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* ''InTheHunt'' had the "Deep Dark Sea". If the multiple lava vents that spewed out fireballs didn't kill you, then the [[DemonicSpiders never-ending, annoying swarms of gray, futuristic submarines that fired indestructible aimed shots]] will. The boss of the stage was a three headed [[OurDragonsAreDifferent dragon-whelk]], with SIX of those lava vents in the area. You had to dodge the boss' attacks as well as the lava balls that were periodically shot out by those vents, making it ThatOneBoss.

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* ''InTheHunt'' ''VideoGame/InTheHunt'' had the "Deep Dark Sea". If the multiple lava vents that spewed out fireballs didn't kill you, then the [[DemonicSpiders never-ending, annoying swarms of gray, futuristic submarines that fired indestructible aimed shots]] will. The boss of the stage was a three headed [[OurDragonsAreDifferent dragon-whelk]], with SIX of those lava vents in the area. You had to dodge the boss' attacks as well as the lava balls that were periodically shot out by those vents, making it ThatOneBoss.
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[[quoteright:256:[[{{Gradius}} http://static.tvtropes.org/pmwiki/pub/images/gradius2-11.png]]]]

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[[quoteright:256:[[{{Gradius}} [[quoteright:256:[[VideoGame/{{Gradius}} http://static.tvtropes.org/pmwiki/pub/images/gradius2-11.png]]]]



* Level 4 of Axelay (Very Hard Difficulty), "Silence" features a partially underwater cave, in which you must avoid organic, and highly mobile enemies. It would not be so absurdly difficult if it weren't for little, monstrous triangular blobs that clung to your ship and dragged it into walls. [[http://www.youtube.com/watch?v=glzFfIfXf4Y This is not an example of very hard, by the way.]] Try beating this without losing a life. Arms installation is complete, good luck!
* In the ''{{Gradius}}'' series, if a stage involves crystals, you will most likely hate it. ''Gradius II'' 's third stage (fourth in the Famicom version) is a crystal stage that, at one point, throw a storm of large blocks of crystals at you, which break into smaller blocks when shot enough times. If you die in this stage, consider your remaining lives gone too. And then the arcade version of ''Gradius III'' has a stage where, near the end, cubes fly toward the left side of the screen and will randomly change direction and/or speed up; many a life has been lost here. In fact, on the [=PlayStation=] 2 version, there is a "Cube Attack" mode which lets you practice this part.

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* Level 4 of Axelay ''VideoGame/{{Axelay}}'' (Very Hard Difficulty), "Silence" features a partially underwater cave, in which you must avoid organic, and highly mobile enemies. It would not be so absurdly difficult if it weren't for little, monstrous triangular blobs that clung to your ship and dragged it into walls. [[http://www.youtube.com/watch?v=glzFfIfXf4Y This is not an example of very hard, by the way.]] Try beating this without losing a life. Arms installation is complete, good luck!
* In the ''{{Gradius}}'' ''VideoGame/{{Gradius}}'' series, if a stage involves crystals, you will most likely hate it. ''Gradius II'' 's third stage (fourth in the Famicom version) is a crystal stage that, at one point, throw a storm of large blocks of crystals at you, which break into smaller blocks when shot enough times. If you die in this stage, consider your remaining lives gone too. And then the arcade version of ''Gradius III'' has a stage where, near the end, cubes fly toward the left side of the screen and will randomly change direction and/or speed up; many a life has been lost here. In fact, on the [=PlayStation=] 2 version, there is a "Cube Attack" mode which lets you practice this part.



* Stage 5 in ''[[{{Touhou}} Subterranean Animism]]'' has left many a player tearing their hair out. [[GoddamnedBats Goddamned exploding spirits!]]

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* Stage 5 in ''[[{{Touhou}} ''[[VideoGame/{{Touhou}} Subterranean Animism]]'' has left many a player tearing their hair out. [[GoddamnedBats Goddamned exploding spirits!]]



