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** World 6's secret level "Endless World of Yoshis/Crazy Maze Days" from the GBA port. The first part isn't so bad, although it does have fast auto scrolling. However, the maze part is worse. Not only is there a long shaft filled with instant death spikes you have to dodge with split second timing (entirely blind), but to get 100% completion, you need to beat this section THREE TIMES. There's just one midway ring after it, meaning that if you mess up before the cave (and given the confusing layout of the place, you probably will), you'll have to do a significant amount of the level over. After that, there's a cave with some rather mean tricks, a race against the clock as baby Mario, and finally a replica of the intro with Kamek attacking Yoshi throughout. It's a MarathonLevel to say the least.

to:

** World 6's secret level "Endless World of Yoshis/Crazy Maze Days" from the GBA port. The first part isn't so bad, although it does have fast auto scrolling. However, the maze part is worse. Not only is there a long shaft filled with instant death spikes you have to dodge with split second timing (entirely blind), but to get 100% completion, you need to beat this section THREE TIMES. There's just one midway ring after it, meaning that if you mess up before the cave (and given the confusing layout of the place, you probably will), you'll have to do a significant amount of the level over. After that, there's a cave with some rather mean tricks, a race against the clock as baby Mario, and finally a secret second exit leading to a replica of the intro with Kamek attacking Yoshi throughout. It's a MarathonLevel to say the least.


** World 2's "extra" level "Hit that Switch!!" is an utter nightmare. If you're aiming for 100% completion, it feels like the level designers confused "making a 'complex' level" with "making a level that makes you remember and do ''way'' too much shit." ''If'' you manage to reach the end... it pulls you into a nearly {{Unwinnable}} situation -- simple as that.
** "More Monkey Madness" is full of goddamn seed-throwing monkeys that are place on branches and vines above a pit, so they can easily kill the player. And you have 5 seconds to get past those monkeys and grab the Fly Guy hovering above a bottomless pit before it flies off with a red coin. ''Gaaah!'' It isn't so bad in the SNES version, since for some goofy reason there are 21 red coins in that level (normal is 20, and you need exactly 20 of them); however, the GBA port fixes this, leaving you no room for error. And as one last kick in the teeth, the final flower is ''Behind'' the exit ring, so unless you know it's there you'll likely be futilely backtracking, or get the exit ring by mistake and have to start over.
** "The Impossible? Maze," the 4th bonus level, gets a special mention here, as [[ExactlyWhatItSaysOnTheTin it lives up to its name all too well.]] There aren't many enemies, but good luck trying to find every red coin and flower for the perfect score!
** The 5th bonus level "Kamek's Revenge". To obtain all those red coins, you first have to perform two whole screens of skiing and hit all the obnoxiously difficult placed items with perfectly-precise jumps, THEN, you have to hunt down a bunch of them on a huge, nonlinear helicopter course (which happens to be timed -- run out of time and you fall to your doom). Miss just one coin, and your only option is to die and try the whole thing over again. Also, the first section of the stage -- where you have to make your way across a whole bunch of tiny floating logs without getting knocked off by Kamek or the egg-throwing Green Gloves--ain't no picnic either. This level is so hard, even top players have complained that they can regularly solve all bonus levels with a perfect score in the game - ''except this one''.
** "Endless World of Yoshis/Crazy Maze Days" from the GBA port. The first part isn't so bad, although it does have fast auto scrolling. However, the maze part is worse. Not only is there a long shaft filled with instant death spikes you have to dodge with split second timing (entirely blind), but to get 100% completion, you need to beat this section THREE TIMES. There's just one midway ring after it, meaning that if you mess up before the cave (and given the confusing layout of the place, you probably will), you'll have to do a significant amount of the level over. After that, there's a cave with some rather mean tricks, a race against the clock as baby Mario, and finally a replica of the intro with Kamek attacking Yoshi throughout. It's a MarathonLevel to say the least.

to:

** World 2's "extra" extra level "Hit that Switch!!" is an utter nightmare. If you're aiming for 100% completion, it feels like the level designers confused "making a 'complex' level" with "making a level that makes you remember and do ''way'' too much shit." ''If'' you manage to reach the end... it pulls you into a nearly {{Unwinnable}} situation -- simple as that.
** World 3's extra level "More Monkey Madness" is full of goddamn seed-throwing monkeys that are place placed on branches and vines above a pit, so they can easily kill the player. And you have 5 seconds to get past those monkeys and grab the Fly Guy hovering above a bottomless pit before it flies off with a red coin. ''Gaaah!'' It isn't so bad in the SNES version, since for some goofy reason there are 21 red coins in that level (normal is 20, and you need exactly 20 of them); however, the GBA port fixes this, leaving you no room for error. And Then as one last kick in the teeth, the final flower is ''Behind'' ''behind'' the exit ring, so unless you know it's there you'll likely be futilely backtracking, or get the exit ring by mistake and have to start over.
** "The Impossible? Maze," the 4th bonus extra level, gets a special mention here, as [[ExactlyWhatItSaysOnTheTin it lives up to its name all too well.]] There aren't many enemies, but good luck trying to find every red coin and flower for the perfect score!
** World 5's secret level "Items Are Fun" is the easiest level in the game ...if you run straight to the exit. If you're trying for the 100% score then it's a marathon level that requires a lot of thinking outside the box with items. For example one must know that Yoshi can jump and bounce on spiked enemies as long as they are frozen first, something hinted at nowhere in the game.
** The 5th bonus extra level "Kamek's Revenge". To obtain all those red coins, you first have to perform two whole screens of skiing and hit all the obnoxiously difficult placed items with perfectly-precise jumps, THEN, you have to hunt down a bunch of them on a huge, nonlinear helicopter course (which happens to be timed -- run out of time and you fall to your doom). Miss just one coin, and your only option is to die and try the whole thing over again. Also, the first section of the stage -- where you have to make your way across a whole bunch of tiny floating logs without getting knocked off by Kamek or the egg-throwing Green Gloves--ain't no picnic either. This level is so hard, even top players have complained that they can regularly solve all bonus levels with a perfect score in the game - ''except this one''.
** World 6's secret level "Endless World of Yoshis/Crazy Maze Days" from the GBA port. The first part isn't so bad, although it does have fast auto scrolling. However, the maze part is worse. Not only is there a long shaft filled with instant death spikes you have to dodge with split second timing (entirely blind), but to get 100% completion, you need to beat this section THREE TIMES. There's just one midway ring after it, meaning that if you mess up before the cave (and given the confusing layout of the place, you probably will), you'll have to do a significant amount of the level over. After that, there's a cave with some rather mean tricks, a race against the clock as baby Mario, and finally a replica of the intro with Kamek attacking Yoshi throughout. It's a MarathonLevel to say the least.least.
** World 6's Extra level "Castles - Masterpiece Set/Ultimate Castle Challenge" is an absolute gauntlet of thorns and moving platforms that give the player nowhere safe to stand still and catch their thoughts. You'd better have ultra fast reflexes if you don't know the method of cheating it.[[note]]The thorns can be destroyed with eggs and watermelon seeds, so just stock up on a few green watermelons from the bonus games.[[/note]]


** "More Monkey Madness" is full of goddamn seed-throwing monkeys that are place on branches and vines above a pit, so they can easily kill the player. And you have 5 seconds to get past those monkeys and grab the Fly Guy hovering above a bottomless pit before it flies off with a red coin. ''Gaaah!'' It isn't so bad in the SNES version, since for some goofy reason there are 21 red coins in that level (normal is 20, and you need exactly 20 of them); however, the GBA port fixes this, leaving you no room for error.

to:

** "More Monkey Madness" is full of goddamn seed-throwing monkeys that are place on branches and vines above a pit, so they can easily kill the player. And you have 5 seconds to get past those monkeys and grab the Fly Guy hovering above a bottomless pit before it flies off with a red coin. ''Gaaah!'' It isn't so bad in the SNES version, since for some goofy reason there are 21 red coins in that level (normal is 20, and you need exactly 20 of them); however, the GBA port fixes this, leaving you no room for error. And as one last kick in the teeth, the final flower is ''Behind'' the exit ring, so unless you know it's there you'll likely be futilely backtracking, or get the exit ring by mistake and have to start over.



