section just for another chance at [[spoiler:Tord's]] part.

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* "[[Music/{{Slayer}} Raining Blood]]" in ''VideoGame/GuitarHero III'' represents a sudden difficulty spike in the very final set, making it a [[ScrappyLevel Scrappy song]] for more than a few players, irrespective of whether one likes the actual music or not.
* "[[Music/{{Dragonforce}} Through the Fire and Flames]]" is easily regarded as the hardest song in ''III''. At least that song is [[BrutalBonusLevel OPTIONAL.]]

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* "[[Music/{{Slayer}} Raining Blood]]" in ''VideoGame/GuitarHero III'' represents a sudden difficulty spike in the very final set, making it a [[ScrappyLevel Scrappy song]] for more than a few players, irrespective of whether one likes the actual music or not.
not. The most notorious section, labeled "Mosh 1" in training mode, consists of a pattern of rapidly descending notes with a few chords sprinkled in, which will rapidly drain your health if you slip up. The rest of the song isn't cakewalk either, with a mix of fast strumming and tricky chord patterns, leading to a guitar solo whose chart occasionally looks like someone randomly spraying notes all over your screen.
* Music/{{Metallica}}'s "One" has a solo which opens with an ''extremely'' fast barrage of ascending triplets, likely to make you fail in a second if you make a single mistake. Making it worse, this segment is [[EpicRocking nearly 6 minutes into the song]], which you have to play all over again if you fail.
* "[[Music/{{Dragonforce}} Through the Fire and Flames]]" is easily regarded as the hardest song in ''III''. At least that song is [[BrutalBonusLevel OPTIONAL.]]OPTIONAL]]. It's almost impossible to get past the ''opening'' without mastering two-handed tapping (a skill that isn't taught in the tutorial and is rarely needed outside of this song), and the rest of the song just gets harder from there.



* "[[Music/{{Slipknot}} Before I Forget]]" is considered one of the most annoying due to a large amount of FakeDifficulty that doesn't properly represent how the song is actually played on a real guitar. The chorus is a mess of three-note chords that probably shouldn't have been charted like that, but the highlight is the bridge, which is a long series of green + yellow, red + blue, and yellow + orange chords that can quickly cause severe hand cramps. Notably, the song is also in ''Rock Band 3'' where the chart is vastly different, using single notes and two-note chords for the chorus, and single notes in the bridge, making it much less physically painful to play.

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* "[[Music/{{Slipknot}} Before I Forget]]" is considered one of the most annoying due to a large amount of FakeDifficulty that doesn't properly represent how the song is actually played on a real guitar. The chorus is a mess of three-note chords that probably shouldn't have been charted like that, but the highlight is the bridge, which is a long series of green + yellow, red + blue, and yellow + orange chords that can quickly cause severe hand cramps.cramps[[note]]If you want to experience how hard this is, lay your hand flat against a surface, tap the surface with your index and ring finger at the same time, then tap with your middle and pinky finger. Then keep alternating between index+ring and middle+pinky taps at a steady rate of 4 per second and see how long it takes for you to mess up.[[/note]]. Notably, the song is also in ''Rock Band 3'' where the chart is vastly different, using single notes and two-note chords for the chorus, and single notes in the bridge, making it much less physically painful to play.
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*** The third song in the Monika week, ''Your Demise'' can easily trip up unsuspecting players. It introduces the Markov notes that will [[OneHitKill instantly kill you]] no matter how well you've been doing before, and they are EVERYWHERE in the fast 2+ minute-long Plus version. Even worse for completionists is that in order to unlock Boyfriend's Blue Skies costumes, finishing ''this'' song with 90% accuracy is required to do so.
*** Despite its silly premise, the Side Story ''Catfight'' can be an ''extremely'' rough time. Regardless of who you side with the song is extremely fast and note-heavy, and it only amps up more and more the further you go in the song.

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*** **** The third song in the Monika week, ''Your Demise'' can easily trip up unsuspecting players. It introduces the Markov notes that will [[OneHitKill instantly kill you]] no matter how well you've been doing before, and they are EVERYWHERE in the fast 2+ minute-long Plus version. Even worse for completionists is that in order to unlock Boyfriend's Blue Skies costumes, finishing ''this'' song with 90% accuracy is required to do so.
*** **** Despite its silly premise, the Side Story ''Catfight'' can be an ''extremely'' rough time. Regardless of who you side with the song is extremely fast and note-heavy, and it only amps up more and more the further you go in the song.



*** In spite of merely being the first song in the Lost Silver week, "Frostbite" is a major challenge. While the song has a surprisingly slow and calm chart, the three mechanics the song offers are nightmarish to get through. For starters, throughout the entire song, a cold meter is gradually filling up, which causes an instant game over if it reaches the top. This can be decreased by Typhlosion using Ember, however, Typhlosion can only be used 10 times, as it’ll die by the tenth. The player’s health is drained regardless of whether or not Red is singing, and can even cause a game over merely via it. Said health drain is primarily powered by the cold meter, with the strength being determined by how high the cold meter is. And to top all of this off, in the second part of the song, Freakachu will occasionally use Pain Split, dealing a considerable amount of health when used.
*** Even with the huge amount of new songs in V2, "Monochrome" has continued to stick out as an absolute nightmare to get through. The chart itself isn't too bad to handle on its own, but the amount of gimmicks up Gold's sleeve can easily get overwhelming. As explained above, the main attraction is the Unown messages - randomized phrases typed out in the rough-to-understand Unown language that the player has very little time to decipher before suffering an instant blueball. Additionally, Celebi's Perish Song will only add to the stress of beating the chart itself, cutting your maximum HP in half by the time it gives the last song, and Gold's several {{jump scare}}s covering the screen will likely lead to a good few misses. It gets even worse during the second half; a good number of new, long-as-hell messages will begin to show up (one just a few seconds before Boyfriend starts singing, near-guaranteeing some extra misses), Gold starts jump-scaring way more frequently and on harder sections, and the whole thing has to be done with Perish Song having already maxed out. There's a very good chance this song will end up being the last hurdle the player has to get through before unlocking "Purin".

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*** **** In spite of merely being the first song in the Lost Silver week, "Frostbite" is a major challenge. While the song has a surprisingly slow and calm chart, the three mechanics the song offers are nightmarish to get through. For starters, throughout the entire song, a cold meter is gradually filling up, which causes an instant game over if it reaches the top. This can be decreased by Typhlosion using Ember, however, Typhlosion can only be used 10 times, as it’ll die by the tenth. The player’s health is drained regardless of whether or not Red is singing, and can even cause a game over merely via it. Said health drain is primarily powered by the cold meter, with the strength being determined by how high the cold meter is. And to top all of this off, in the second part of the song, Freakachu will occasionally use Pain Split, dealing a considerable amount of health when used.
*** **** Even with the huge amount of new songs in V2, "Monochrome" has continued to stick out as an absolute nightmare to get through. The chart itself isn't too bad to handle on its own, but the amount of gimmicks up Gold's sleeve can easily get overwhelming. As explained above, the main attraction is the Unown messages - randomized phrases typed out in the rough-to-understand Unown language that the player has very little time to decipher before suffering an instant blueball. Additionally, Celebi's Perish Song will only add to the stress of beating the chart itself, cutting your maximum HP in half by the time it gives the last song, and Gold's several {{jump scare}}s covering the screen will likely lead to a good few misses. It gets even worse during the second half; a good number of new, long-as-hell messages will begin to show up (one just a few seconds before Boyfriend starts singing, near-guaranteeing some extra misses), Gold starts jump-scaring way more frequently and on harder sections, and the whole thing has to be done with Perish Song having already maxed out. There's a very good chance this song will end up being the last hurdle the player has to get through before unlocking "Purin".



*** "Triple Trouble" is a tremendous endurance test, [[MarathonLevel going on for 8 whole minutes]] and not giving a second of pause (something that longer songs from other ''Friday Night Funkin''' mods like [[VideoGame/VsDaveAndBambi "Splitathon"]] and [[VideoGame/LiterallyEveryFnfModEver "Little Man 2"]] often do). Adding onto this is a number of mechanics that can cause rapid, fatal LifeDrain and just enough InterfaceScrew to trip up the player, as well as an increase in tempo once Soul Robotnik arrives, all of which combine to make the song a deadly gauntlet worthy of .exe's full power.
*** Exclusively in the 2.0 update, "Black Sun" has a health drain mechanic which increases in pace if the player misses notes, and getting combos only ''slightly'' reduces the health drain, ''and since there is no way to regain health that has been lost, every mistake counts, and they can cost the player DEARLY if they end up botching a segment and cannot recover quickly enough.''
*** According to Revie, she had stated in a Newgrounds Q&A that if 2.5 came out, "God Speed" would have had a ''more intense version'' of Black Sun's health drain mechanic, ''and in comparison to the former song, God Speed would have been a longer and more difficult track, clocking in at over four minutes compared to Black Sun's over two and a half minute runtime.'' ''Yikes...''
*** In the 2.5/Cancelled Update, Starved's song "Fight or Flight" is an erratic song with dense note placements and frequent changes in tempo and speed to throw you off, but its true difficulty is in its unique "Fear" mechanic. On the side of the screen, there's a bar, every time Starved performs a note, it builds a bit -- after the Fear bar reaches certain threshold, the healthbar will drain. The drain only gets quicker and quicker the higher it goes over the threshold, until it becomes impossible to reverse the drain and you are eventually reduced to a OneHitPointWonder where even a ''single'' miss will cost you the game, and if fills up completely, then it's an instant GameOver regardless. Misses cause it to increase by a bit, and while hitting notes decreases it, [[MyRulesAreNotYourRules it's not by the same amount as Starved's notes increase it]], meaning Starved always undoes your work by his immediate next turn; and Starved's long turns by the midpoint of the song will guarantee periods of rapid, unstoppable Fear growth that cannot be reversed. FC Videos have shown even if played perfectly, becoming a OneHitPointWonder is ''completely unavoidable'' for the last 30 or so seconds of the song, and left with only a ''small quarter'' of Fear away from an instant GameOver by the end. This all together makes "Fight or Flight" a ''punishing'' song that leaves ''very'' little room for error, as it's very possible to botch a segment and be left in a state of ControllableHelplessness as you watch the Fear bar slowly reach the top, with absolutely nothing you can do about it besides accepting your fate. Whether this is by design, or a byproduct of the mod's cancellation is up for debate.

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*** **** "Triple Trouble" is a tremendous endurance test, [[MarathonLevel going on for 8 whole minutes]] and not giving a second of pause (something that longer songs from other ''Friday Night Funkin''' mods like [[VideoGame/VsDaveAndBambi "Splitathon"]] and [[VideoGame/LiterallyEveryFnfModEver "Little Man 2"]] often do). Adding onto this is a number of mechanics that can cause rapid, fatal LifeDrain and just enough InterfaceScrew to trip up the player, as well as an increase in tempo once Soul Robotnik arrives, all of which combine to make the song a deadly gauntlet worthy of .exe's full power.
*** **** Exclusively in the 2.0 update, "Black Sun" has a health drain mechanic which increases in pace if the player misses notes, and getting combos only ''slightly'' reduces the health drain, ''and since there is no way to regain health that has been lost, every mistake counts, and they can cost the player DEARLY if they end up botching a segment and cannot recover quickly enough.''
*** ***** According to Revie, she had stated in a Newgrounds Q&A that if 2.5 came out, "God Speed" would have had a ''more intense version'' of Black Sun's health drain mechanic, ''and in comparison to the former song, God Speed would have been a longer and more difficult track, clocking in at over four minutes compared to Black Sun's over two and a half minute runtime.'' ''Yikes...''
*** **** In the 2.5/Cancelled Update, Starved's song "Fight or Flight" is an erratic song with dense note placements and frequent changes in tempo and speed to throw you off, but its true difficulty is in its unique "Fear" mechanic. On the side of the screen, there's a bar, every time Starved performs a note, it builds a bit -- after the Fear bar reaches certain threshold, the healthbar will drain. The drain only gets quicker and quicker the higher it goes over the threshold, until it becomes impossible to reverse the drain and you are eventually reduced to a OneHitPointWonder where even a ''single'' miss will cost you the game, and if fills up completely, then it's an instant GameOver regardless. Misses cause it to increase by a bit, and while hitting notes decreases it, [[MyRulesAreNotYourRules it's not by the same amount as Starved's notes increase it]], meaning Starved always undoes your work by his immediate next turn; and Starved's long turns by the midpoint of the song will guarantee periods of rapid, unstoppable Fear growth that cannot be reversed. FC Videos have shown even if played perfectly, becoming a OneHitPointWonder is ''completely unavoidable'' for the last 30 or so seconds of the song, and left with only a ''small quarter'' of Fear away from an instant GameOver by the end. This all together makes "Fight or Flight" a ''punishing'' song that leaves ''very'' little room for error, as it's very possible to botch a segment and be left in a state of ControllableHelplessness as you watch the Fear bar slowly reach the top, with absolutely nothing you can do about it besides accepting your fate. Whether this is by design, or a byproduct of the mod's cancellation is up for debate.