* ''{{Tyrian}}'''s first episode has the ungodly bonus level Soh Jin. It's tempered by having a LOT of points and some ''very'' nice equipment available, but it gets to be in here because it has one thing that virtually no other level has: ''WALLS''. Did I mention all the enemies in this level are turrets which fire shots which knock you physically halfway across the screen? Yeah.
* [[{{Mushihimesama}} Mushihimesama Futari]] [[DifficultySpike stage 3]], mostly for the second half. A LOT more aimed bullets, very large hordes of enemies, some of which don't appear until they're already on the lower half of the screen, spread patterns that force you to move through streams, and {{That One Boss}} at the end of it. This is at its worst on Original, where [[NonIndicativeDifficulty some parts of the level are harder than the same parts on]] '''''[[HarderThanHard ULTRA]].'''''

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* ''{{Tyrian}}'''s ''VideoGame/{{Tyrian}}'''s first episode has the ungodly bonus level Soh Jin. It's tempered by having a LOT of points and some ''very'' nice equipment available, but it gets to be in here because it has one thing that virtually no other level has: ''WALLS''. Did I mention all the enemies in this level are turrets which fire shots which knock you physically halfway across the screen? Yeah.
* [[{{Mushihimesama}} ''[[VideoGame/{{Mushihimesama}} Mushihimesama Futari]] Futari]]'' [[DifficultySpike stage 3]], mostly for the second half. A LOT more aimed bullets, very large hordes of enemies, some of which don't appear until they're already on the lower half of the screen, spread patterns that force you to move through streams, and {{That One Boss}} at the end of it. This is at its worst on Original, where [[NonIndicativeDifficulty some parts of the level are harder than the same parts on]] '''''[[HarderThanHard ULTRA]].'''''
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[[quoteright:256:[[{{Gradius}} http://static.tvtropes.org/pmwiki/pub/images/gradius2-11.png]]Good luck. You'll need it.]]

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[[quoteright:256:[[{{Gradius}} http://static.tvtropes.org/pmwiki/pub/images/gradius2-11.png]]Good png]]]]
[[caption-width-right:256: Good
luck. You'll need it.]]
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** Scene 10-6, ''Judgment "Guilty or Not Guilty"''. Dodging through an endless barrage of enormous bubble bullets that make reading ahead extremely difficult is hard enough without Shikieiki shooting a huge laser at you the entire time. The real problem is the HitboxDissonance - that laser's hitbox is actually ''bigger than its sprite'', and by no small margin, which for a Touhou game is practically unheard of. For some idea of how bad this is, see [[http://i941.photobucket.com/albums/ad256/Malkyrian/th0952012-05-0915-51-26-35.png here]]; that white dot just under the laser is the already dead player's hitbox. To cap it all, the bubble bullets get [[TurnsRed denser with each picture you take]], making what could be a safe route for the second picture a guaranteed deathtrap for the third.
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** Scene 8-7, ''Superman "Soaring En no Ozuno"'' is another fun little gift from Ran. Streaming attacks usually are pretty easy, but let's combine an incredibly fast and constant charging attack by Ran with the necessity to be at full power by the time you've reached the side of the screen. Then, mix in an enormous amount of butterfly bullets moving in a random formation that will almost certainly spell out doom for you, especially since they can go out of the screen and then return when you least expect them to. Need to move up at all to dodge a bullet during the last 2 photos, which you almost certainly will? Don't worry; Ran will be right there to bulldoze you into the failure screen. Of course, when you've finally charged the camera completely, she will drop below the bottom of the screen faster than you can shoot, leading to an uncanny amount of failures on the last photo.
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** On that note, practically every non-tutorial level as well. Every so often, you find one that isnt built around constantly spamming your DesperationAttack, but even then it's still difficult because [[WallBanger they removed omnidirectional aiming]].

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** On that note, practically every non-tutorial level as well. Every so often, you find one that isnt built around constantly spamming your DesperationAttack, but even then it's still difficult because [[WallBanger they removed omnidirectional aiming]].aiming.
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replaced with enemy from stage, not boss fight


* Stage 5 in ''[[{{Touhou}} Subterranean Animism]]'' has left many a player tearing their hair out. [[GoddamnedBats Goddamned zombie fairies!]]