** The 5th bonus level "Kamek's Revenge". To obtain all those red coins, you first had to perform two whole screens of skiing and hit all the obnoxiously difficult placed items with perfectly-precise jumps, THEN, you had to hunt down a bunch of them on a huge, nonlinear helicopter course (which happens to be timed -- run out of time and you fall to your doom). Miss just one coin, and your only option is to die and try the whole thing over again. Also, the first section of the stage -- where you have to make your way across a whole bunch of tiny floating logs without getting knocked off by Kamek or the egg-throwing Green Gloves--ain't no picnic either. This level is so hard, even top players have complained that they can regularly solve all bonus levels with a perfect score in the game - except THIS one.
** "Endless World of Yoshis/Crazy Maze Days" from the GBA port. The first part isn't so bad, although it does have fast auto scrolling. However, the maze part is worse. Not only is there a long shaft filled with instant death spikes you have to dodge with split second timing (entirely blind), but to get 100% completion, you need to beat this section THREE TIMES. There's just one midway ring after it, meaning that if you mess up before the cave (and given the confusing layout of the place, you probably will), you'll have to do a significant amount of the level over. After that, there's a cave with some rather mean tricks as well as a replica of the intro with Kamek attacking Yoshi throughout. It's also a MarathonLevel. And the last flower is literally right before the goal, so if you forget about it/run out, you're playing the whole thing over.

to:

** The 5th bonus level "Kamek's Revenge". To obtain all those red coins, you first had have to perform two whole screens of skiing and hit all the obnoxiously difficult placed items with perfectly-precise jumps, THEN, you had have to hunt down a bunch of them on a huge, nonlinear helicopter course (which happens to be timed -- run out of time and you fall to your doom). Miss just one coin, and your only option is to die and try the whole thing over again. Also, the first section of the stage -- where you have to make your way across a whole bunch of tiny floating logs without getting knocked off by Kamek or the egg-throwing Green Gloves--ain't no picnic either. This level is so hard, even top players have complained that they can regularly solve all bonus levels with a perfect score in the game - except THIS one.
''except this one''.
** "Endless World of Yoshis/Crazy Maze Days" from the GBA port. The first part isn't so bad, although it does have fast auto scrolling. However, the maze part is worse. Not only is there a long shaft filled with instant death spikes you have to dodge with split second timing (entirely blind), but to get 100% completion, you need to beat this section THREE TIMES. There's just one midway ring after it, meaning that if you mess up before the cave (and given the confusing layout of the place, you probably will), you'll have to do a significant amount of the level over. After that, there's a cave with some rather mean tricks tricks, a race against the clock as well as baby Mario, and finally a replica of the intro with Kamek attacking Yoshi throughout. It's also a MarathonLevel. And MarathonLevel to say the last flower is literally right before the goal, so if you forget about it/run out, you're playing the whole thing over.least.


* There's a Daredevil Comet challenge where you have to go through [[LethalLavaLand Melty Molten Galaxy]], which is covered in lava, without being hit once, leading to furniture being punched in frustration after missing a jump after going through the entire level for the fortieth time. There's also the controller-breaking madness of having to climb the huge rock spire at the end ''while it sinks into the frickin' lava''. And there's that god forsaken section with the [[ScrappyMechanic pull stars.]]

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* There's a Daredevil Comet challenge where you have to go through [[LethalLavaLand Melty Molten Galaxy]], which is covered in lava, without being hit once, leading to furniture being punched in frustration after missing a jump after going through the entire level for the fortieth time. There's also the controller-breaking madness of having to climb the huge rock spire at the end ''while it sinks into the frickin' lava''. And there's that god forsaken section with the [[ScrappyMechanic pull stars.]] All other Daredevil Comets thankfully take place during a boss battle, which helps mitigate any fatigue upon failure. [[ClassicVideoGameScrewYous Not this one]]. Folks can debate whether or not a theoretical Daredevil Comet challenge with the Firey Pirhana would be more or less difficult with sincerity.