*** Tricky's third and final song "Hellclown". The newly-introduced fire arrows can easily end your run, not helped by the speed of the arrows that may cause you to accidentally press them [[DamnYouMuscleMemory out of instinct]].
*** The bonus song "Expurgation". [[spoiler:The notes come out much faster than they did in the previous songs, the fire arrows from "Hellclown" are replaced with Auditor-themed arrows that will INSTANTLY KO you if you press them, and Tricky's minions will mess with you by either blocking the arrows with stop-signs or moving your health-bar back by force. This song's difficulty is "Unfair" for damn good reasons.]]

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*** **** Tricky's third and final song "Hellclown". The newly-introduced fire arrows can easily end your run, not helped by the speed of the arrows that may cause you to accidentally press them [[DamnYouMuscleMemory out of instinct]].
*** **** The bonus song "Expurgation". [[spoiler:The notes come out much faster than they did in the previous songs, the fire arrows from "Hellclown" are replaced with Auditor-themed arrows that will INSTANTLY KO you if you press them, and Tricky's minions will mess with you by either blocking the arrows with stop-signs or moving your health-bar back by force. This song's difficulty is "Unfair" for damn good reasons.]]



*** Out of all of the non-bonus songs featured in the mod, "Interdimensional" has easily taken the cake as the most infamous for its difficulty. This is primarily thanks to a mechanic introduced in "Polygonized"; 3D notes that the player has to hold the Spacebar to be able to hit. It's tough enough on its own to play a chart while one finger is preoccupied holding the key, but the song itself is also very fast-paced, and the inability to hit regular notes while holding Space makes it almost guaranteed that the player will miss several notes.
*** "Unfairness", appropriate to its role as an anti-cheat maneuver, is a ridiculously difficult punishment to attempt to beat. Not only is the song even more spam-happy than its already-tough predecessor "Cheating", but it also coats itself in a thick layer of deadly mechanics, from [[InterfaceScrew the notes spinning in a circle around the center of the screen to every arrow having a different scroll speed]] to automatically disabling ghost tapping (meaning the player will take damage for pressing an incorrect note). The fact that [[https://www.youtube.com/watch?v=vicmsm4YTlM people have managed to even beat it]] is frankly a miracle.
*** Thought "Unfairness" was hard? "Exploitation" takes it a step even further; while Boyfriend's side isn't quite as spam-happy as previous Expunged songs, it's still a very difficult chart on its own merits, and the InterfaceScrew is cranked up even further then ever before. With notes flying to and from every end of the screen, the same lack of ghost tapping, and [[spoiler:the window itself being shrunken down and moved around halfway in]], Expunged has every right to say you won't survive.

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*** **** Out of all of the non-bonus songs featured in the mod, "Interdimensional" has easily taken the cake as the most infamous for its difficulty. This is primarily thanks to a mechanic introduced in "Polygonized"; 3D notes that the player has to hold the Spacebar to be able to hit. It's tough enough on its own to play a chart while one finger is preoccupied holding the key, but the song itself is also very fast-paced, and the inability to hit regular notes while holding Space makes it almost guaranteed that the player will miss several notes.
*** **** "Unfairness", appropriate to its role as an anti-cheat maneuver, is a ridiculously difficult punishment to attempt to beat. Not only is the song even more spam-happy than its already-tough predecessor "Cheating", but it also coats itself in a thick layer of deadly mechanics, from [[InterfaceScrew the notes spinning in a circle around the center of the screen to every arrow having a different scroll speed]] to automatically disabling ghost tapping (meaning the player will take damage for pressing an incorrect note). The fact that [[https://www.youtube.com/watch?v=vicmsm4YTlM people have managed to even beat it]] is frankly a miracle.
*** **** Thought "Unfairness" was hard? "Exploitation" takes it a step even further; while Boyfriend's side isn't quite as spam-happy as previous Expunged songs, it's still a very difficult chart on its own merits, and the InterfaceScrew is cranked up even further then ever before. With notes flying to and from every end of the screen, the same lack of ghost tapping, and [[spoiler:the window itself being shrunken down and moved around halfway in]], Expunged has every right to say you won't survive.



*** This version of "M.I.L.F." manages to be this '''even moreso''' than the original, thanks to the streetlights introduced in "High" (which force you to press space when you hear a whistle blow) returning and the lightning bolt notes Mommy Mearest zaps at Boyfriend. Unlike Pico's bullets, [[OneHitKill miss even]] ''[[OneHitKill one]]'' [[OneHitKill lightning note, and it's back to the beginning of the song for you]]. Same goes for [[spoiler: [[KaizoTrap the final streetlight at the very end]].]]
*** Surprisingly enough, "Winter Horrorland" of all songs can be this. While it was a very easy song in the original that relied more on [[SurprisinglyCreepyMoment shock value]] than difficulty, here Monster is constantly draining Boyfriend's health throughout the song, and said draining starts as soon as the song starts. As a result, Monster basically has the advantage over Boyfriend for almost the entirety of the song, and the player is given little to no room for error when it comes to hitting the notes.

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*** **** This version of "M.I.L.F." manages to be this '''even moreso''' than the original, thanks to the streetlights introduced in "High" (which force you to press space when you hear a whistle blow) returning and the lightning bolt notes Mommy Mearest zaps at Boyfriend. Unlike Pico's bullets, [[OneHitKill miss even]] ''[[OneHitKill one]]'' [[OneHitKill lightning note, and it's back to the beginning of the song for you]]. Same goes for [[spoiler: [[KaizoTrap the final streetlight at the very end]].]]
*** **** Surprisingly enough, "Winter Horrorland" of all songs can be this. While it was a very easy song in the original that relied more on [[SurprisinglyCreepyMoment shock value]] than difficulty, here Monster is constantly draining Boyfriend's health throughout the song, and said draining starts as soon as the song starts. As a result, Monster basically has the advantage over Boyfriend for almost the entirety of the song, and the player is given little to no room for error when it comes to hitting the notes.



*** "Exclusion Zone", the last song of Week 4. After the conspiracy theorist sips his coffee, the song speeds up significantly and the arrow density also increases a lot. Given most of the other songs in the mod are slower and have few if any note dense sections, it's a very heavily whiplash.
*** The 3.0 update revamped Week 2 and introduces "Crack", the third song of the week. "Confidential" and "Aegis" were slow and had fewer notes to offset the agents' gimmicks, but "Crack" is faster-paced and has more note dense sections. Compared to the other agents' gimmicks, which weren't too different from the normal gameplay, Agent Cuddles messes with your interface, whether it be covering your screen with static to obscure the arrows, moving the entire HUD to a different point on the screen, arrows and all, or lowering your volume so you can't hear the song at all. When he decides to mess with the interface is also completely random. The song after, "Enforcement", is a cakewalk in comparison.

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*** **** "Exclusion Zone", the last song of Week 4. After the conspiracy theorist sips his coffee, the song speeds up significantly and the arrow density also increases a lot. Given most of the other songs in the mod are slower and have few if any note dense sections, it's a very heavily whiplash.
*** **** The 3.0 update revamped Week 2 and introduces "Crack", the third song of the week. "Confidential" and "Aegis" were slow and had fewer notes to offset the agents' gimmicks, but "Crack" is faster-paced and has more note dense sections. Compared to the other agents' gimmicks, which weren't too different from the normal gameplay, Agent Cuddles messes with your interface, whether it be covering your screen with static to obscure the arrows, moving the entire HUD to a different point on the screen, arrows and all, or lowering your volume so you can't hear the song at all. When he decides to mess with the interface is also completely random. The song after, "Enforcement", is a cakewalk in comparison.



*** "Technophobia", the player's rematch against Smiler, was created to be very hard on purpose in response to complaints that the original mod was too easy, and god damn does it deliver. The song is the second-fastest in the mod at 180 BPM (beaten only by the OptionalBoss "Your Mom") and has much more frenetic charting compared to most others, as well as two incredibly long solos. Additionally, Smiler dishes out very powerful DamageOverTime on top of the mass amount of damaging static notes scattered throughout the chart, meaning you'll likely spend most of the song with very little health. It was even worse before the 2.0.1 patch, too, as the static notes had much larger hitboxes.
*** There is a good reason the player doesn't need to beat "[[FinalBoss Athazagoraphobia]]" to continue the story. Its charting can get very quick at times and features a recurring segment requiring the player to hold one note while simultaneously hitting many others, as well as nearly-invisible notes that you have to hit and a mountain of SensoryAbuse and [[AntiRegeneration the loss of your ability to heal]] near the ending, but what really sets it apart is its numerous [[UnexpectedGameplayChange new mechanics involving a sudden cursor]] ([[GuideDangIt none of which the player is told how to handle, by the way]]). He can, in order of appearance:
*** Turn into a Boyfriend silhouette with a Trollface that teleports between the four corners of the screen, requiring the player hover the cursor over them lest they lose health.
*** Become a giant spitting out projectiles that must be blocked with the cursor. This isn't very difficult on its own, but the song often cuts between it and the previous form, diverting the player's attention often, and the projectiles don't disappear when his form changes.
*** Summon several fast-spawning eyes in the background that the player needs to swipe the cursor over before too many of them appear.

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*** **** "Technophobia", the player's rematch against Smiler, was created to be very hard on purpose in response to complaints that the original mod was too easy, and god damn does it deliver. The song is the second-fastest in the mod at 180 BPM (beaten only by the OptionalBoss "Your Mom") and has much more frenetic charting compared to most others, as well as two incredibly long solos. Additionally, Smiler dishes out very powerful DamageOverTime on top of the mass amount of damaging static notes scattered throughout the chart, meaning you'll likely spend most of the song with very little health. It was even worse before the 2.0.1 patch, too, as the static notes had much larger hitboxes.
*** **** There is a good reason the player doesn't need to beat "[[FinalBoss Athazagoraphobia]]" to continue the story. Its charting can get very quick at times and features a recurring segment requiring the player to hold one note while simultaneously hitting many others, as well as nearly-invisible notes that you have to hit and a mountain of SensoryAbuse and [[AntiRegeneration the loss of your ability to heal]] near the ending, but what really sets it apart is its numerous [[UnexpectedGameplayChange new mechanics involving a sudden cursor]] ([[GuideDangIt none of which the player is told how to handle, by the way]]). He can, in order of appearance:
*** ***** Turn into a Boyfriend silhouette with a Trollface that teleports between the four corners of the screen, requiring the player hover the cursor over them lest they lose health.
*** ***** Become a giant spitting out projectiles that must be blocked with the cursor. This isn't very difficult on its own, but the song often cuts between it and the previous form, diverting the player's attention often, and the projectiles don't disappear when his form changes.
*** ***** Summon several fast-spawning eyes in the background that the player needs to swipe the cursor over before too many of them appear.



*** Of all the new songs introduced in [=V2=], "No Party" is by far the hardest. In spite of a relatively standard chart, the mechanic in the song is easily the hardest of the mod. During the song, the player will need to trace words within a certain time, or else they’ll die. Sounds fine, right? Wrong. Not only will there very often be notes coming up when you’re tracing, which’ll guarantee a few misses, and not only are you forced to trade with your cursor, which can often slip up or not press down properly, but even getting 50% or higher will result in DJ Hallyboo lowering your health by a significant amount. Combine that with the lack of notes on the opponent’s side, making it harder to predict the notes, and the unique screen size potentially being disorienting, and you get a torturous song that, as the name implies, is no party.
*** Additionally, V2 introduces "MARIO SING AND GAME RYTHM 9". Despite being one of the first songs in the mod, being the final level of the first world, its mechanic is among one of the hardest. Similar to an actual Sonic game like the original bootleg was built on, you have to collect rings in order to survive, and the player gets a game over if they miss without a ring on hand. However, missing causes '''ALL''' of your rings to spill out, and the song is fairly note-dense. Those two factors mean that you have to play near flawlessly or [[MercyMode rely on Luigi]] just to get through it. The 2.0.1 update fortunately made the song more merciful, where now missing a note only causes you to lose half your rings instead of all of them.
*** Abandoned can easily reach into this territory depending on your frame rate. The charting isn’t as bad as some of the other songs, but its mechanic more than makes up for it. The area the song takes place in slowly floods as the song goes on, which results in health drain that gets more severe the higher the water level is, and can be decreased by hitting diamond notes. At lower frame rates, this is fairly manageable as the water doesn’t rise too fast. But at higher frame rate, the water rises at incredibly high speeds. You can hit all the diamonds in the song, and still end up dying because the water recovers its height prior to the diamond about as fast as it took to hit the note.