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* Stage 5 in ''[[{{Touhou}} Subterranean Animism]]'' has left many a player tearing their hair out. [[GoddamnedBats Goddamned zombie fairies!]]exploding spirits!]]
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* In a [http://www.youtube.com/watch?v=GRHJMf_jY8A#t=39m12 Google Tech Talk video], Jeff Minter had a discussion about his games created at Llamasoft. He discussed ''SpaceGiraffe'', where he designated level 64 as that one level. "If you get to level 64, I guarantee the first time you get there you would just go 'What the smoke is going on there and you'll die.'" The developer then plays through the level, with both an InterfaceScrew, CameraScrew, [[MostAnnoyingSound numerous danger alerts]], and chaos.

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* In a [http://www.[[http://www.youtube.com/watch?v=GRHJMf_jY8A#t=39m12 Google Tech Talk video], video]], Jeff Minter had a discussion about his games created at Llamasoft. He discussed ''SpaceGiraffe'', where he designated level 64 as that one level. "If you get to level 64, I guarantee the first time you get there you would just go 'What the smoke is going on there and you'll die.'" The developer then plays through the level, with both an InterfaceScrew, CameraScrew, [[MostAnnoyingSound numerous danger alerts]], and chaos.
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* In a [http://www.youtube.com/watch?v=GRHJMf_jY8A#t=39m12 Google Tech Talk video], Jeff Minter had a discussion about his games created at Llamasoft. He discussed ''SpaceGiraffe'', where he designated level 64 as that one level. "If you get to level 64, I guarantee the first time you get there you would just go 'What the smoke is going on there and you'll die.'" The developer then plays through the level, with both an InterfaceScrew, CameraScrew, [[MostAnnoyingSound numerous danger alerts]], and chaos.

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*** Basically, the only way you really had a chance getting the unlock from the mission without better muscle memory than required to [[Game/GoldenEye speedily find Dr. Doak]] was to unlock the Super Spy cheat (which prevents you from dying and gives you infinite boost), which is unlocked by... beating every mission with all objectives cleared.

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*** Basically, the only way you really had a chance getting the unlock from the mission without better muscle memory than required to [[Game/GoldenEye [[VideoGame/GoldenEye1997 speedily find Dr. Doak]] was to unlock the Super Spy cheat (which prevents you from dying and gives you infinite boost), which is unlocked by... beating every mission with all objectives cleared.



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** This troper, as a kid, ''[[GuideDangIt didn't even know what to do on that stage.]]'' The planes? Doesn't seem to be dying, so let's try shooting these skeleton guys. Nope, nothing either. Oh crap, John Connor's dead, mission restart. Even ''his dad'', who played with him, didn't know what to do on that stage.
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* Level 4 of Axelay (Very Hard Difficulty), "Silence" features a partially underwater cave, in which you must avoid organic, and highly mobile enemies. It would not be so absurdly difficult if it weren't for little, monstrous triangular blobs that clung to your ship and dragged it into walls. [[http://www.youtube.com/watch?v=glzFfIfXf4Y This is not an example of very hard, by the way.]] Try beating this without losing a life. Arms installation is complete, good luck!
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*** Let's not forget the original Stage 7 High Speed Zone from SNES Gradius III.

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** Scene 8-3, "Secret Sign "Hierarch's Arcanum" from Shoot the Bullet. Walls of purple amulets come from both sides of the screen. Their lengths are random. You are going to get walled - if not at the beginning, then when Ran starts firing slow, aimed bullets that can cut off your escape route. No wonder Touhou Wiki states that this is "one of the hardest scenes in the game."
** Scene 9-6, "New Impossible Request - Seamless Ceiling of Kinkaku-ji", also from Shoot the Bullet. Perhaps the best showcase of Kaguya's tendency to wall your character, and there are seven pictures, which get [[TurnsRed progressively tougher]].