** "More Monkey Madness" is full of goddamn seed-throwing monkeys that are place on branches and vines above a pit, so they can easily kill the player. And you have 5 seconds to get past those monkeys and grab the Shy Guy hovering above a bottomless pit before it flies off with a red coin. ''Gaaah!'' It isn't so bad in the SNES version, since for some goofy reason there are 21 red coins in that level (normal is 20, and you need exactly 20 of them); however, the GBA port fixes this, leaving you no room for error.

to:

** "More Monkey Madness" is full of goddamn seed-throwing monkeys that are place on branches and vines above a pit, so they can easily kill the player. And you have 5 seconds to get past those monkeys and grab the Shy Fly Guy hovering above a bottomless pit before it flies off with a red coin. ''Gaaah!'' It isn't so bad in the SNES version, since for some goofy reason there are 21 red coins in that level (normal is 20, and you need exactly 20 of them); however, the GBA port fixes this, leaving you no room for error.


** Black coins:
*** The second black coin in 1-4 requires doing a perfect leap and spin off a Dry Bones from ground level. There's no room for error, and it's counter-intuitive since you actually have to time your leap so you hit it just before you finish vaulting over the Dry Bones. Easy if you have Luigi, though.
*** The fourth and fifth black coins in 3-3 are each awful for their own reasons. The fourth actually requires you to use the bubble mechanic to redo part of the stage after smashing a block to allow a shell through, while the fifth requires using a spring to bounce through a one-block hole. Doesn't matter what character you're using here, it's frustrating all the same.
*** Getting the second black coin in 4-1 is easily the most frustrating special coin in the entire game. It requires jumping off a P-switch, wall-jumping onto a single brick, jumping towards another single brick, wall-jumping off of that, and back up onto the pipe containing the coin. The timing window for this is simply a few seconds and allows for absolutely no error, requiring a full restart of the stage for every attempt. The Yoshis make this easier as their Flutter Jumps make it easier to access the pipe.
*** 6-4's first black coin is hell if you're playing as anyone but Toad. It's in a ? block situated over a gap just high enough that a regular jump will clear the block. You need to carefully time your jump to clip the edge of the block. Too little and you miss. Too much and you vault over it. As Mario and Luigi, grabbing a Mushroom makes doing it even harder. Toad's higher speed makes it easier to hit the block, as he can get right under it.
** Toad Rally:
*** The airship. It combines Ninjis, gaps, and cannonballs to make a run where even the slightest mistake will hurt or kill you. And this is the bare minimum. If you've beaten the World Tour, add flame spouts and Rocky Wrench to the list for added annoyance.
*** The ghost house is tolerable at first, but once you've beaten the game it gets a lot worse. The puzzle aspects from the later versions are tacked on, so you have to figure those out on top of trying to get coins. It's also fairly stingy with Toads, owing to the lack of tricks you can pull off.
** Unlocking Star World levels. Of all the challenges necessary for unlocking the levels, the challenge for Star-6 tops them all. You have to collect 400 coins in 1-2, a level where they're separated into different paths and [[https://www.youtube.com/watch?v=ZwarcZlSyu4 an absolutely optimal strategy will get you 426]]. There is no margin for error here. You have to backtrack and make the run perfectly to achieve it. Toad alleviates the problem slightly, but not by much.
** Remix 10:
*** A few of the Remix courses require you to use the back swipe mechanic to slow your character if you want the medals, which is incredibly unreliable on smaller devices.
*** Of particular note is a variation on Wall-Kicking it Underground, which has the medals placed in such a way that the second medal requires a pixel-perfect jump to avoid getting stuck on an alternate path where you can't reach the third. If you're very lucky, you'll wind up there with a Starman and avoid the headache, but it's usually the first or second of the ten just to make sure you can't use that trick.