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*** **** Of all the new songs introduced in [=V2=], "No Party" is by far the hardest. In spite of a relatively standard chart, the mechanic in the song is easily the hardest of the mod. During the song, the player will need to trace words within a certain time, or else they’ll die. Sounds fine, right? Wrong. Not only will there very often be notes coming up when you’re tracing, which’ll guarantee a few misses, and not only are you forced to trade with your cursor, which can often slip up or not press down properly, but even getting 50% or higher will result in DJ Hallyboo lowering your health by a significant amount. Combine that with the lack of notes on the opponent’s side, making it harder to predict the notes, and the unique screen size potentially being disorienting, and you get a torturous song that, as the name implies, is no party.
*** **** Additionally, V2 introduces "MARIO SING AND GAME RYTHM 9". Despite being one of the first songs in the mod, being the final level of the first world, its mechanic is among one of the hardest. Similar to an actual Sonic game like the original bootleg was built on, you have to collect rings in order to survive, and the player gets a game over if they miss without a ring on hand. However, missing causes '''ALL''' of your rings to spill out, and the song is fairly note-dense. Those two factors mean that you have to play near flawlessly or [[MercyMode rely on Luigi]] just to get through it. The 2.0.1 update fortunately made the song more merciful, where now missing a note only causes you to lose half your rings instead of all of them.
*** **** Abandoned can easily reach into this territory depending on your frame rate. The charting isn’t as bad as some of the other songs, but its mechanic more than makes up for it. The area the song takes place in slowly floods as the song goes on, which results in health drain that gets more severe the higher the water level is, and can be decreased by hitting diamond notes. At lower frame rates, this is fairly manageable as the water doesn’t rise too fast. But at higher frame rate, the water rises at incredibly high speeds. You can hit all the diamonds in the song, and still end up dying because the water recovers its height prior to the diamond about as fast as it took to hit the note.



*** As if that all wasn't bad enough, playing it in [[HarderThanHard "Troll"]] [[UnwinnableJokeGame difficulty]] turns it into a challenge so absurdly hard, the chart itself is unfinished because [[UnwinnableByDesign the devs don't expect it to be possible]]. The scroll speed is set to a whopping ''10'' (the same as the above mentioned VideoGame/FridayNightSandboxin's "Spyware") in a game where anything above 4 is considered absurd, meaning that you would need inhuman reflexes or pure memory to notice the notes coming. Additionally, the chart is changed to be ridiculously bloated with [[ThatOneAttack double and triple notes, hold notes combined with other notes]], and tons of notes that don't follow the vocals - and that's not even getting into the axe notes. Even if you were to somehow complete the song, it still remains impossible thanks to an incomplete chart preventing Boyfriend from counteracting the DamageOverTime. Unfortunately, this led some players to criticize the song's overcharting and unfinished nature, but fortunately the devs are aware of this and [[AuthorsSavingThrow intend to release an update that fixes Evacuate's charting]].

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*** **** As if that all wasn't bad enough, playing it in [[HarderThanHard "Troll"]] [[UnwinnableJokeGame difficulty]] turns it into a challenge so absurdly hard, the chart itself is unfinished because [[UnwinnableByDesign the devs don't expect it to be possible]]. The scroll speed is set to a whopping ''10'' (the same as the above mentioned VideoGame/FridayNightSandboxin's "Spyware") in a game where anything above 4 is considered absurd, meaning that you would need inhuman reflexes or pure memory to notice the notes coming. Additionally, the chart is changed to be ridiculously bloated with [[ThatOneAttack double and triple notes, hold notes combined with other notes]], and tons of notes that don't follow the vocals - and that's not even getting into the axe notes. Even if you were to somehow complete the song, it still remains impossible thanks to an incomplete chart preventing Boyfriend from counteracting the DamageOverTime. Unfortunately, this led some players to criticize the song's overcharting and unfinished nature, but fortunately the devs are aware of this and [[AuthorsSavingThrow intend to release an update that fixes Evacuate's charting]].



*** "First Instance" shows itself to be way harder than anything else the mod can throw at you once you reach the instrumental second half. The gameplay suddenly becomes much closer to a typical rhythm game chart, meaning an immense amount of notes, including tons of doubles and triples, flying at you insanely fast with just about zero breathing room for a very long period of time. Good luck getting the full combo on this one.
*** "[=Hav0x=]", "[=Qu4rterb4ck=]" and "Suitmation Trials" may just be the instrumentals of "Out of Place", "Deus Ex Machina" and "First Instance" respectively, but they more than make up for the lack of opponent by bringing in complex charting the player has to fight through, including double and triple note sets. Add to that the HP system from the game's Story Mode songs and you've got quite the challenging group of songs to really test your reflexes.

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*** **** "First Instance" shows itself to be way harder than anything else the mod can throw at you once you reach the instrumental second half. The gameplay suddenly becomes much closer to a typical rhythm game chart, meaning an immense amount of notes, including tons of doubles and triples, flying at you insanely fast with just about zero breathing room for a very long period of time. Good luck getting the full combo on this one.
*** **** "[=Hav0x=]", "[=Qu4rterb4ck=]" and "Suitmation Trials" may just be the instrumentals of "Out of Place", "Deus Ex Machina" and "First Instance" respectively, but they more than make up for the lack of opponent by bringing in complex charting the player has to fight through, including double and triple note sets. Add to that the HP system from the game's Story Mode songs and you've got quite the challenging group of songs to really test your reflexes.reflexes.
*** VideoGame/FunkinPhysics:
**** "The Incident" is insanely fast, just as spammy as it sounds, and features tons of InterfaceScrew courtesy of the screen's constant swaying, arrows facing the wrong directions, and Trollge's side disappearing entirely.
**** "Absurde" is this intentionally, being just as absurd as its name suggests to the level that [[UnwinnableJokeGame it wasn't even meant to be beaten.]] From the incredible note spam, tremendous scroll speed, and 10-note layout to the OneHitKill axe notes, [[InterfaceScrew screen-obscuring oil notes]], and constant screen swaying, don't get the idea that you'll be beating it anytime soon.
*** VideoGame/MarioFNFPort: Apparitionous has an incredibly note-dense chart, as well as a mechanic where it’s impossible to regain health, with just 5 misses meaning death.
*** VideoGame/VsFlippyFlippedOut: At three and a half minutes long with a BPM of 280, "Overkill", the third song of the dev build, is one of the longest and fastest songs in FNF mod history. The fast scrolling speed doesn't help either, as with the amount of notes being thrown at you from Fliqpy. The song abruptly ends at around the two minute mark, making the player think it's all over... until the song picks up again a few seconds later, throwing many players off their game.
*** VideoGame/IndieCross:
**** "Nightmare Run", the end of the Ink Demon's week on hard difficulty, has garnered notoriety for being rather unforgiving. While the combat mechanics of "Last Reel" being absent would theoretically make this song easier, it is many ways ''much'' more difficult. From the previous songs there's the ink and shadow notes: the former [[InterfaceScrew obscuring the screen and charting]] and possibly results in a game over from too many hit; the latter being a OneHitKill that, while mostly reserved for the less note dense sections, can still be a pain to avoid when transitioning verses. Most infamous are [[DarknessEqualsDeath the shrouded in darkness segments]] where the notes are changed into mostly black with colored outlines that make it hard to discern what your suppose to press amidst the frantic charting, making it inevitable that an ink or shadow note will be pressed. Chances are, you'll likely either RageQuit or just turn off the gimmicks when reaching this song. A later patch would alter the appearance of the darkness notes to provide better visual clarity amidst the frantic charting.
**** Nightmare Sans' song, "Bad Time". MeaningfulName is an understatement for the song's name, as you very likely '''will''' have a bad time trying to beat it. The song is very fast, it features the blue and orange bone notes in spades, and this time around the dodge mechanic is ''randomized'', in that it can either be orange, meaning that you need to press Space to dodge like the attack you normally would, or blue, meaning you must '''not''' press Space in order to dodge the attack. And unlike "Nightmare Run", the mechanics of "Bad Time" '''cannot''' be disabled, meaning you have to play the song as intended if you want to beat it, but chances are that you might end up activating Botplay just to get to the end.
*** VideoGame/VsSonicExeRerun: "Top Loader" is pretty fast-paced and has some very complex charting between all of its versions, including those originally meant for FNF: Parallax. Not to mention that the song goes on for about 5 to 7 minutes, making it a MarathonLevel that really tests your skills.
*** VideoGame/CyberSensation: "Last Hope". [[spoiler:After the cutscene following "Wear a Mask", a fake error message reading "COME AGAIN WHEN YOU'RE READY" is thrown at you before the game closes. Take that at face value, because you have no idea what you're going to be in for when you boot the game back up.]] While not too long at over three minutes, the many ways that Taeyai can cause InterfaceScrew (notably with her and Boyfriend's strumlines) could probably make it just as annoying all the jacks seen in ''[[VideoGame/CosmoCalamityVsYukichi Cosmic Calamity]]'''s "Service Unavailable", if not giving it a run for its money. On top of this, you outright ''[[PlotTunnel can't]]'' play any other stage until it's cleared because, regardless of how you exit the game, it still starts up Last Hope.
*** VideoGame/FridayNightFunkinOnlineVs:
**** "Accelerant" on Fucked difficulty is an absolute ''nightmare'' compared to the other Challenges. The song itself is already fast enough on its own, but Fucked difficulty turns the already-bothersome health-draining bullet notes into [[OneHitKill One-Hit Kills]] that appear very frequently throughout the chart. Tricky's fire notes similarly turn into halo notes that get spammed throughout his part even more than the bullet notes, and when his section starts, a lever appears on the health bar that causes it to constantly drain. All of this combined can easily lead to a fatal screw-up at any moment.
**** While a far cry from "Accelerant", "Challeng-Edd" on the Fucked difficulty can still be quite difficult when [[spoiler:Tord]] makes his entrance, with his {{One Hit Kill}} rockets, large amount of notes, and powerful health drain to the point where he brings your HP down to one pretty much every verse. Further frustrating is that due to the way the game works, losing to him means replaying Edd's section just for another chance at [[spoiler:Tord's]] part.

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*** VideoGame/DokiDokiTakeover:
**** The third song in the Monika week, ''Your Demise'' can easily trip up unsuspecting players. It introduces the Markov notes that will [[OneHitKill instantly kill you]] no matter how well you've been doing before, and they are EVERYWHERE in the fast 2+ minute-long Plus version. Even worse for completionists is that in order to unlock Boyfriend's Blue Skies costumes, finishing ''this'' song with 90% accuracy is required to do so.
**** Despite its silly premise, the Side Story ''Catfight'' can be an ''extremely'' rough time. Regardless of who you side with the song is extremely fast and note-heavy, and it only amps up more and more the further you go in the song.



*** In spite of merely being the first song in the Lost Silver week, "Frostbite" is a major challenge. While the song has a surprisingly slow and calm chart, the three mechanics the song offers are nightmarish to get through. For starters, throughout the entire song, a cold meter is gradually filling up, which causes an instant game over if it reaches the top. This can be decreased by Typhlosion using Ember, however, Typhlosion can only be used 10 times, as it’ll die by the tenth. The player’s health is drained regardless of whether or not Red is singing, and can even cause a game over merely via it. Said health drain is primarily powered by the cold meter, with the strength being determined by how high the cold meter is. And to top all of this off, in the second part of the song, Freakachu will occasionally use Pain Split, dealing a considerable amount of health when used.
*** Even with the huge amount of new songs in V2, "Monochrome" has continued to stick out as an absolute nightmare to get through. The chart itself isn't too bad to handle on its own, but the amount of gimmicks up Gold's sleeve can easily get overwhelming. As explained above, the main attraction is the Unown messages - randomized phrases typed out in the rough-to-understand Unown language that the player has very little time to decipher before suffering an instant blueball. Additionally, Celebi's Perish Song will only add to the stress of beating the chart itself, cutting your maximum HP in half by the time it gives the last song, and Gold's several {{jump scare}}s covering the screen will likely lead to a good few misses. It gets even worse during the second half; a good number of new, long-as-hell messages will begin to show up (one just a few seconds before Boyfriend starts singing, near-guaranteeing some extra misses), Gold starts jump-scaring way more frequently and on harder sections, and the whole thing has to be done with Perish Song having already maxed out. There's a very good chance this song will end up being the last hurdle the player has to get through before unlocking "Purin".