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** Scene 7-5, ''Void "Inflation Square"'' from Shoot the Bullet. Sakuya constantly [[TimeStandsStill freezes time]], causing red kunai to appear around the player, which forces you to shoot at them immediately or die. After that, you have to contend with the blue daggers filling the screen and flying in every direction, which get [[TurnsRed denser and faster]] as you take more pictures. The hitboxes on them are ''horrible'', the paths (or indeed, [[LuckBasedMission whether there is a path at all]]) that you need to take are random, and if at any point you need to speed up to get through them? You have just stopped charging your camera to do so, which means you can't shoot at the red kunai in time - in other words, you are already dead.
*** And let's not forget how Sakuya herself moves when she freezes time - which can result in [[http://www.youtube.com/watch?v=r7rzpyeR_M0 this]]. Cue RageQuit.
** Scene 8-3, "Secret ''Secret Sign "Hierarch's Arcanum" Arcanum"'', also from Shoot the Bullet. Walls of purple amulets come from both sides of the screen. Their lengths are random. You are going to get walled - if not at the beginning, then when Ran starts firing slow, aimed bullets that can cut off your escape route. No wonder Touhou Wiki states that this is "one of the hardest scenes in the game."
** Scene 9-6, "New ''New Impossible Request - Seamless "Seamless Ceiling of Kinkaku-ji", also from Kinkaku-ji"'' is typically considered the single worst scene in Shoot the Bullet.Bullet, which is saying something. Perhaps the best showcase of Kaguya's tendency to wall your character, and there are seven pictures, which get [[TurnsRed progressively tougher]].
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* Stage 5 of ''{{DoDonPachi}} [=DaiFukkatsu=]''. Not for [[BulletHell obvious reasons]], no. What makes it exceptionally hard is the existence of these circular groups of pods that continuously shoot out either bullets or [[BeamSpam lasers]]. In the case of the lasers, you're forced to fire your own laser and use the laser and the aurora covering your ship to block the lasers, which reduces your movement speed and your spread (unless you're using Type A, which has little spread to begin with). And '''[[InvincibleMinorMinion they can't be destroyed]]''', unless you're playing Arrange A in the 360 port.

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* Stage 5 of ''{{DoDonPachi}} [=DaiFukkatsu=]''. Not for [[BulletHell obvious reasons]], no. What makes it exceptionally hard is the existence of these circular groups of pods that continuously shoot out either bullets or [[BeamSpam lasers]]. In the case of the lasers, you're forced to fire your own laser and use the laser and the aurora covering your ship to block the lasers, which lasers. Firing your laser reduces your movement speed and your spread (unless spread, unless you're using Type A, which has little spread to begin with).with, or playing Black Label, which allows you to fire your shot and laser simultaneously at the expense of raising your [[DynamicDifficulty Red Gauge]]. And '''[[InvincibleMinorMinion they can't be destroyed]]''', unless you're playing Arrange A in the 360 port.
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* Stage 5 of ''{{DoDonPachi}} [=DaiFukkatsu=]''. Not for [[BulletHell obvious reasons]], no. What makes it exceptionally hard is the existence of these circular groups of pods that continuously shoot out either bullets or [[BeamSpam lasers]]. In the case of the lasers, you're forced to fire your own laser and use the laser and the aurora covering your ship to block the lasers, which reduces your movement speed and your spread (unless you're using Type A, which has little spread to begin with). And '''[[InvincibleMinorMinion they can't be destroyed]]''', unless you're playing Arrange A in the 360 port.
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** And if you thought Level 14 was bad during normal gameplay? Try it during a [[SelfImposedChallenge no upgrade run]]. By the time you reached the desert levels - hell, even before that, during the later aquatic levels - your basic weapon strength isn't strong enough to kill enemies at any reasonable pace, basically making it a pseudo-PacifistRun. In level 12 pacifism is actually a decent strategy for the rocks, while level 13 can be brute-forced through TrialAndErrorGameplay once you work out the Ancient Monolith's bullet pattern. Level 14 does not roll this way. It is filled with cacti that you will grow to hate for two reasons: they shoot needles at random (so TrialAndErrorGameplay doesn't work), and they are '''everywhere'''. Couple this with the Ancient Eyes, which have the feel of {{Wolfpack Boss}}es every time they come in groups of four (and once they even come in a group of ''[[OhCrap six]]''), and we have a recipe for much prayer to the RandomNumberGod and infinite frustration.