to:

** * Black coins:
*** ** The second black coin in 1-4 requires doing a perfect leap and spin off a Dry Bones from ground level. There's no room for error, and it's counter-intuitive since you actually have to time your leap so you hit it just before you finish vaulting over the Dry Bones. Easy if you have Luigi, though.
*** ** The fourth and fifth black coins in 3-3 are each awful for their own reasons. The fourth actually requires you to use the bubble mechanic to redo part of the stage after smashing a block to allow a shell through, while the fifth requires using a spring to bounce through a one-block hole. Doesn't matter what character you're using here, it's frustrating all the same.
*** ** Getting the second black coin in 4-1 is easily the most frustrating special coin in the entire game. It requires jumping off a P-switch, wall-jumping onto a single brick, jumping towards another single brick, wall-jumping off of that, and back up onto the pipe containing the coin. The timing window for this is simply a few seconds and allows for absolutely no error, requiring a full restart of the stage for every attempt. The Yoshis make this easier as their Flutter Jumps make it easier to access the pipe.
*** ** 6-4's first black coin is hell if you're playing as anyone but Toad. It's in a ? block situated over a gap just high enough that a regular jump will clear the block. You need to carefully time your jump to clip the edge of the block. Too little and you miss. Too much and you vault over it. As Mario and Luigi, grabbing a Mushroom makes doing it even harder. Toad's higher speed makes it easier to hit the block, as he can get right under it.
** * Toad Rally:
*** ** The airship. It combines Ninjis, gaps, and cannonballs to make a run where even the slightest mistake will hurt or kill you. And this is the bare minimum. If you've beaten the World Tour, add flame spouts and Rocky Wrench to the list for added annoyance.
*** ** The ghost house is tolerable at first, but once you've beaten the game it gets a lot worse. The puzzle aspects from the later versions are tacked on, so you have to figure those out on top of trying to get coins. It's also fairly stingy with Toads, owing to the lack of tricks you can pull off.
** * Unlocking Star World levels. Of all the challenges necessary for unlocking the levels, the challenge for Star-6 tops them all. You have to collect 400 coins in 1-2, a level where they're separated into different paths and [[https://www.youtube.com/watch?v=ZwarcZlSyu4 an absolutely optimal strategy will get you 426]]. There is no margin for error here. You have to backtrack and make the run perfectly to achieve it. Toad alleviates the problem slightly, but not by much.
** * Remix 10:
*** ** A few of the Remix courses require you to use the back swipe mechanic to slow your character if you want the medals, which is incredibly unreliable on smaller devices.
*** ** Of particular note is a variation on Wall-Kicking it Underground, which has the medals placed in such a way that the second medal requires a pixel-perfect jump to avoid getting stuck on an alternate path where you can't reach the third. If you're very lucky, you'll wind up there with a Starman and avoid the headache, but it's usually the first or second of the ten just to make sure you can't use that trick.


* Dark Bloo Inn, although to a lesser extent than the following ones. The level has you finding six ghost toads and helping them by doing fetch quests. The problem is that one of the toads can only be found in a specific time frame, the toads are invisible and can only be found by painting them and it is slightly difficult to tell where they are (you have to look for something moving on it's own) and some of the fetch quests are annoying. Finally, the level is actually a TimedMission. It will [[GroundhogDayLoop reset it you take too long]] and [[GuideDangIt the game does not tell you this until after the loop occurs once.]]

to:

* Dark Bloo Inn, although to a lesser extent than the following ones. The level has you finding six ghost toads and helping them by doing fetch quests. The problem is that one of the toads can only be found in a specific time frame, the toads are invisible and can only be found by painting them and it is slightly difficult to tell where they are (you have to look for something moving on it's own) and some of the fetch quests are annoying. Finally, the level is actually a TimedMission. It will [[GroundhogDayLoop reset it if you take too long]] and [[GuideDangIt the game does not tell you this until after the loop occurs once.]]