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*** **** In spite of merely being the first song in the Lost Silver week, "Frostbite" is a major challenge. While the song has a surprisingly slow and calm chart, the three mechanics the song offers are nightmarish to get through. For starters, throughout the entire song, a cold meter is gradually filling up, which causes an instant game over if it reaches the top. This can be decreased by Typhlosion using Ember, however, Typhlosion can only be used 10 times, as it’ll die by the tenth. The player’s health is drained regardless of whether or not Red is singing, and can even cause a game over merely via it. Said health drain is primarily powered by the cold meter, with the strength being determined by how high the cold meter is. And to top all of this off, in the second part of the song, Freakachu will occasionally use Pain Split, dealing a considerable amount of health when used.
*** **** Even with the huge amount of new songs in V2, "Monochrome" has continued to stick out as an absolute nightmare to get through. The chart itself isn't too bad to handle on its own, but the amount of gimmicks up Gold's sleeve can easily get overwhelming. As explained above, the main attraction is the Unown messages - randomized phrases typed out in the rough-to-understand Unown language that the player has very little time to decipher before suffering an instant blueball. Additionally, Celebi's Perish Song will only add to the stress of beating the chart itself, cutting your maximum HP in half by the time it gives the last song, and Gold's several {{jump scare}}s covering the screen will likely lead to a good few misses. It gets even worse during the second half; a good number of new, long-as-hell messages will begin to show up (one just a few seconds before Boyfriend starts singing, near-guaranteeing some extra misses), Gold starts jump-scaring way more frequently and on harder sections, and the whole thing has to be done with Perish Song having already maxed out. There's a very good chance this song will end up being the last hurdle the player has to get through before unlocking "Purin".



*** "Triple Trouble" is a tremendous endurance test, [[MarathonLevel going on for 8 whole minutes]] and not giving a second of pause (something that longer songs from other ''Friday Night Funkin''' mods like [[VideoGame/VsDaveAndBambi "Splitathon"]] and [[VideoGame/LiterallyEveryFnfModEver "Little Man 2"]] often do). Adding onto this is a number of mechanics that can cause rapid, fatal LifeDrain and just enough InterfaceScrew to trip up the player, as well as an increase in tempo once Soul Robotnik arrives, all of which combine to make the song a deadly gauntlet worthy of .exe's full power.
*** Exclusively in the 2.0 update, "Black Sun" has a health drain mechanic which increases in pace if the player misses notes, and getting combos only ''slightly'' reduces the health drain, ''and since there is no way to regain health that has been lost, every mistake counts, and they can cost the player DEARLY if they end up botching a segment and cannot recover quickly enough.''
*** According to Revie, she had stated in a Newgrounds Q&A that if 2.5 came out, "God Speed" would have had a ''more intense version'' of Black Sun's health drain mechanic, ''and in comparison to the former song, God Speed would have been a longer and more difficult track, clocking in at over four minutes compared to Black Sun's over two and a half minute runtime.'' ''Yikes...''
*** In the 2.5/Cancelled Update, Starved's song "Fight or Flight" is an erratic song with dense note placements and frequent changes in tempo and speed to throw you off, but its true difficulty is in its unique "Fear" mechanic. On the side of the screen, there's a bar, every time Starved performs a note, it builds a bit -- after the Fear bar reaches certain threshold, the healthbar will drain. The drain only gets quicker and quicker the higher it goes over the threshold, until it becomes impossible to reverse the drain and you are eventually reduced to a OneHitPointWonder where even a ''single'' miss will cost you the game, and if fills up completely, then it's an instant GameOver regardless. Misses cause it to increase by a bit, and while hitting notes decreases it, [[MyRulesAreNotYourRules it's not by the same amount as Starved's notes increase it]], meaning Starved always undoes your work by his immediate next turn; and Starved's long turns by the midpoint of the song will guarantee periods of rapid, unstoppable Fear growth that cannot be reversed. FC Videos have shown even if played perfectly, becoming a OneHitPointWonder is ''completely unavoidable'' for the last 30 or so seconds of the song, and left with only a ''small quarter'' of Fear away from an instant GameOver by the end. This all together makes "Fight or Flight" a ''punishing'' song that leaves ''very'' little room for error, as it's very possible to botch a segment and be left in a state of ControllableHelplessness as you watch the Fear bar slowly reach the top, with absolutely nothing you can do about it besides accepting your fate. Whether this is by design, or a byproduct of the mod's cancellation is up for debate.

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*** **** "Triple Trouble" is a tremendous endurance test, [[MarathonLevel going on for 8 whole minutes]] and not giving a second of pause (something that longer songs from other ''Friday Night Funkin''' mods like [[VideoGame/VsDaveAndBambi "Splitathon"]] and [[VideoGame/LiterallyEveryFnfModEver "Little Man 2"]] often do). Adding onto this is a number of mechanics that can cause rapid, fatal LifeDrain and just enough InterfaceScrew to trip up the player, as well as an increase in tempo once Soul Robotnik arrives, all of which combine to make the song a deadly gauntlet worthy of .exe's full power.
*** **** Exclusively in the 2.0 update, "Black Sun" has a health drain mechanic which increases in pace if the player misses notes, and getting combos only ''slightly'' reduces the health drain, ''and since there is no way to regain health that has been lost, every mistake counts, and they can cost the player DEARLY if they end up botching a segment and cannot recover quickly enough.''
*** ***** According to Revie, she had stated in a Newgrounds Q&A that if 2.5 came out, "God Speed" would have had a ''more intense version'' of Black Sun's health drain mechanic, ''and in comparison to the former song, God Speed would have been a longer and more difficult track, clocking in at over four minutes compared to Black Sun's over two and a half minute runtime.'' ''Yikes...''
*** **** In the 2.5/Cancelled Update, Starved's song "Fight or Flight" is an erratic song with dense note placements and frequent changes in tempo and speed to throw you off, but its true difficulty is in its unique "Fear" mechanic. On the side of the screen, there's a bar, every time Starved performs a note, it builds a bit -- after the Fear bar reaches certain threshold, the healthbar will drain. The drain only gets quicker and quicker the higher it goes over the threshold, until it becomes impossible to reverse the drain and you are eventually reduced to a OneHitPointWonder where even a ''single'' miss will cost you the game, and if fills up completely, then it's an instant GameOver regardless. Misses cause it to increase by a bit, and while hitting notes decreases it, [[MyRulesAreNotYourRules it's not by the same amount as Starved's notes increase it]], meaning Starved always undoes your work by his immediate next turn; and Starved's long turns by the midpoint of the song will guarantee periods of rapid, unstoppable Fear growth that cannot be reversed. FC Videos have shown even if played perfectly, becoming a OneHitPointWonder is ''completely unavoidable'' for the last 30 or so seconds of the song, and left with only a ''small quarter'' of Fear away from an instant GameOver by the end. This all together makes "Fight or Flight" a ''punishing'' song that leaves ''very'' little room for error, as it's very possible to botch a segment and be left in a state of ControllableHelplessness as you watch the Fear bar slowly reach the top, with absolutely nothing you can do about it besides accepting your fate. Whether this is by design, or a byproduct of the mod's cancellation is up for debate.



*** Tricky's third and final song "Hellclown". The newly-introduced fire arrows can easily end your run, not helped by the speed of the arrows that may cause you to accidentally press them [[DamnYouMuscleMemory out of instinct]].
*** The bonus song "Expurgation". [[spoiler:The notes come out much faster than they did in the previous songs, the fire arrows from "Hellclown" are replaced with Auditor-themed arrows that will INSTANTLY KO you if you press them, and Tricky's minions will mess with you by either blocking the arrows with stop-signs or moving your health-bar back by force. This song's difficulty is "Unfair" for damn good reasons.]]

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*** **** Tricky's third and final song "Hellclown". The newly-introduced fire arrows can easily end your run, not helped by the speed of the arrows that may cause you to accidentally press them [[DamnYouMuscleMemory out of instinct]].
*** **** The bonus song "Expurgation". [[spoiler:The notes come out much faster than they did in the previous songs, the fire arrows from "Hellclown" are replaced with Auditor-themed arrows that will INSTANTLY KO you if you press them, and Tricky's minions will mess with you by either blocking the arrows with stop-signs or moving your health-bar back by force. This song's difficulty is "Unfair" for damn good reasons.]]



*** Out of all of the non-bonus songs featured in the mod, "Interdimensional" has easily taken the cake as the most infamous for its difficulty. This is primarily thanks to a mechanic introduced in "Polygonized"; 3D notes that the player has to hold the Spacebar to be able to hit. It's tough enough on its own to play a chart while one finger is preoccupied holding the key, but the song itself is also very fast-paced, and the inability to hit regular notes while holding Space makes it almost guaranteed that the player will miss several notes.
*** "Unfairness", appropriate to its role as an anti-cheat maneuver, is a ridiculously difficult punishment to attempt to beat. Not only is the song even more spam-happy than its already-tough predecessor "Cheating", but it also coats itself in a thick layer of deadly mechanics, from [[InterfaceScrew the notes spinning in a circle around the center of the screen to every arrow having a different scroll speed]] to automatically disabling ghost tapping (meaning the player will take damage for pressing an incorrect note). The fact that [[https://www.youtube.com/watch?v=vicmsm4YTlM people have managed to even beat it]] is frankly a miracle.
*** Thought "Unfairness" was hard? "Exploitation" takes it a step even further; while Boyfriend's side isn't quite as spam-happy as previous Expunged songs, it's still a very difficult chart on its own merits, and the InterfaceScrew is cranked up even further then ever before. With notes flying to and from every end of the screen, the same lack of ghost tapping, and [[spoiler:the window itself being shrunken down and moved around halfway in]], Expunged has every right to say you won't survive.
*** VideoGame/ArrowFunk: "Loaded" stands out as the hardest of the game's songs due to its dense charting and heavy use of bullet notes throughout, giving the player no break and heavy punishment for missing: in particular, a segment towards the end consists of two complicated bullet patterns back-to-back, which can easily kill. Even "-Debug", a song with intentionally ridiculous charting in reference to "Test", is easier to beat.

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*** **** Out of all of the non-bonus songs featured in the mod, "Interdimensional" has easily taken the cake as the most infamous for its difficulty. This is primarily thanks to a mechanic introduced in "Polygonized"; 3D notes that the player has to hold the Spacebar to be able to hit. It's tough enough on its own to play a chart while one finger is preoccupied holding the key, but the song itself is also very fast-paced, and the inability to hit regular notes while holding Space makes it almost guaranteed that the player will miss several notes.
*** **** "Unfairness", appropriate to its role as an anti-cheat maneuver, is a ridiculously difficult punishment to attempt to beat. Not only is the song even more spam-happy than its already-tough predecessor "Cheating", but it also coats itself in a thick layer of deadly mechanics, from [[InterfaceScrew the notes spinning in a circle around the center of the screen to every arrow having a different scroll speed]] to automatically disabling ghost tapping (meaning the player will take damage for pressing an incorrect note). The fact that [[https://www.youtube.com/watch?v=vicmsm4YTlM people have managed to even beat it]] is frankly a miracle.
*** **** Thought "Unfairness" was hard? "Exploitation" takes it a step even further; while Boyfriend's side isn't quite as spam-happy as previous Expunged songs, it's still a very difficult chart on its own merits, and the InterfaceScrew is cranked up even further then ever before. With notes flying to and from every end of the screen, the same lack of ghost tapping, and [[spoiler:the window itself being shrunken down and moved around halfway in]], Expunged has every right to say you won't survive.
*** VideoGame/ArrowFunk: "Loaded" stands out as the hardest of the game's mod’s songs due to its dense charting and heavy use of bullet notes throughout, giving the player no break and heavy punishment for missing: in particular, a segment towards the end consists of two complicated bullet patterns back-to-back, which can easily kill. Even "-Debug", a song with intentionally ridiculous charting in reference to "Test", is easier to beat.



*** This version of "M.I.L.F." manages to be this '''even moreso''' than the original, thanks to the streetlights introduced in "High" (which force you to press space when you hear a whistle blow) returning and the lightning bolt notes Mommy Mearest zaps at Boyfriend. Unlike Pico's bullets, [[OneHitKill miss even]] ''[[OneHitKill one]]'' [[OneHitKill lightning note, and it's back to the beginning of the song for you]]. Same goes for [[spoiler: [[KaizoTrap the final streetlight at the very end]].]]
*** Surprisingly enough, "Winter Horrorland" of all songs can be this. While it was a very easy song in the original that relied more on [[SurprisinglyCreepyMoment shock value]] than difficulty, here Monster is constantly draining Boyfriend's health throughout the song, and said draining starts as soon as the song starts. As a result, Monster basically has the advantage over Boyfriend for almost the entirety of the song, and the player is given little to no room for error when it comes to hitting the notes.

to:

*** **** This version of "M.I.L.F." manages to be this '''even moreso''' than the original, thanks to the streetlights introduced in "High" (which force you to press space when you hear a whistle blow) returning and the lightning bolt notes Mommy Mearest zaps at Boyfriend. Unlike Pico's bullets, [[OneHitKill miss even]] ''[[OneHitKill one]]'' [[OneHitKill lightning note, and it's back to the beginning of the song for you]]. Same goes for [[spoiler: [[KaizoTrap the final streetlight at the very end]].]]
*** **** Surprisingly enough, "Winter Horrorland" of all songs can be this. While it was a very easy song in the original that relied more on [[SurprisinglyCreepyMoment shock value]] than difficulty, here Monster is constantly draining Boyfriend's health throughout the song, and said draining starts as soon as the song starts. As a result, Monster basically has the advantage over Boyfriend for almost the entirety of the song, and the player is given little to no room for error when it comes to hitting the notes.