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*** And before that we have Aquas, the only underwater level in the game, using a submarine that functions a bit differently compared to the Arwing and Landmaster. You can't charge up shots, and you use an infinite supply of torpedoes instead of bombs. They also provide some light, which is very much needed to see anything. And pretty much every enemy you encounter down there qualifies as GoddamnedBats.
**** And if you've been spamming torpedoes and barrel rolls to BS through Aquas, [[DamnYouMuscleMemory expect to accidentally waste a few bombs when you get to Zoness.]]

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*** ** And before that we have Aquas, the only underwater level in the game, using a submarine that functions a bit differently compared to the Arwing and Landmaster. You can't charge up shots, and you use an infinite supply of torpedoes instead of bombs. They also provide some light, which is very much needed to see anything. And pretty much every enemy you encounter down there qualifies as GoddamnedBats.
**** *** And if you've been spamming torpedoes and barrel rolls to BS through Aquas, [[DamnYouMuscleMemory expect to accidentally waste a few bombs when you get to Zoness.]]



** The original ''VideoGame/StarFox'' has Sector Z--take Sector X, add wireframe beams, and add a section where you have to dodge rotating wirefream beams, and you have yourself an asshole of a level.
*** If you hit the retros constantly, it's possible to get through Sector Z without ever getting hit by those beams.

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** *** At least your score is shot if you don't abuse a [[GoodBadBugs glitch]] that lets you ''cap out your score'', seen [[http://www.youtube.com/watch?v=m6g6EZjUvpY here]]. The problem is that this glitch is absurdly tedious, to the point where the linked video is 7 minutes long despite skipping over roughly 685/700 points. If anything, this just [[SanitySlippage makes matters worse]] than a mere low score...
*
The original ''VideoGame/StarFox'' has Sector Z--take Sector X, add wireframe beams, and add a section where you have to dodge rotating wirefream wireframe beams, and you have yourself an asshole of a level.
*** ** If you hit the retros constantly, it's possible to get through Sector Z without ever getting hit by those beams.
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** Solar is basically LethalLavaLand converted into a rail shooter level, but with the added bonus of the heat constantly draining your shield gauge. It has the lowest number of enemies of any rail level in ''64'', and going to it pretty much means your chance at a high score is shot because of how little points you're going to score.
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fixed a red link


** If a stage is a mechanical fortress, it's going to be a DeathCourse, especially in ''Gradius III'' (arcade/PS2 version). Swarms of Zubs, aka GoddamnedBats teleport in to assault the Vic Viper, then there's MalevolentArchitecture in the form of flying ceiling tiles, followed by ships that leave behind indestructible wrecks when killed, miniature DegradedBoss versions of the invincible spider mecha from ''Gradius II'', a LaserHallway, SmashingHallwayTrapsOfDoom, as well as a MiniBoss that must be fought while dodging those, and an invincible giant blue spider mecha boss where you must navigate through the legs. At the entrance to Bacterion's lair, you must blast through Regenerating Walls that have organic SmashingHallwayTrapsOfDoom in between. After you defeat the AntiClimaxBoss, you have to escape through a narrow TurboTunnel, better have an extra speed-up or two.

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** If a stage is a mechanical fortress, it's going to be a DeathCourse, especially in ''Gradius III'' (arcade/PS2 version). Swarms of Zubs, aka GoddamnedBats teleport in to assault the Vic Viper, then there's MalevolentArchitecture in the form of flying ceiling tiles, followed by ships that leave behind indestructible wrecks when killed, miniature DegradedBoss versions of the invincible spider mecha from ''Gradius II'', a LaserHallway, SmashingHallwayTrapsOfDoom, as well as a MiniBoss that must be fought while dodging those, and an invincible giant blue spider mecha boss where you must navigate through the legs. At the entrance to Bacterion's lair, you must blast through Regenerating Walls that have organic SmashingHallwayTrapsOfDoom in between. After you defeat the AntiClimaxBoss, you have to escape through a narrow TurboTunnel, turbo tunnel, better have an extra speed-up or two.
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** The fifth stage in ''Undefined Fantastic Object'' is another nasty one. It utterly floods the screen with powerups, which sounds like it would be a good thing until you realize that there are so many powerups that it's hard to see the bullets, resulting in many a "WTF just hit me?" reaction from the player. Even without this complication, the stage is still quite obnoxious at many points, most notably the orb clusters that ''actively hunt you down'' while shooting the whole time - and not just at you, either, so streaming is right out. And the bosses are nightmarish. The midboss at least is somewhat redeemed by only having a single spellcard, so you can just bomb and forget. The boss...[[ThatOneBoss not so much]].