** Unlocking Star World levels:
*** Of all the challenges necessary for unlocking the levels, the challenge for Star-6 tops them all. You have to collect 400 coins in 1-2, a level where they're separated into different paths and [[https://www.youtube.com/watch?v=ZwarcZlSyu4 an absolutely optimal strategy will get you 426]]. There is no margin for error here. You have to backtrack and make the run perfectly to achieve it. Toad alleviates the problem slightly, but not by much.

to:

** Unlocking Star World levels:
***
levels. Of all the challenges necessary for unlocking the levels, the challenge for Star-6 tops them all. You have to collect 400 coins in 1-2, a level where they're separated into different paths and [[https://www.youtube.com/watch?v=ZwarcZlSyu4 an absolutely optimal strategy will get you 426]]. There is no margin for error here. You have to backtrack and make the run perfectly to achieve it. Toad alleviates the problem slightly, but not by much.

Added DiffLines:

[[folder:Super Mario Run]]
** Black coins:
*** The second black coin in 1-4 requires doing a perfect leap and spin off a Dry Bones from ground level. There's no room for error, and it's counter-intuitive since you actually have to time your leap so you hit it just before you finish vaulting over the Dry Bones. Easy if you have Luigi, though.
*** The fourth and fifth black coins in 3-3 are each awful for their own reasons. The fourth actually requires you to use the bubble mechanic to redo part of the stage after smashing a block to allow a shell through, while the fifth requires using a spring to bounce through a one-block hole. Doesn't matter what character you're using here, it's frustrating all the same.
*** Getting the second black coin in 4-1 is easily the most frustrating special coin in the entire game. It requires jumping off a P-switch, wall-jumping onto a single brick, jumping towards another single brick, wall-jumping off of that, and back up onto the pipe containing the coin. The timing window for this is simply a few seconds and allows for absolutely no error, requiring a full restart of the stage for every attempt. The Yoshis make this easier as their Flutter Jumps make it easier to access the pipe.
*** 6-4's first black coin is hell if you're playing as anyone but Toad. It's in a ? block situated over a gap just high enough that a regular jump will clear the block. You need to carefully time your jump to clip the edge of the block. Too little and you miss. Too much and you vault over it. As Mario and Luigi, grabbing a Mushroom makes doing it even harder. Toad's higher speed makes it easier to hit the block, as he can get right under it.
** Toad Rally:
*** The airship. It combines Ninjis, gaps, and cannonballs to make a run where even the slightest mistake will hurt or kill you. And this is the bare minimum. If you've beaten the World Tour, add flame spouts and Rocky Wrench to the list for added annoyance.
*** The ghost house is tolerable at first, but once you've beaten the game it gets a lot worse. The puzzle aspects from the later versions are tacked on, so you have to figure those out on top of trying to get coins. It's also fairly stingy with Toads, owing to the lack of tricks you can pull off.
** Unlocking Star World levels:
*** Of all the challenges necessary for unlocking the levels, the challenge for Star-6 tops them all. You have to collect 400 coins in 1-2, a level where they're separated into different paths and [[https://www.youtube.com/watch?v=ZwarcZlSyu4 an absolutely optimal strategy will get you 426]]. There is no margin for error here. You have to backtrack and make the run perfectly to achieve it. Toad alleviates the problem slightly, but not by much.
** Remix 10:
*** A few of the Remix courses require you to use the back swipe mechanic to slow your character if you want the medals, which is incredibly unreliable on smaller devices.
*** Of particular note is a variation on Wall-Kicking it Underground, which has the medals placed in such a way that the second medal requires a pixel-perfect jump to avoid getting stuck on an alternate path where you can't reach the third. If you're very lucky, you'll wind up there with a Starman and avoid the headache, but it's usually the first or second of the ten just to make sure you can't use that trick.
[[/folder]]


* World 8-Tower 2. The ENTIRE level takes place on a moving platform reminiscent of certain levels in ''VideoGame/SuperMarioWorld''. It's [[TrialAndErrorGameplay unpredictable, tedious,]] and nerve-wracking. And of course, as if the task of staying on the platform weren't difficult enough, [[EverythingTryingToKillYou everything is trying to kill you.]] As a bonus, the platform's movement makes an [[MostAnnoyingSound annoying sound]]. World 7 has the same gimmick in the castle stage, but not only is it easier, World 7 can be skipped entirely.