*** VideoGame/VsImpostor: Defeat, the bonus song in V3 and the sole song in Week 4 outside of Finale. The only strum line visible is your own, meaning you can only guess which notes Black is gonna hit. The REAL kicker, however, is that you have to play this song PERFECTLY in order to beat it. Miss even ONE note, and it's an instant game over. This was nerfed in V4, which now allows you to choose how many combo breaks it will take for Black to kill you, up to six, and the instant kill is absent entirely in their last song, going back to a proper health bar.



*** "Exclusion Zone", the last song of Week 4. After the conspiracy theorist sips his coffee, the song speeds up significantly and the arrow density also increases a lot. Given most of the other songs in the mod are slower and have few if any note dense sections, it's a very heavily whiplash.
*** The 3.0 update revamped Week 2 and introduces "Crack", the third song of the week. "Confidential" and "Aegis" were slow and had fewer notes to offset the agents' gimmicks, but "Crack" is faster-paced and has more note dense sections. Compared to the other agents' gimmicks, which weren't too different from the normal gameplay, Agent Cuddles messes with your interface, whether it be covering your screen with static to obscure the arrows, moving the entire HUD to a different point on the screen, arrows and all, or lowering your volume so you can't hear the song at all. When he decides to mess with the interface is also completely random. The song after, "Enforcement", is a cakewalk in comparison.
*** VideoGame/CosmoCalamityVsYukichi If "[[VideoGame/VsFlippy Flippin Out]]" takes the original "[[VideoGame/VSWhitty Ballistic]]" up to eleven, "Service-Unavailable" takes "Flippin Out", turns up the difficulty knob till it breaks off, [[BeyondTheImpossible than screws it even further up with a screwdriver for good measure.]] Notes coming at you at breakneck pace, being so close together that you need to hit them one frame after another, jacks that consist of hitting notes one after another, following up jacks with other jacks, [[MarathonLevel and the song being almost 5 minutes long...]] Good luck clearing this one on your first attempt.

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*** **** "Exclusion Zone", the last song of Week 4. After the conspiracy theorist sips his coffee, the song speeds up significantly and the arrow density also increases a lot. Given most of the other songs in the mod are slower and have few if any note dense sections, it's a very heavily whiplash.
*** **** The 3.0 update revamped Week 2 and introduces "Crack", the third song of the week. "Confidential" and "Aegis" were slow and had fewer notes to offset the agents' gimmicks, but "Crack" is faster-paced and has more note dense sections. Compared to the other agents' gimmicks, which weren't too different from the normal gameplay, Agent Cuddles messes with your interface, whether it be covering your screen with static to obscure the arrows, moving the entire HUD to a different point on the screen, arrows and all, or lowering your volume so you can't hear the song at all. When he decides to mess with the interface is also completely random. The song after, "Enforcement", is a cakewalk in comparison.
*** VideoGame/CosmoCalamityVsYukichi VideoGame/CosmoCalamityVsYukichi: If "[[VideoGame/VsFlippy Flippin Out]]" takes the original "[[VideoGame/VSWhitty Ballistic]]" up to eleven, "Service-Unavailable" takes "Flippin Out", turns up the difficulty knob till it breaks off, [[BeyondTheImpossible than screws it even further up with a screwdriver for good measure.]] Notes coming at you at breakneck pace, being so close together that you need to hit them one frame after another, jacks that consist of hitting notes one after another, following up jacks with other jacks, [[MarathonLevel and the song being almost 5 minutes long...]] Good luck clearing this one on your first attempt.attempt.
*** VideoGame/TheBlueballsIncident:
**** "Technophobia", the player's rematch against Smiler, was created to be very hard on purpose in response to complaints that the original mod was too easy, and god damn does it deliver. The song is the second-fastest in the mod at 180 BPM (beaten only by the OptionalBoss "Your Mom") and has much more frenetic charting compared to most others, as well as two incredibly long solos. Additionally, Smiler dishes out very powerful DamageOverTime on top of the mass amount of damaging static notes scattered throughout the chart, meaning you'll likely spend most of the song with very little health. It was even worse before the 2.0.1 patch, too, as the static notes had much larger hitboxes.
**** There is a good reason the player doesn't need to beat "[[FinalBoss Athazagoraphobia]]" to continue the story. Its charting can get very quick at times and features a recurring segment requiring the player to hold one note while simultaneously hitting many others, as well as nearly-invisible notes that you have to hit and a mountain of SensoryAbuse and [[AntiRegeneration the loss of your ability to heal]] near the ending, but what really sets it apart is its numerous [[UnexpectedGameplayChange new mechanics involving a sudden cursor]] ([[GuideDangIt none of which the player is told how to handle, by the way]]). He can, in order of appearance:
***** Turn into a Boyfriend silhouette with a Trollface that teleports between the four corners of the screen, requiring the player hover the cursor over them lest they lose health.
***** Become a giant spitting out projectiles that must be blocked with the cursor. This isn't very difficult on its own, but the song often cuts between it and the previous form, diverting the player's attention often, and the projectiles don't disappear when his form changes.
***** Summon several fast-spawning eyes in the background that the player needs to swipe the cursor over before too many of them appear.
*** VideoGame/FridayNightFankan: The {{Superboss}}, Cancer Lord, comes packing an incredibly difficult song called "Infinigger". The song is blazing fast at a whopping 200 BPM and shares a note density similar to [[VideoGame/VsWhitty Ballistic]]. On top of that, it also features Ebola arrows that apply a stacking DamageOverTime effect if you hit them, and right before the hardest part of the song, [[InterfaceScrew your controls are flipped]] to screw with your muscle memory.
*** VideoGame/FridayNightDustin: While the mod itself is considered pretty hard, many players complain about "Anthropophobia" for the absurdity of the chart plus the oversaturation of game mechanics, to the point that some say that FC is almost impossible and others think it's downright unplayable.
*** VideoGame/FridayNightFunkinMariosMadness:
**** Of all the new songs introduced in [=V2=], "No Party" is by far the hardest. In spite of a relatively standard chart, the mechanic in the song is easily the hardest of the mod. During the song, the player will need to trace words within a certain time, or else they’ll die. Sounds fine, right? Wrong. Not only will there very often be notes coming up when you’re tracing, which’ll guarantee a few misses, and not only are you forced to trade with your cursor, which can often slip up or not press down properly, but even getting 50% or higher will result in DJ Hallyboo lowering your health by a significant amount. Combine that with the lack of notes on the opponent’s side, making it harder to predict the notes, and the unique screen size potentially being disorienting, and you get a torturous song that, as the name implies, is no party.
**** Additionally, V2 introduces "MARIO SING AND GAME RYTHM 9". Despite being one of the first songs in the mod, being the final level of the first world, its mechanic is among one of the hardest. Similar to an actual Sonic game like the original bootleg was built on, you have to collect rings in order to survive, and the player gets a game over if they miss without a ring on hand. However, missing causes '''ALL''' of your rings to spill out, and the song is fairly note-dense. Those two factors mean that you have to play near flawlessly or [[MercyMode rely on Luigi]] just to get through it. The 2.0.1 update fortunately made the song more merciful, where now missing a note only causes you to lose half your rings instead of all of them.
**** Abandoned can easily reach into this territory depending on your frame rate. The charting isn’t as bad as some of the other songs, but its mechanic more than makes up for it. The area the song takes place in slowly floods as the song goes on, which results in health drain that gets more severe the higher the water level is, and can be decreased by hitting diamond notes. At lower frame rates, this is fairly manageable as the water doesn’t rise too fast. But at higher frame rate, the water rises at incredibly high speeds. You can hit all the diamonds in the song, and still end up dying because the water recovers its height prior to the diamond about as fast as it took to hit the note.
*** VideoGame/FridayNightSandboxin: ''Spyware'', the final song of the week, has a whopping ''300 BPM'' and utilizes it well, with tons of absurdly fast inputs and only a handful of easier parts in between. What really makes this song fit the trope, however, is its scroll speed; its absolute minimum is a whopping 3.4 (for scale, [[VideoGame/VSWhitty Ballistic]] has a scroll speed of 3 in Hard mode), and [[HarderThanHard Pain difficulty]] puts it at a downright unholy 10, tying it with the below mentioned "Evacuate" (at least at Troll difficulty) for the fastest scroll speed in modding history.
*** VideoGame/TheFridayNightIncident: Until an update removed the LifeDrain and [[OneHitPointWonder single-miss instakill]] mechanics, "Evacuate" was incredibly tough, so much so that few managed to beat it without the help of [[GameplayAutomation Botplay]]. The song itself is tough enough with its high BPM and scroll speed, though its note density is thankfully rather average in comparison. Where things become insane, though, are the song's gimmicks. Axe notes are littered throughout the chart, which [[OneHitKill instantly kill the player]] if they're hit and may give players of VideoGame/TheTrickyMod flashbacks. Trollge also gives a constant DamageOverTime effect, ensuring that the player is constantly close to defeat...not that this matters all that much, as similarly to the above-mentioned [[VideoGame/VsImpostor "Defeat"]], ''[[OneHitPointWonder missing a single note causes an instant death]]''.
**** As if that all wasn't bad enough, playing it in [[HarderThanHard "Troll"]] [[UnwinnableJokeGame difficulty]] turns it into a challenge so absurdly hard, the chart itself is unfinished because [[UnwinnableByDesign the devs don't expect it to be possible]]. The scroll speed is set to a whopping ''10'' (the same as the above mentioned VideoGame/FridayNightSandboxin's "Spyware") in a game where anything above 4 is considered absurd, meaning that you would need inhuman reflexes or pure memory to notice the notes coming. Additionally, the chart is changed to be ridiculously bloated with [[ThatOneAttack double and triple notes, hold notes combined with other notes]], and tons of notes that don't follow the vocals - and that's not even getting into the axe notes. Even if you were to somehow complete the song, it still remains impossible thanks to an incomplete chart preventing Boyfriend from counteracting the DamageOverTime. Unfortunately, this led some players to criticize the song's overcharting and unfinished nature, but fortunately the devs are aware of this and [[AuthorsSavingThrow intend to release an update that fixes Evacuate's charting]].
*** VideoGame/FridayNightMonsterOfMonsters:
**** "First Instance" shows itself to be way harder than anything else the mod can throw at you once you reach the instrumental second half. The gameplay suddenly becomes much closer to a typical rhythm game chart, meaning an immense amount of notes, including tons of doubles and triples, flying at you insanely fast with just about zero breathing room for a very long period of time. Good luck getting the full combo on this one.
**** "[=Hav0x=]", "[=Qu4rterb4ck=]" and "Suitmation Trials" may just be the instrumentals of "Out of Place", "Deus Ex Machina" and "First Instance" respectively, but they more than make up for the lack of opponent by bringing in complex charting the player has to fight through, including double and triple note sets. Add to that the HP system from the game's Story Mode songs and you've got quite the challenging group of songs to really test your reflexes.

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*** ''VideoGame/FridayNightFunkinLullaby''
*** In spite of merely being the first song in the Lost Silver week, "Frostbite" is a major challenge. While the song has a surprisingly slow and calm chart, the three mechanics the song offers are nightmarish to get through. For starters, throughout the entire song, a cold meter is gradually filling up, which causes an instant game over if it reaches the top. This can be decreased by Typhlosion using Ember, however, Typhlosion can only be used 10 times, as it’ll die by the tenth. The player’s health is drained regardless of whether or not Red is singing, and can even cause a game over merely via it. Said health drain is primarily powered by the cold meter, with the strength being determined by how high the cold meter is. And to top all of this off, in the second part of the song, Freakachu will occasionally use Pain Split, dealing a considerable amount of health when used.
*** Even with the huge amount of new songs in V2, "Monochrome" has continued to stick out as an absolute nightmare to get through. The chart itself isn't too bad to handle on its own, but the amount of gimmicks up Gold's sleeve can easily get overwhelming. As explained above, the main attraction is the Unown messages - randomized phrases typed out in the rough-to-understand Unown language that the player has very little time to decipher before suffering an instant blueball. Additionally, Celebi's Perish Song will only add to the stress of beating the chart itself, cutting your maximum HP in half by the time it gives the last song, and Gold's several {{jump scare}}s covering the screen will likely lead to a good few misses. It gets even worse during the second half; a good number of new, long-as-hell messages will begin to show up (one just a few seconds before Boyfriend starts singing, near-guaranteeing some extra misses), Gold starts jump-scaring way more frequently and on harder sections, and the whole thing has to be done with Perish Song having already maxed out. There's a very good chance this song will end up being the last hurdle the player has to get through before unlocking "Purin".