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** The fifth stage in ''Undefined Fantastic Object'' is another nasty one. It utterly floods the screen with powerups, which sounds like it would be a good thing until you realize that there are so many powerups that it's hard to see the bullets, resulting in many a "WTF just hit me?" reaction from the player. Even without this complication, the stage is still quite obnoxious at many points, most notably the orb clusters that ''actively hunt you down'' while shooting the whole time - and not just at you, either, so streaming is right out. And the bosses are nightmarish. The midboss at least is somewhat redeemed by only having nightmarish, introducing ''curving lasers'', which tend to throw even expert players for a single spellcard, so you can just bomb and forget. The boss...[[ThatOneBoss not so much]].loop.
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** The fifth stage in ''Undefined Fantastic Object'' is another nasty one. It utterly floods the screen with powerups, which sounds like it would be a good thing until you realize that there are so many powerups that it's hard to see the bullets, resulting in many a "WTF just hit me?" reaction from the player. Even without this complication, the stage is still quite obnoxious at many points, most notably the orb clusters that ''actively hunt you down'' while shooting the whole time - and not just at you, either, so streaming is right out. And the bosses are nightmarish. The midboss at least is somewhat redeemed by only having a single spellcard, so you can just bomb and forget. The boss...[[ThatOneBoss not so much]].
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Moving to appropriate namespace.


* If you're going for medals in ''StarFox 64'', Sector Z will give you hell. You need 100 points for the medal, and assuming things go right, 66 of these points will come from destroying the missiles headed for Great Fox. The problem? Your wingmen (and Kat, if you're coming from Zoness) will [[StopHelpingMe "help"]] you destroy the missiles. What's wrong with this? You don't get points for missiles that your wingmen land finishing shots on, which tends to turn the stage into a somewhat LuckBasedMission. Oh, and you can't shoot your wingmen out of the way without forfeiting the medal no matter how many points you get.

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* If you're going for medals in ''StarFox ''VideoGame/StarFox 64'', Sector Z will give you hell. You need 100 points for the medal, and assuming things go right, 66 of these points will come from destroying the missiles headed for Great Fox. The problem? Your wingmen (and Kat, if you're coming from Zoness) will [[StopHelpingMe "help"]] you destroy the missiles. What's wrong with this? You don't get points for missiles that your wingmen land finishing shots on, which tends to turn the stage into a somewhat LuckBasedMission. Oh, and you can't shoot your wingmen out of the way without forfeiting the medal no matter how many points you get.



** The original ''StarFox'' has Sector Z--take Sector X, add wireframe beams, and add a section where you have to dodge rotating wirefream beams, and you have yourself an asshole of a level.

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** The original ''StarFox'' ''VideoGame/StarFox'' has Sector Z--take Sector X, add wireframe beams, and add a section where you have to dodge rotating wirefream beams, and you have yourself an asshole of a level.
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* Pretty much all of the desert levels in [[EpicBattleFantasy Bullet Heaven]]. Level 12 has you facing a seemingly neverending barrage of falling rocks, which constantly split into smaller rocks when you shoot them, and alongside them are the [[DemonicSpiders Slingers]] who shoot a very nasty large orb that also splits into smaller orbs, seemingly when you're least expecting it to do so. Level 13 is probably the worst, in that not only do the Slingers return, but the Monoliths are introduced. Monoliths were [[BossInMookClothing incredibly overpowered enemies]] in EpicBattleFantasy 3, and they really don't disappoint here either, especially when they come in a group of '''four''', or when a pair of them charges straight at you. The fact that the creator seems outright out to get you here does not help.[[hottip:*: For one thing, the tip at the beginning tells you to save your bombs for the midboss, despite how he's vastly easier than the stage itself, and for another, there are two sections in which it is possible to lose a life through absolutely no fault of your own; granted you can avoid both of these on your second run through, but you'd have to know they were there beforehand.]] Level 14 gives little breathing room, as it is filled with enemies that shoot at you when they die, in patterns that make simply not shooting at them not an option.