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* World 8-Tower 2. The ENTIRE level takes place on a moving platform reminiscent of certain levels in ''VideoGame/SuperMarioWorld''. It's [[TrialAndErrorGameplay unpredictable, tedious,]] and nerve-wracking. And of course, as if the task of staying on the platform weren't difficult enough, [[EverythingTryingToKillYou everything is trying to kill you.]] As a bonus, the platform's movement makes an [[MostAnnoyingSound annoying sound]].sound. World 7 has the same gimmick in the castle stage, but not only is it easier, World 7 can be skipped entirely.


* The mini-stages, in which every other platform is either moving, has tons of holes in, or is disintegrating beneath your feet, and in some cases the camera is [[CameraScrew swooping around so much]] that that jump you judged you'd make has now sent you plummeting off the edge. And they all share the same [[EarWorm Ear-Wormy]] [[https://www.youtube.com/watch?v=DvZWxiUfrNo tune.]] Among the hardest mini-stages are the ones from the 2nd episode of Sirena Beach and 6th episodes of Noki Bay.

to:

* The mini-stages, in which every other platform is either moving, has tons of holes in, or is disintegrating beneath your feet, and in some cases the camera is [[CameraScrew swooping around so much]] that that jump you judged you'd make has now sent you plummeting off the edge. And they all share the same [[EarWorm Ear-Wormy]] catchy [[https://www.youtube.com/watch?v=DvZWxiUfrNo tune.]] Among the hardest mini-stages are the ones from the 2nd episode of Sirena Beach and 6th episodes of Noki Bay.


* 9-6 (Fire Bar Sprint) is ''even worse''. As the name implies, the level is infested with extremely fast-moving Fire Bars, with not a single power up in sight. The last five Fire Bars require nearly perfect timing. Of course, [[GameBreaker Nabbit]] is completely immune to them.

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* 9-6 (Fire Bar Sprint) is ''even worse''. As the name implies, the level is infested with extremely fast-moving Fire Bars, with not a single power up in sight. The last five Fire Bars require nearly perfect timing. Of course, [[GameBreaker Nabbit]] is completely immune to them. To make matters worse, [[spoiler:the last Star Coin in the level requires you to ground pound bricks, which can't be done as small or mini Luigi.]]


* The Dash Mario (cannon) levels are extremely difficult (albeit a bit short) on-the-fly high-speed madness. You have to make extremely precise jumps across platforms through lines of enemies without being able to stop and take a moment to plan your maneuvers because Mario ''can't stop running''. The worst of the bunch is World Flower-Cannon, where you have to time a bunch of jumps off parachuting Bob-ombs which sway from left to right as they fall, plus all the rotating Amps you have to deal with. If you time your jumps off the Bob-ombs correctly, you'll dodge the Amps automatically, but it's extremely difficult because there is absolutely no margin for error.

to:

* The Dash Mario (cannon) levels are extremely difficult (albeit a bit short) on-the-fly high-speed madness. You have to make extremely precise jumps across platforms through lines of enemies without being able to stop and take a moment to plan your maneuvers because Mario ''can't stop running''. The worst of the bunch is World Flower-Cannon, where you have to time a bunch of jumps off parachuting Bob-ombs which sway from left to right as they fall, plus all the rotating Amps you have to deal with. If you time your jumps off the Bob-ombs correctly, you'll dodge the Amps automatically, but it's extremely difficult because there is absolutely no margin for error. Using Raccoon Mario does take some of the edge off, however; you can immediately refill your Power Meter due to the constant running and spend most of the stage just flying.