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*** ''VideoGame/FridayNightFunkinLullaby''
VideoGame/VsWhitty: "Ballistic", Whitty's final song where he goes OneWingedAngel, was for the longest time called the hardest song to come out of a Friday Night Funkin' mod and for a good reason, relying on pressing a ludicrous amount of key mashing segments and high scroll speed to beat it, unless you've had experience with extremely hard and quick songs, something rare for the much casual fanbase that the game has compared to other rhythm games, not even playing on Easy will save you here. For the updated re-release "Ballistic" has gotten much more manageable in the starting segment, however by properly syncing to the vocals, the beatdrop that lasts for four verses has turned into both the "Roses" and the "M.I.L.F." beatdrop on steroids. Better have nimble fingers.
*** VideoGame/VsHexMod: [[SurpriseDifficulty Surprisingly for a chill mod]], "Detected". For starters, it is a modchart of the InterfaceScrew variety, made by the same charter for ''VideoGame/InTheGalaxy'', which includes — but not limited to — waving the judgement arrows around, moving it across the screen, changing the speed of arrows constantly and at one point, making the arrows disappear when it gets close to the judgement arrows, and so on and so forth to deliberately screw with the player perception. Oh, and you can only heal when you hit a "Sick!" rating. ''Have fun.''
*** VideoGame/QTMod: [[BrutalBonusLevel Termination]], which was created as a NintendoHard [[JokeLevel joke song]]. [[MarathonLevel It's just over five minutes long, which is nearly double the length of most songs in both the main game and mods similar to this one.]] There are lots of double notes in the chart, something that isn't found in many mods at the time. It's also filled with InterfaceScrew, with your buttons being swapped around and fog emerging from your screen. [[SarcasmMode And the best part?]] There are a lot of OneHitKill sawblades that you have to avoid, and the only way to do that is by paying close attention to the music. The sawblades alone make the aforementioned InterfaceScrew and charting patterns look like ''inconveniences.'' While the 2.0 version changed the mechanics of the sawblades, they might be ''worse'' than the original. While they aren't OneHitKill anymore, they do take a lot of your health and also decrease your max HP. Not only that, it has been recharted to have more double notes ''and'' have damage notes, so you might get a lot of DamnYouMuscleMemory moments.
*** VideoGame/VsRonTheResurrection: The original ''Bloodshed'' can be accurately described as NintendoHard, with rapid scrolling speed and lots of notes. Even though it later received a massive {{Nerf}}, a modchart with lots of InterfaceScrew was added in to make up for that.
*** ''VideoGame/FridayNightFunkinLullaby'':
****
In spite of merely being the first song in the Lost Silver week, "Frostbite" is a major challenge. While the song has a surprisingly slow and calm chart, the three mechanics the song offers are nightmarish to get through. For starters, throughout the entire song, a cold meter is gradually filling up, which causes an instant game over if it reaches the top. This can be decreased by Typhlosion using Ember, however, Typhlosion can only be used 10 times, as it’ll die by the tenth. The player’s health is drained regardless of whether or not Red is singing, and can even cause a game over merely via it. Said health drain is primarily powered by the cold meter, with the strength being determined by how high the cold meter is. And to top all of this off, in the second part of the song, Freakachu will occasionally use Pain Split, dealing a considerable amount of health when used.
*** **** Even with the huge amount of new songs in V2, "Monochrome" has continued to stick out as an absolute nightmare to get through. The chart itself isn't too bad to handle on its own, but the amount of gimmicks up Gold's sleeve can easily get overwhelming. As explained above, the main attraction is the Unown messages - randomized phrases typed out in the rough-to-understand Unown language that the player has very little time to decipher before suffering an instant blueball. Additionally, Celebi's Perish Song will only add to the stress of beating the chart itself, cutting your maximum HP in half by the time it gives the last song, and Gold's several {{jump scare}}s covering the screen will likely lead to a good few misses. It gets even worse during the second half; a good number of new, long-as-hell messages will begin to show up (one just a few seconds before Boyfriend starts singing, near-guaranteeing some extra misses), Gold starts jump-scaring way more frequently and on harder sections, and the whole thing has to be done with Perish Song having already maxed out. There's a very good chance this song will end up being the last hurdle the player has to get through before unlocking "Purin".



*** "Triple Trouble" is a tremendous endurance test, [[MarathonLevel going on for 8 whole minutes]] and not giving a second of pause (something that longer songs from other ''Friday Night Funkin''' mods like [[VideoGame/VsDaveAndBambi "Splitathon"]] and [[VideoGame/LiterallyEveryFnfModEver "Little Man 2"]] often do). Adding onto this is a number of mechanics that can cause rapid, fatal LifeDrain and just enough InterfaceScrew to trip up the player, as well as an increase in tempo once Soul Robotnik arrives, all of which combine to make the song a deadly gauntlet worthy of .exe's full power.
*** In the 2.5/Cancelled Update, Starved's song "Fight or Flight" is an erratic song with dense note placements and frequent changes in tempo and speed to throw you off, but its true difficulty is in its unique "Fear" mechanic. On the side of the screen, there's a bar, every time Starved performs a note, it builds a bit -- after the Fear bar reaches certain threshold, the healthbar will drain. The drain only gets quicker and quicker the higher it goes over the threshold, until it becomes impossible to reverse the drain and you are eventually reduced to a OneHitPointWonder where even a ''single'' miss will cost you the game, and if fills up completely, then it's an instant GameOver regardless. Misses cause it to increase by a bit, and while hitting notes decreases it, [[MyRulesAreNotYourRules it's not by the same amount as Starved's notes increase it]], meaning Starved always undoes your work by his immediate next turn; and Starved's long turns by the midpoint of the song will guarantee periods of rapid, unstoppable Fear growth that cannot be reversed. FC Videos have shown even if played perfectly, becoming a OneHitPointWonder is ''completely unavoidable'' for the last 30 or so seconds of the song, and left with only a ''small quarter'' of Fear away from an instant GameOver by the end. This all together makes "Fight or Flight" a ''punishing'' song that leaves ''very'' little room for error, as it's very possible to botch a segment and be left in a state of ControllableHelplessness as you watch the Fear bar slowly reach the top, with absolutely nothing you can do about it besides accepting your fate. Whether this is by design, or a byproduct of the mod's cancellation is up for debate.

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*** **** "Triple Trouble" is a tremendous endurance test, [[MarathonLevel going on for 8 whole minutes]] and not giving a second of pause (something that longer songs from other ''Friday Night Funkin''' mods like [[VideoGame/VsDaveAndBambi "Splitathon"]] and [[VideoGame/LiterallyEveryFnfModEver "Little Man 2"]] often do). Adding onto this is a number of mechanics that can cause rapid, fatal LifeDrain and just enough InterfaceScrew to trip up the player, as well as an increase in tempo once Soul Robotnik arrives, all of which combine to make the song a deadly gauntlet worthy of .exe's full power.
*** **** Exclusively in the 2.0 update, "Black Sun" has a health drain mechanic which increases in pace if the player misses notes, and getting combos only ''slightly'' reduces the health drain, ''and since there is no way to regain health that has been lost, every mistake counts, and they can cost the player DEARLY if they end up botching a segment and cannot recover quickly enough.''
***** According to Revie, she had stated in a Newgrounds Q&A that if 2.5 came out, "God Speed" would have had a ''more intense version'' of Black Sun's health drain mechanic, ''and in comparison to the former song, God Speed would have been a longer and more difficult track, clocking in at over four minutes compared to Black Sun's over two and a half minute runtime.'' ''Yikes...''
****
In the 2.5/Cancelled Update, Starved's song "Fight or Flight" is an erratic song with dense note placements and frequent changes in tempo and speed to throw you off, but its true difficulty is in its unique "Fear" mechanic. On the side of the screen, there's a bar, every time Starved performs a note, it builds a bit -- after the Fear bar reaches certain threshold, the healthbar will drain. The drain only gets quicker and quicker the higher it goes over the threshold, until it becomes impossible to reverse the drain and you are eventually reduced to a OneHitPointWonder where even a ''single'' miss will cost you the game, and if fills up completely, then it's an instant GameOver regardless. Misses cause it to increase by a bit, and while hitting notes decreases it, [[MyRulesAreNotYourRules it's not by the same amount as Starved's notes increase it]], meaning Starved always undoes your work by his immediate next turn; and Starved's long turns by the midpoint of the song will guarantee periods of rapid, unstoppable Fear growth that cannot be reversed. FC Videos have shown even if played perfectly, becoming a OneHitPointWonder is ''completely unavoidable'' for the last 30 or so seconds of the song, and left with only a ''small quarter'' of Fear away from an instant GameOver by the end. This all together makes "Fight or Flight" a ''punishing'' song that leaves ''very'' little room for error, as it's very possible to botch a segment and be left in a state of ControllableHelplessness as you watch the Fear bar slowly reach the top, with absolutely nothing you can do about it besides accepting your fate. Whether this is by design, or a byproduct of the mod's cancellation is up for debate.debate.
*** VideoGame/VsFlippy: "Flippin Out" is basically the original "[[VideoGame/VSWhitty Ballistic]]", but [[ExaggeratedTrope it's so overexaggerated that saying it's overexaggerated would be an understatement]]. The notes scroll through so fast, that [[NintendoHard even the most experienced players can't beat the song perfectly without using a bot]]. Even after Version 2.1 recharted the song and slowed down the arrows, it's still difficult to have a perfect combo.



*** Tricky's third and final song "Hellclown". The newly-introduced fire arrows can easily end your run, not helped by the speed of the arrows that may cause you to accidentally press them [[DamnYouMuscleMemory out of instinct]].
*** The bonus song "Expurgation". [[spoiler:The notes come out much faster than they did in the previous songs, the fire arrows from "Hellclown" are replaced with Auditor-themed arrows that will INSTANTLY KO you if you press them, and Tricky's minions will mess with you by either blocking the arrows with stop-signs or moving your health-bar back by force. This song's difficulty is "Unfair" for damn good reasons.]]

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*** **** Tricky's third and final song "Hellclown". The newly-introduced fire arrows can easily end your run, not helped by the speed of the arrows that may cause you to accidentally press them [[DamnYouMuscleMemory out of instinct]].
*** **** The bonus song "Expurgation". [[spoiler:The notes come out much faster than they did in the previous songs, the fire arrows from "Hellclown" are replaced with Auditor-themed arrows that will INSTANTLY KO you if you press them, and Tricky's minions will mess with you by either blocking the arrows with stop-signs or moving your health-bar back by force. This song's difficulty is "Unfair" for damn good reasons.]]


Added DiffLines:

*** VideoGame/VsDaveAndBambi:
**** Out of all of the non-bonus songs featured in the mod, "Interdimensional" has easily taken the cake as the most infamous for its difficulty. This is primarily thanks to a mechanic introduced in "Polygonized"; 3D notes that the player has to hold the Spacebar to be able to hit. It's tough enough on its own to play a chart while one finger is preoccupied holding the key, but the song itself is also very fast-paced, and the inability to hit regular notes while holding Space makes it almost guaranteed that the player will miss several notes.
**** "Unfairness", appropriate to its role as an anti-cheat maneuver, is a ridiculously difficult punishment to attempt to beat. Not only is the song even more spam-happy than its already-tough predecessor "Cheating", but it also coats itself in a thick layer of deadly mechanics, from [[InterfaceScrew the notes spinning in a circle around the center of the screen to every arrow having a different scroll speed]] to automatically disabling ghost tapping (meaning the player will take damage for pressing an incorrect note). The fact that [[https://www.youtube.com/watch?v=vicmsm4YTlM people have managed to even beat it]] is frankly a miracle.
**** Thought "Unfairness" was hard? "Exploitation" takes it a step even further; while Boyfriend's side isn't quite as spam-happy as previous Expunged songs, it's still a very difficult chart on its own merits, and the InterfaceScrew is cranked up even further then ever before. With notes flying to and from every end of the screen, the same lack of ghost tapping, and [[spoiler:the window itself being shrunken down and moved around halfway in]], Expunged has every right to say you won't survive.
*** VideoGame/ArrowFunk: "Loaded" stands out as the hardest of the game's songs due to its dense charting and heavy use of bullet notes throughout, giving the player no break and heavy punishment for missing: in particular, a segment towards the end consists of two complicated bullet patterns back-to-back, which can easily kill. Even "-Debug", a song with intentionally ridiculous charting in reference to "Test", is easier to beat.
*** VideoGame/FunkinMix: In addition to this Monster being far more terrifying than canon, he's also much, much harder. "Sickly Sour" is an almost constant, fast onslaught of notes, and the level's massive health drain means the player is always going to be right at death's door when Boyfriend's turn rolls around; combine this with frequent duets between Monster and Boyfriend, multiple points where the player's chart is suddenly barraged with arrows, and a whooping 3 minute song when the mod's OST usually caps at around a minute, and the demons aren't the only thing from Hell.
*** VideoGame/FridayNightFunkinHD:
**** This version of "M.I.L.F." manages to be this '''even moreso''' than the original, thanks to the streetlights introduced in "High" (which force you to press space when you hear a whistle blow) returning and the lightning bolt notes Mommy Mearest zaps at Boyfriend. Unlike Pico's bullets, [[OneHitKill miss even]] ''[[OneHitKill one]]'' [[OneHitKill lightning note, and it's back to the beginning of the song for you]]. Same goes for [[spoiler: [[KaizoTrap the final streetlight at the very end]].]]
**** Surprisingly enough, "Winter Horrorland" of all songs can be this. While it was a very easy song in the original that relied more on [[SurprisinglyCreepyMoment shock value]] than difficulty, here Monster is constantly draining Boyfriend's health throughout the song, and said draining starts as soon as the song starts. As a result, Monster basically has the advantage over Boyfriend for almost the entirety of the song, and the player is given little to no room for error when it comes to hitting the notes.
*** VideoGame/DaveAndBambiGoldenAppleEdition: "Applecore" is the fourth-longest song in the mod at a whopping ''5 minutes'', and all three parts of it can give a fair bit of difficulty themselves. Bandu, while mostly rather simple to handle, goes significantly faster near the end of his section, and Bambi brings with him a faster tempo, irritating InterfaceScrew, and a much more frenetic singing pace. This is absolutely nothing compared to the second half, however; Expunged comes in with a HostileShowTakeover, and with him comes everything that makes [[VideoGame/VsDaveAndBambi "Unfairness"]] so hellish - boosting the InterfaceScrew to an absurd degree, removing ghost tapping, and spamming notes at a speed no human being could even think about perfecting. Don't forget, too, that losing to this part means going all the way back to the beginning of this MarathonLevel.
*** VideoGame/MartianMixtape:
**** "Exclusion Zone", the last song of Week 4. After the conspiracy theorist sips his coffee, the song speeds up significantly and the arrow density also increases a lot. Given most of the other songs in the mod are slower and have few if any note dense sections, it's a very heavily whiplash.
**** The 3.0 update revamped Week 2 and introduces "Crack", the third song of the week. "Confidential" and "Aegis" were slow and had fewer notes to offset the agents' gimmicks, but "Crack" is faster-paced and has more note dense sections. Compared to the other agents' gimmicks, which weren't too different from the normal gameplay, Agent Cuddles messes with your interface, whether it be covering your screen with static to obscure the arrows, moving the entire HUD to a different point on the screen, arrows and all, or lowering your volume so you can't hear the song at all. When he decides to mess with the interface is also completely random. The song after, "Enforcement", is a cakewalk in comparison.
*** VideoGame/CosmoCalamityVsYukichi If "[[VideoGame/VsFlippy Flippin Out]]" takes the original "[[VideoGame/VSWhitty Ballistic]]" up to eleven, "Service-Unavailable" takes "Flippin Out", turns up the difficulty knob till it breaks off, [[BeyondTheImpossible than screws it even further up with a screwdriver for good measure.]] Notes coming at you at breakneck pace, being so close together that you need to hit them one frame after another, jacks that consist of hitting notes one after another, following up jacks with other jacks, [[MarathonLevel and the song being almost 5 minutes long...]] Good luck clearing this one on your first attempt.
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** And one reason [[TheScrappy Meden isn't too popular]] is that she gets [[DistressedDamsel kidnapped]] in each game...and to save her, you have to chase her carriage across the aforementioned deserts.

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** And one reason [[TheScrappy Meden isn't too popular]] is that she gets [[DistressedDamsel [[DamselInDistress kidnapped]] in each game...and to save her, you have to chase her carriage across the aforementioned deserts.
Tabs MOD

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dewicking disambiguation page


* "[[Music/AmonAmarth Twilight of the Thunder God]]"[[labelnote:*]]This song was DownloadableContent for ''Guitar Hero 5'', but all the DLC for this game, along with ''World Tour'' and ''Warriors of Rock'', are no longer available due to the DLC service being shut down[[/labelnote]] on Expert+ drums is nearly filled to the brim with bass notes that go so fast that you '''will''' need two bass pedals to even stand a chance. And [[JustForPun Thor]] help you if you even try to FC this chart.

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* "[[Music/AmonAmarth Twilight of the Thunder God]]"[[labelnote:*]]This song was DownloadableContent for ''Guitar Hero 5'', but all the DLC for this game, along with ''World Tour'' and ''Warriors of Rock'', are no longer available due to the DLC service being shut down[[/labelnote]] on Expert+ drums is nearly filled to the brim with bass notes that go so fast that you '''will''' need two bass pedals to even stand a chance. And [[JustForPun Thor]] Thor help you if you even try to FC this chart.
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** [[VideoGame/{{Darius}} "Good bye my earth"]] is rated an 8 on the iOS version and while it's not particularly note-dense, the chart scrolls very fast and due to the [[CameraScrew odd camera angles]], many of the notes are only visible for brief moments, often for even less time than needed to be able to react. The charts practically require TrialAndErrorGameplay.

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** [[VideoGame/{{Darius}} "Good bye my earth"]] is rated an 8 on the iOS version and while it's not particularly note-dense, the chart scrolls very fast and due to the [[CameraScrew [[EventObscuringCamera odd camera angles]], many of the notes are only visible for brief moments, often for even less time than needed to be able to react. The charts practically require TrialAndErrorGameplay.
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* DDR SuperNOVA's "Boss Rush episode IV" on PS2. As if ten-footers weren't bad enough on their own (''especially'' the ones in Supernova), try doing SIX OF THEM in a row! To make matters worse, the really hard ones are right at the end, when you're exhausted... AND your health bar becomes MUCH more sensitive to misses! For anyone insane enough to try this, here's what you're up against:

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* DDR SuperNOVA's "Boss Rush episode IV" on PS2.[=PS2=]. As if ten-footers weren't bad enough on their own (''especially'' the ones in Supernova), try doing SIX OF THEM in a row! To make matters worse, the really hard ones are right at the end, when you're exhausted... AND your health bar becomes MUCH more sensitive to misses! For anyone insane enough to try this, here's what you're up against:
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** "Shanghai Honey" can also trip people up, due to strings of quick notes coupled with the quickly depleting life bar ensuring that making even just a few misses (or even mere [=100s=]) will be bad.

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** "Shanghai Honey" can also trip people up, due to strings of quick notes coupled with the quickly depleting life bar ensuring that making even just a few misses (or even mere [=100s=]) will be bad. It's even worse on Graceful Cheer (the hardest difficulty) as unlike the other songs where the beatmap is the same as hard but angled differently, it has rogue notes and a very different ending sequence which can trip those who were expecting something similar to the previous difficulty.
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[[AC:''VideoGame/BeatSaber'']]
* "Balearic Pumping" on Expert is notoriously difficult on the PC version.
* As of the Monstercat update, "Overkill - RIOT" on Expert+ is far and away the most difficult song in the pack.
* From the campaign mode, mission 17b is a rather difficult one. The mission is to play "$100 Bills" on Expert and One Saber mode. The complex note clusters needing to be done with one hand is hard enough, but you only get four misses, any more and you lose the level. Without proper practice, it's very easy to fail the mission before the beat drops.
* Mission 29 is also a pretty insidious showstopper for most players. It requires getting a score of at least 400,000 on Rum 'n' Bass Expert while getting no more than five bad cuts. The margin of error for getting said score is ''ridiculously'' tight as it is, but the last part of the song throws in a ''ton'' of tightly grouped notes that, unless you've mastered rapid-fire cutting with one hand, will almost certainly fail you out on the bad cuts criteria. The "No Fail" mode being active during this mission is practically a slap in the face, because unless you get a Full Combo or damn close to it, you're not passing this mission, period.
* The Music/{{Camellia}} songs. All high-speed songs, and all with no fewer than five notes per second on the hardest difficulties. The general rule of thumb with these songs is that each chart should be treated as a level of difficulty higher than usual, which means mastering Expert+ is going to prove quite the ordeal for even the most seasoned players.
** One of the worst offenders is "GHOST", which is, by a very wide margin, the toughest official track in the entire game; this nearly [[MarathonLevel six-minute]] monstrosity clocks in at well over 200 beats per minute and, as such, requires near superhuman arm speed to come even close to surviving at any difficulty above Hard. Those who can best it on Expert+ without any difficulty-reducing modifiers are few and far between and taking it on with difficulty-''increasing'' modifiers is an exercise in utter insanity.
** With the release of the fifth OST album, "Boss-Level-Chan" is right up there with "GHOST". While it's not the six-minute monster that the former is, it is, by far, the '''fastest''' level in the game with a BPM of over 300! The Expert+ routine clocks in at almost nine notes per second, and the introduction of the chain notes only serves to make it more difficult.
* "[=FitBeat=]" certainly qualifies. To clarify, the chart itself isn't terribly complex. What makes this song so brutal is the fact that it's specifically designed to tire you out quickly, making your biggest obstacle on this track your own physical limits. On higher difficulties, you'll simply find yourself dropping from exhaustion long before you reach the end of the song unless you have a decent level of physical endurance.
* The "Angel Voices" Expert+ routine. It's not particularly difficult at only 4.5 notes per second (although it is the other [[MarathonLevel six-minute]] track), it's just mapped horribly to the point that passing it is such a challenge most players will not play it again.
* The addition of the ''Electronic Mixtape'' music pack adds Darude's "Sandstorm" to the list. At just shy of 7 notes per second on Expert+, and over 6 on Expert, it's been hailed as an honorary Camellia song by the fanbase. The light map provides an additional challenge as one of the most rapidly flashing light shows of any routine, to the point anyone would be well advised to take into account Beat Games' epilepsy warning and disable the flashing.
* The Rock Mixtape pack include Lynyrd Skynyrd's "Free Bird", a [[MarathonLevel nine minute]] {{Epic Rock|ing}} number. With just under 3,000 notes and an average of 5.5 notes per second on Expert+, players who are not familiar with the number may be surprised at how calm it is... that is, until they reach the halfway point of the song four minutes in, and the beat picks up. While the first half of the song isn't particularly challenging, players will be tired by this point and the second half of the song is nothing but long chains of notes that easily surpass the 5.5 nps average and get into Camelia territory. Just one of these note strings is enough to ruin a combo or even fail the song. Even on Normal, the guitar solo features arc notes that require unnatural wrist angles.
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Not sure if these should go here, but they are definitely examples of That One Level, so…