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* ''SpyHunter'' (for the [=PS2/GC/Xbox=]) has ''quite'' a few. Some missions have difficult parts (Locked Keys with the electric mines at the highway waters, Venetian Blind with the stupid scout submarines and getting into the nuclear submarine area), but [[RuleOfThree three]] missions stand out from the rest in terms of That One-ness:
** Double Vision pits you against a stage-long MirrorBoss who knows how to use the secondary weapons (smoke screen and oil slick) better than you, shoots you if you get ahead, and speeds off once you do enough damage to it. And once you beat it, you still have to deal with the electric mines (which do heavy damage and temporarily disable your weapons) if you accidentally tripped them, and helicopters, which can't be dealt with if you don't have any missiles, which may be likely. Did I mention you have to beat it before the end of the level, or you lose? And the worst part of the level? ''The Weapons Van is disabled'', meaning you can't restock and heal. Also, the "no civilian casualties" mission is easy to fail, since there are bikers which are small and hard to see, which means you'll easily plow through them.
** German Blitz has the absolutely nasty first part of the level, where you can't get the Interceptor, so you have to drive a civilian vehicle. A very slow civilian vehicle that turns slowly. Through a warehouse filled with difficult jumps and sharp turns. In 50 seconds. Basically, if you miss a jump or a turn, you can just restart. But after that, the level gets easier.
** But the level in ''Spy Hunter'' that takes the trophy in terms of absolute {{Nintendo Hard}}-ness is the final level, [[http://www.youtube.com/watch?v=DY5vyjNG9-0 Eye of the Storm.]] You get ''nine minutes'' to complete it, but you ''will'' need most of it. The beginning has a secret area that lets you take out one of the secondary objectives, but getting into it takes a quick turn to reach a stealth powerup that you can easily miss. After that, you have to go through a canyon filled with normal enemies and [[DemonicSpiders electric turrets]], which do heavy damage and disable your weapons temporarily. Then you have to go through a watery part, dealing with water enemies. You get to use the Weapons Van at last- ''two-fifths into the level''. Next, you go through a small town, but there's a fake wall that you can go through to reach another secondary mission- destroying the SCUD missiles. There are four, but you get only a second to destroy each of them, and you have to have enough boost energy to reach the last two. Next, you have to travel through an amphitheater, destroying power boxes or else getting zapped by lasers at the end. In the next area is a pit which you can easily fall into with lasers in it, dealing extremely high amounts of damage before you can get out. You can avoid it, but you [[TrialAndErrorGameplay won't figure that out the first time]]. Then you have to go through "the gauntlet", an obstacle course consisting of lasers and moving walls in water. ''Finally'', you get to your main objective, disabling the Four Horsemen missiles. You have to drive all around the area, destroying posts to open up power units that you have to destroy, all the while being harassed by enemies, in a ''very'' large area you have to drive all across to find all of them. Finally, you get to the Four Horsemen, and you just use EMP to shut them down. Hard to pass with just the essential objectives cleared, ''Hell'' to 100-percent, '''nightmarish''' to 100-percent while still maintaining the car form, '''''nigh impossible''''' to 100-percent in 5:10.
*** Basically, the only way you really had a chance getting the unlock from the mission without better muscle memory than required to [[Game/GoldenEye speedily find Dr. Doak]] was to unlock the Super Spy cheat (which prevents you from dying and gives you infinite boost), which is unlocked by... beating every mission with all objectives cleared.
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** Scene 8-3, "Secret Sign "Hierarch's Arcanum". Walls of purple amulets come from both sides of the screen. Their lengths are random. You are going to get walled - if not at the beginning, then when Ran starts firing slow, aimed bullets that can cut off your escape route. No wonder Touhou Wiki states that this is "one of the hardest spell cards in the game."
** Scene 9-6, "New Impossible Request - Seamless Ceiling of Kinkaku-ji", in Shoot The Bullet. Perhaps the best showcase of Kaguya's tendency to wall your character, and there are seven pictures, which get [[TurnsRed progressively tougher]].