* S8-Bowser. [[TimedMission 30-second timer]], [[DroughtLevelOfDoom no powerups]], [[CheckPointStarvation no checkpoint]], {{Lava Pit}}s that make every jump a potential instant death, [[BossBattle Dry Bowser still being in the level]], and you have to kill ''[[DemonicSpiders Hammer Brothers]] for clocks'', who somehow know to throw hammers over each others' heads so you can't do that without being hurt easily. You'd better go back and grab a couple of powerups before attempting this nightmare.

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* S8-Bowser. [[TimedMission 30-second timer]], [[DroughtLevelOfDoom no powerups]], [[CheckPointStarvation no checkpoint]], {{Lava Pit}}s that make every jump a potential instant death, [[BossBattle Dry Bowser still being in the level]], and you have to kill ''[[DemonicSpiders Hammer Brothers]] for clocks'', who somehow know to throw hammers over each others' heads so you can't do that GoombaStomp them without being hurt easily. You'd better go back and grab a couple of powerups from an earlier level before attempting this nightmare.


* S8-Castle has everything a level could have to make you wanna murder the creators of the game. [[TimedMission 30-second timer]], no powerups, [[CheckPointStarvation no checkpoint]], {{Lava Pit}}s that make every jump a potential instant death, [[DemonicSpiders Hammer Bros. who somehow know to throw hammers over each others' heads]] so you can't beat them without being hurt easily, and [[BossBattle Dry Bowser still being in the level]]. The lack of the Cosmic Clone does little to mitigate the possibility that you'll have plenty of deaths anyways.
* [[BrutalBonusLevel SW8-Crown]]. First off, [[CheckPointStarvation there's no checkpoint.]] The first half of the level consists mostly of narrow used coin blocks you must jump across. It's practically impossible to get across that part without a Tanooki Suit, and even with it, you're still gonna die a few times. Or more. If you survive that part, you're pitted against [[QuirkyMiniBossSquad Boom Boom and Pom Pom]] at the same time. Then you go through one of those green roller coaster stages with bombs and complicated jumps galore. Then you're thrown onto a block where you must run to the other side while dodging [[EverythingTryingToKillYou fire, lasers, enemies,]] and a [[TheScrappy Giant Cosmic Mario]] who won't let you stop and take a breath. If you didn't have a mushroom or other item on you at that part, [[UnWinnable you're most likely dead.]] THEN... [[spoiler:you get to ride across the rest of the level while watching the green floor unfold, spelling out "THANK YOU!!"]]

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* S8-Castle has everything a level could have to make you wanna murder the creators of the game. S8-Bowser. [[TimedMission 30-second timer]], [[DroughtLevelOfDoom no powerups, powerups]], [[CheckPointStarvation no checkpoint]], {{Lava Pit}}s that make every jump a potential instant death, [[DemonicSpiders [[BossBattle Dry Bowser still being in the level]], and you have to kill ''[[DemonicSpiders Hammer Bros. Brothers]] for clocks'', who somehow know to throw hammers over each others' heads]] heads so you can't beat them do that without being hurt easily, easily. You'd better go back and [[BossBattle Dry Bowser still being in the level]]. The lack grab a couple of the Cosmic Clone does little to mitigate the possibility that you'll have plenty of deaths anyways.
powerups before attempting this nightmare.
* [[BrutalBonusLevel SW8-Crown]].S8-Crown]]. First off, [[CheckPointStarvation there's no checkpoint.]] The first half of the level consists mostly of narrow used coin blocks you must jump across. It's practically impossible to get across that part without a Tanooki Suit, and even with it, you're still gonna die a few times. Or more. If you survive that part, you're pitted against [[QuirkyMiniBossSquad Boom Boom and Pom Pom]] at the same time. Then you go through one of those green roller coaster stages with bombs and complicated jumps galore. Then you're thrown onto a block where you must run to the other side while dodging [[EverythingTryingToKillYou fire, lasers, enemies,]] and a [[TheScrappy Giant Cosmic Mario]] who won't let you stop and take a breath. If you didn't have a mushroom or other item on you at that part, [[UnWinnable you're most likely dead.]] THEN... [[spoiler:you get to ride across the rest of the level while watching the green floor unfold, spelling out "THANK YOU!!"]]

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