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** And then once you get to mods people have made… hoo boy, that’s where the difficulty REALLY comes in.
*** ''VideoGame/FridayNightFunkinLullaby''
**** In spite of merely being the first song in the Lost Silver week, "Frostbite" is a major challenge. While the song has a surprisingly slow and calm chart, the three mechanics the song offers are nightmarish to get through. For starters, throughout the entire song, a cold meter is gradually filling up, which causes an instant game over if it reaches the top. This can be decreased by Typhlosion using Ember, however, Typhlosion can only be used 10 times, as it’ll die by the tenth. The player’s health is drained regardless of whether or not Red is singing, and can even cause a game over merely via it. Said health drain is primarily powered by the cold meter, with the strength being determined by how high the cold meter is. And to top all of this off, in the second part of the song, Freakachu will occasionally use Pain Split, dealing a considerable amount of health when used.
**** Even with the huge amount of new songs in V2, "Monochrome" has continued to stick out as an absolute nightmare to get through. The chart itself isn't too bad to handle on its own, but the amount of gimmicks up Gold's sleeve can easily get overwhelming. As explained above, the main attraction is the Unown messages - randomized phrases typed out in the rough-to-understand Unown language that the player has very little time to decipher before suffering an instant blueball. Additionally, Celebi's Perish Song will only add to the stress of beating the chart itself, cutting your maximum HP in half by the time it gives the last song, and Gold's several {{jump scare}}s covering the screen will likely lead to a good few misses. It gets even worse during the second half; a good number of new, long-as-hell messages will begin to show up (one just a few seconds before Boyfriend starts singing, near-guaranteeing some extra misses), Gold starts jump-scaring way more frequently and on harder sections, and the whole thing has to be done with Perish Song having already maxed out. There's a very good chance this song will end up being the last hurdle the player has to get through before unlocking "Purin".
*** ''VideoGame/VsSonicExe'':
**** "Triple Trouble" is a tremendous endurance test, [[MarathonLevel going on for 8 whole minutes]] and not giving a second of pause (something that longer songs from other ''Friday Night Funkin''' mods like [[VideoGame/VsDaveAndBambi "Splitathon"]] and [[VideoGame/LiterallyEveryFnfModEver "Little Man 2"]] often do). Adding onto this is a number of mechanics that can cause rapid, fatal LifeDrain and just enough InterfaceScrew to trip up the player, as well as an increase in tempo once Soul Robotnik arrives, all of which combine to make the song a deadly gauntlet worthy of .exe's full power.
**** In the 2.5/Cancelled Update, Starved's song "Fight or Flight" is an erratic song with dense note placements and frequent changes in tempo and speed to throw you off, but its true difficulty is in its unique "Fear" mechanic. On the side of the screen, there's a bar, every time Starved performs a note, it builds a bit -- after the Fear bar reaches certain threshold, the healthbar will drain. The drain only gets quicker and quicker the higher it goes over the threshold, until it becomes impossible to reverse the drain and you are eventually reduced to a OneHitPointWonder where even a ''single'' miss will cost you the game, and if fills up completely, then it's an instant GameOver regardless. Misses cause it to increase by a bit, and while hitting notes decreases it, [[MyRulesAreNotYourRules it's not by the same amount as Starved's notes increase it]], meaning Starved always undoes your work by his immediate next turn; and Starved's long turns by the midpoint of the song will guarantee periods of rapid, unstoppable Fear growth that cannot be reversed. FC Videos have shown even if played perfectly, becoming a OneHitPointWonder is ''completely unavoidable'' for the last 30 or so seconds of the song, and left with only a ''small quarter'' of Fear away from an instant GameOver by the end. This all together makes "Fight or Flight" a ''punishing'' song that leaves ''very'' little room for error, as it's very possible to botch a segment and be left in a state of ControllableHelplessness as you watch the Fear bar slowly reach the top, with absolutely nothing you can do about it besides accepting your fate. Whether this is by design, or a byproduct of the mod's cancellation is up for debate.
*** ''VideoGame/TheTrickyMod'':
**** Tricky's third and final song "Hellclown". The newly-introduced fire arrows can easily end your run, not helped by the speed of the arrows that may cause you to accidentally press them [[DamnYouMuscleMemory out of instinct]].
**** The bonus song "Expurgation". [[spoiler:The notes come out much faster than they did in the previous songs, the fire arrows from "Hellclown" are replaced with Auditor-themed arrows that will INSTANTLY KO you if you press them, and Tricky's minions will mess with you by either blocking the arrows with stop-signs or moving your health-bar back by force. This song's difficulty is "Unfair" for damn good reasons.]]
*** ''VideoGame/VsRetrospecter'': Fully intentional example with "Ectospasm", from the note speed to the abundance of poison notes to the notes going invisible unless you hit the crystal notes. As if that wasn't bad enough, playing "Apocalypse" difficulty will make the song '''[[ExaggeratedTrope even faster]]'''! [=RetroSpecter=] himself even stated that the reason the song is called "Ectospasm" is because you ''will'' have a spasm while playing the song!
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** "Shanghai Honey" can also trip people up, due to strings of quick notes coupled with the quickly depleting life bar ensuring that making even just a few misses (or even mere [=100s=]) will be bad.
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* The ''VideoGame/{{EZ2|DJ}}ON'' series has the song "Sudden Death", which has stricter-than-usual timing windows and an even stricter lifebar, meaning that too many non-KOOL hits (and [=KOOLs=] are already hard enough to hit on this specific song) will result in a GameOver. Its nastiest incarnation is on ''[=EZ2ON=] REBOOT : R'', where its Super Hard charts reduce the timing window for a KOOL to ''two milliseconds'' and non-KOOL hits will take away ''99%'' of your lifebar. To date, nobody on ''REBOOT : R'' has even managed to ''complete'' this song on Hard or Super Hard. The developers later admitted that they made these two difficulties [[UnwinnableJokeGame humanly impossible on purpose]] so that anyone who ''does'' manage to register a clear is marked as a cheater.

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* The ''VideoGame/{{EZ2|DJ}}ON'' series has the song "Sudden Death", which has stricter-than-usual timing windows and an even stricter lifebar, meaning that too many non-KOOL hits (and [=KOOLs=] are already hard enough to hit on this specific song) will result in a GameOver. Its nastiest incarnation is on ''[=EZ2ON=] REBOOT : R'', where its Super Hard charts reduce the timing window for a KOOL to ''two milliseconds'' (normally 23 milliseconds for Standard mode and 39 for Basic) and non-KOOL hits will take away ''99%'' of your lifebar. To date, nobody on ''REBOOT : R'' has even managed to ''complete'' this song on Hard or Super Hard. The developers later admitted that they made these two difficulties [[UnwinnableJokeGame humanly impossible on purpose]] so that anyone who ''does'' manage to register a clear is marked as a cheater.
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* The ''VideoGame/{{EZ2|DJ}}ON'' series has the song "Sudden Death", which has stricter-than-usual timing windows and an even stricter lifebar, meaning that too many non-KOOL hits (and [=KOOLs=] are already hard enough to hit on this specific song) will result in a GameOver. Its nastiest incarnation is on ''[=EZ2ON=] REBOOT : R'', where its Super Hard charts reduce the timing window for a KOOL to ''two milliseconds'' and non-KOOL hits will take away ''99%'' of your lifebar. To date, nobody on ''REBOOT : R'' has even managed to ''complete'' this song on Hard or Super Hard. The developers later admitted that they made these two difficulties [[UnwinnableJokeGame humanly impossible on purpose]] so that anyone who ''does'' manage to register a clear is marked as a cheater.
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* "Green Grass And High Tides" by the Outlaws, from the first ''Rock Band''. Oh, a 10 minute long songs. Only it doesn't even get hard until the second solo where it gets ridiculous.

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* "Green Grass And High Tides" by the Outlaws, from the first ''Rock Band''. Oh, a 10 minute long songs. Only it doesn't even get hard until the second solo where it gets ridiculous. Notably, due to the game's strum limit hampering inputs, it wasn't FC'd on RB1 until ''2022'', and even then it had to be done a PAL console.

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* At least these songs, if you're required to do them, are at or near the end of the songlist. Not so Rocks The 80's with [[WebAnimation/HomestarRunner Because It's Midnite]], which is the encore song of the ''second'' venue. Actually, it's pretty managable...on Hard. On Expert, however, the solo has over a hundred notes crammed into the middle section, meaning that unless you have ''extremely'' fast fingers, you're going to see the meter plunge in a hurry. Worse, it's so long that even a full star power meter (which I most definitely recommend) might not be enough to save you. If you can get past this monstrosity, I guarantee that nothing in the next TWO venues will come close to threatening you.

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* At least these songs, if you're required to do them, are at or near the end of the songlist. Not so Rocks The 80's with [[WebAnimation/HomestarRunner Because It's Midnite]], which is the encore song of the ''second'' venue. Actually, it's pretty managable...manageable...on Hard. On Expert, however, the solo has over a hundred notes crammed into the middle section, meaning that unless you have ''extremely'' fast fingers, you're going to see the meter plunge in a hurry. Worse, it's so long that even a full star power meter (which I most definitely recommend) might not be enough to save you. If you can get past this monstrosity, I guarantee that nothing in the next TWO venues will come close to threatening you.



* "[[Music/{{DragonForce}} Fury of the Storm]]": Think of it as "Through the Fire and Flames" turned UpToEleven. If you can beat this song, then you can surely beat anything else in the entire series.

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* "[[Music/{{DragonForce}} "[[Music/DragonForce Fury of the Storm]]": Think of it as "Through the Fire and Flames" turned UpToEleven.Flames", but even more insane. If you can beat this song, then you can surely beat anything else in the entire series.



* Of course, for those of us who've played On Tour for the DS, there was "[[Music/{{OzzyOsbourne}} I Don't Wanna Stop]]". If you thought a normal Ozzy chart was a good challenge, it's a nightmare with only 4 buttons & touch controls. This combined with a solo that is so long & hectic that not even Star Power will save you makes for quite the intro to the final venue.

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* Of course, for those of us who've played On Tour for the DS, there was "[[Music/{{OzzyOsbourne}} "[[Music/OzzyOsbourne I Don't Wanna Stop]]". If you thought a normal Ozzy chart was a good challenge, it's a nightmare with only 4 buttons & touch controls. This combined with a solo that is so long & hectic that not even Star Power will save you makes for quite the intro to the final venue.



** Sadistic Music Factory in ''f'' and Future Tone is the very defenition of the word sadistic. ''[[https://youtu.be/UVXignIVFws f]]'' starts out fairly easy, but it [[DifficultySpike gets hard when you reach the second technical zone, where you press the buttons in a circle around the controller.]] If you aren't fast enough, chances are, you're going to mess up. [[FromBadToWorse the chance time makes it even harder by adding more spams]], and by the last roughly ten seconds, it's following her singing almost exactly. [[https://youtu.be/biso2Sa69zE Future Tone]] took it UpToEleven by throwing everything but the kitchen sink at you right from the get-go. Right away, you're getting hit with two button spams, spams that change to a different button halfway through, and sections where you have to alternate between spamming and double notes. One section even has ''triple notes.'' Near the end of the song, you have to do a double note spam, as in you alternate between hitting square and triangle then x and circle. Not to mention that, prior to that, the song slows down to an odd speed about halfway through, so if you haven't messed up by then, you're most likely going to now. The song's final spam is a x + circle-square double that changes x to triangle halfway through. Thank ''God'' the song doesn't have an ExEx chart.

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** Sadistic Music Factory in ''f'' and Future Tone is the very defenition of the word sadistic. ''[[https://youtu.be/UVXignIVFws f]]'' starts out fairly easy, but it [[DifficultySpike gets hard when you reach the second technical zone, where you press the buttons in a circle around the controller.]] If you aren't fast enough, chances are, you're going to mess up. [[FromBadToWorse the chance time makes it even harder by adding more spams]], and by the last roughly ten seconds, it's following her singing almost exactly. [[https://youtu.be/biso2Sa69zE Future Tone]] took it UpToEleven things further by throwing everything but the kitchen sink at you right from the get-go. Right away, you're getting hit with two button spams, spams that change to a different button halfway through, and sections where you have to alternate between spamming and double notes. One section even has ''triple notes.'' Near the end of the song, you have to do a double note spam, as in you alternate between hitting square and triangle then x and circle. Not to mention that, prior to that, the song slows down to an odd speed about halfway through, so if you haven't messed up by then, you're most likely going to now. The song's final spam is a x + circle-square double that changes x to triangle halfway through. Thank ''God'' the song doesn't have an ExEx chart.



** "[[FunWithAcronyms MILF]]", the third and final song of Week 4. It's basically "Dad Battle", but UpToEleven given how it's faster, more aggresive and more note-heavy. The notes are much more varied too, with having to flip between fast-paced hold notes followed by storms of regular notes. You'll also be harmonizing with the opponent, Mommy Mearest, almost constantly, meaning there's hardly a moment to catch your breath. It's also the first playable song in the game to go on for ''[[MarathonBoss two minutes]]''. And we haven't even mentioned [[ThatOneAttack the beatdrop]] yet!

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** "[[FunWithAcronyms MILF]]", the third and final song of Week 4. It's basically "Dad Battle", but UpToEleven given how it's faster, more aggresive aggressive, and more note-heavy. The notes are much more varied too, with having to flip between fast-paced hold notes followed by storms of regular notes. You'll also be harmonizing with the opponent, Mommy Mearest, almost constantly, meaning there's hardly a moment to catch your breath. It's also the first playable song in the game to go on for ''[[MarathonBoss two minutes]]''. And we haven't even mentioned [[ThatOneAttack the beatdrop]] yet!



** There is a good reason why WordOfGod called Week 7 [[ThatOneAttack the beatdrop in "MILF"]] [[UpToEleven but for three songs straight]]. However, "Guns" is easily the hardest song in the entire week, given that it gives zero mercy when compared to "Ugh" and "Stress". [[WebAnimation/{{Tankmen}} Tankman]] spits his bars like he was crazy on almost every single verse, and the song is one of the fastest in the entire game. The song's second half welcomes you with some of the longest verses in the entire game, and you might be hit with one or two notes [[KaizoTrap during Tankman's part]]. It's also [[MarathonBoss the single longest non-Monster song]] in the entire game, being two minutes and twenty seconds long. And to top it all off, when played on Hard, it has ''over 400 notes''.

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** There is a good reason why WordOfGod called Week 7 [[ThatOneAttack the beatdrop in "MILF"]] [[UpToEleven but for three songs straight]].straight. However, "Guns" is easily the hardest song in the entire week, given that it gives zero mercy when compared to "Ugh" and "Stress". [[WebAnimation/{{Tankmen}} Tankman]] spits his bars like he was crazy on almost every single verse, and the song is one of the fastest in the entire game. The song's second half welcomes you with some of the longest verses in the entire game, and you might be hit with one or two notes [[KaizoTrap during Tankman's part]]. It's also [[MarathonBoss the single longest non-Monster song]] in the entire game, being two minutes and twenty seconds long. And to top it all off, when played on Hard, it has ''over 400 notes''.

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