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** Scene 8-3, "Secret Sign "Hierarch's Arcanum".Arcanum" from Shoot the Bullet. Walls of purple amulets come from both sides of the screen. Their lengths are random. You are going to get walled - if not at the beginning, then when Ran starts firing slow, aimed bullets that can cut off your escape route. No wonder Touhou Wiki states that this is "one of the hardest spell cards scenes in the game."
** Scene 9-6, "New Impossible Request - Seamless Ceiling of Kinkaku-ji", in also from Shoot The the Bullet. Perhaps the best showcase of Kaguya's tendency to wall your character, and there are seven pictures, which get [[TurnsRed progressively tougher]].

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** Scene 8-3, "Secret Sign "Hierarch's Arcanum". Walls of purple amulets come from both sides of the screen. Their lengths are random. You are going to get walled - if not at the beginning, then when Ran starts firing slow, aimed bullets that can cut off your escape route. No wonder Touhou Wiki states that this is "one of the hardest spell cards in the game."



** Scene 3-4, "Small Thread - Kandata's Rope" is the first scene that is unilaterally loathed by players. It's relatively simple in comparison to anything in stage 12, but it is an absolute [[DifficultySpike brick wall in terms of difficulty]].

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** Double Spoiler's Scene 3-4, "Small Thread - Kandata's Rope" is the first scene that is unilaterally loathed by players. It's relatively simple in comparison to anything in stage 12, but it is an absolute [[DifficultySpike brick wall in terms of difficulty]].
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* The Tutorial mode levels in ''Bangai-O Spirits''. You know you're in for a NintendoHard experience when you die many times ''in the tutorial levels''.

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* The Tutorial mode levels in ''Bangai-O ''{{Bangai-O}} Spirits''. You know you're in for a NintendoHard experience when you die many times ''in the tutorial levels''.



* ''Space Megaforce'' has twelve levels. Level eight, which seems to take takes place in some kind of ship's graveyard, is the hardest one. In that level, shooting the walls will cause pieces to break off and become dangerous projectiles. Most of your weapons have bullet patterns that will cause you to hit the walls constantly, and most enemies are objects, such as gun turrets, mounted on the walls in places that are hard to hit. It's hard.

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* ''Space Megaforce'' ''SpaceMegaforce'' has twelve levels. Level eight, which seems to take takes place in some kind of ship's graveyard, is the hardest one. In that level, shooting the walls will cause pieces to break off and become dangerous projectiles. Most of your weapons have bullet patterns that will cause you to hit the walls constantly, and most enemies are objects, such as gun turrets, mounted on the walls in places that are hard to hit. It's hard.



* ''Tyrian'''s first episode has the ungodly bonus level Soh Jin. It's tempered by having a LOT of points and some ''very'' nice equipment available, but it gets to be in here because it has one thing that virtually no other level has: ''WALLS''. Did I mention all the enemies in this level are turrets which fire shots which knock you physically halfway across the screen? Yeah.

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* ''Tyrian'''s ''{{Tyrian}}'''s first episode has the ungodly bonus level Soh Jin. It's tempered by having a LOT of points and some ''very'' nice equipment available, but it gets to be in here because it has one thing that virtually no other level has: ''WALLS''. Did I mention all the enemies in this level are turrets which fire shots which knock you physically halfway across the screen? Yeah.
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** Venom is actually ''easier'' on the "hard" route (from Area 6) than on the "easy" route (from Bolse), at least on Expert. Venom 2 merely has you fighting the upgraded Star Wolf team, whereas Venom 1 takes you on a run through a narrow canyon that can sometimes become even narrower [[MalevolentArchitecture rather suddenly]] filled to the brim with [[BulletHell waves and waves of enemy fighters each firing at a much higher rate than they ever did before]].
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** ''SinAndPunishment2'' Stage 5, the highway stage. Nonstop enemies, curves that make moving sideways harder, you can't use your jetpack, and [[FakeDifficulty if you touch one of the railings, you are stunned and unable to move or fire for a few seconds]].

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