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    2-D Platform Games 
  • Super Mario Bros.: The Lost Levels:
    • To unlock Worlds A through D in the original Famicom Disk System version, you must beat the entire game eight times. You can lessen the time by using Warp Zones, though. Even if you do enjoy the Sequel Difficulty Spike, this is still Fake Longevity at its finest. Fortunately, the Super Mario All-Stars version loosens the unlock condition to "just beat the game once".
    • Using a warp zone before reaching World 9 locks you out of getting to World 9, even if the pipe you entered leads to an earlier world. In the All-Stars version, this includes any future attempts after you've already beaten the game. So if you save after using a warp zone without realizing this fact, your save file can never get to World 9 ever again.
  • In the NES version of Super Mario Bros. 2, you can only choose a character when you're starting a new level. If you feel like you're having too much trouble in a particular section or level with your current character and want to select another, too bad. This was rectified in the All-Stars and Advance rereleases: You can select a character every time you lose a life.
  • Super Mario Bros. 3 has one major problem in the original NES release: there is no saving at all, and the game spans eight entire lands with lots of things to do between "begin World 1-1" and "beat Bowser", as there are now 90 levels instead of 32, 52 or 20 like in the previous games respectively. Sure, you can use Warp Whistles to "resume" your game, but you have to start from the very beginning of the world with no forts destroyed or keyhole doors removed, as well as an empty item inventory. This is why every subsequent release has included some form of saving, whether it's save files in All-Stars and Advance or suspend saves in the Virtual Console releases.
  • Super Mario World:
    • The Snake Blocks go pretty fast, speeding through lots of dangerous obstacles, above bottomless pits and lava, and take the most convoluted paths imaginable, as if the game designers felt extra malicious and wanted to punish the player. They're back in Super Mario Galaxy 2, but this time in 3D and with gravity mechanics.
    • The coin trails directed by the D Pad and where you have to hit a P-Switch to turn into temporary blocks. It gets to be very nightmarish when trying to get the secret exit in Valley Ghost House: You need to direct the coin trail up to a ledge with a key to access the secret exit. Unfortunately, the ledge is far above the top of the screen, you need to direct the coin path to create steps leading up to it, and the hole at the ledge is only big enough for Small Mario, so if you're Big Mario, you better hope you have enough room to try to slide through, or you'll have to take the long, winding path back to the room and start all over again. Notably, many players will take the simpler (and less sanity-taxing) option of using a Cape to fly up to the ledge, which Mario can just barely stand on if he flies up right next to it. From there, Mario can squeeze through the gap by ducking and jumping.
    • The P-Balloon, which turns Mario or Luigi into a barely-controllable balloon, as its name would suggest. The fact that Tubular uses it for the entire level doesn't help things.
    • Mario/Luigi on the overworld map moves at a tortoise's pace. It's not really noticeable if you're merely moving from one level to the next, but if you want the Top Secret Area and you're somewhere like Chocolate Island or Valley of Bowser where lives are easily lost, and you're not using the Star World, then you have to waste a fair number of minutes plodding all the way to the Top Secret Area, and then you have to plod all the way back; it's a vexingly slow and tedious process. In the GBA release, you can warp straight to whichever level you want... once you've reached all 96 exits, that is.
  • New Super Mario Bros. series:
    • The Mega Mushroom from the first game. Initially, it's fun to destroy everything in your way, but if you destroy a pipe that leads to a Star Coin, then it's time to start the level all over.
    • One of the most common criticisms of New Super Mario Bros. Wii was having to shake the Wii Remote to spin jump, get off Yoshi, and pick up objects, despite them leaving out the B button on the Wii remote. This could cause lag in actions that lead to untimely deaths.
    • The Ice Flower can be less useful than one would think, as the ice balls have a slower bouncing pattern than the fire counterpart, and you are required to take another step to defeat the enemies you freeze. In many cases, it's the level's designated power-up when it's not really helpful to you.
    • The platforms in New Super Mario Bros. U that shut down once too many objects are on them. Taken Up to Eleven in "Red-Hot Elevator Ride", where the platform will only keep moving if Mario is the only thing on it. So, naturally, the level provides plenty of enemies and even coins to stop the platform and prevent you from moving up, all while lava fills up the tower.
  • Super Mario Maker:
    • Commenting a level automatically stars it. To avoid giving a star when providing constructive criticism, you have to view comments from Course World or the website. A patch rectified this problem by allowing people to leave a comment on the level directly without giving it a star.
    • There is no text search for levels, not even on the website.
    • Levels are represented by 16-digit codes, but there is no QR code support in the game even though the Wii U can handle QR codes.
    • A maker's upload limit is determined by how many stars they have. Until they get 50 stars, they're limited to 10 levels at a time. The willingness of players to give stars to levels dips and bobs over time, with a downward trend as more levels are added to the game. Makers with a following on streaming sites basically get a bunch of free stars from their fanbase for anything they upload.
    • The game makes a point of giving you a clear flag when you clear a level, but after clearing enough levels, the earlier flags disappear. This can happen to levels you've starred and played as well, making it impossible to go back and play your old favourites unless you follow the maker, bookmark the level on the site, or jot down the course ID.
    • Levels that don't earn stars are not only deleted from Nintendo's servers, but banned from ever getting posted again. For some eclectic levels, it's luck of the draw if you get players that appreciate the level. Even well-regarded levels can be banned; this seems to be tied to high win-rates much of the time, but there is no official explanation whatsoever.

    3-D Platform Games 
  • Super Mario Sunshine, Super Mario Galaxy and Super Mario Galaxy 2 all share a mechanic that causes you to lose a life when you fail a race or minigame.
  • Super Mario 64: The 100-coin stars. Having to collect 100 coins in each of the 15 regular courses to get a star slows the pace of the game to a crawl, and dying at any point resets your coin collection to zero, forcing you to start over. Some courses are plentiful in coins if you choose the right mission, but some courses like Dire Dire Docks are scarce in coins no matter what. Not helping things further is that you only get one chance to get coins from enemies and blue coin blocks, forcing you to start over if you miss them. Yoshi can make these stars easier to get in the DS remake, as he can swallow an enemy that gives you more than one coin, turn the enemy into an egg, throw the egg at enemies that only give one coin and they all yield the same amount of coins as the enemy he ate.
  • Super Mario Sunshine:
    • F.L.U.D.D., while useful in battle, is not particularly liked since he replaced Mario's long jump. There's also the fact that any information he gives the player is not particularly useful as the player can figure things out themselves.
    • The red coin missions and especially the blue coin locations drove everyone nuts simply due to the sheer number of them in the game. However, if players wanted to beat it 100%, then they must beat them all. The blue coins deserve special mention. In Mario 64 they were worth five coins, but in Sunshine they are a special currency used to obtain Shine Sprites, the same things Mario was tasked with retrieving to clear his sentence. Story headaches aside, there is also no checklist whatsoever for blue coins. If you find you missed one somewhere and your memory isn't helping you, you have massive levels to go over again and again until you find out which ones you missed. Oh, and some are only available in certain episodes of the level too.
    • The F.L.U.D.D.-less levels can be seen as this. Special mentions goes to the ones in Sirena Beach's casino and Pianta Village's "Secret of the Village Underside"; in the former, the only way into the level is to get triple 7's on both of the casino's slot machines and solve an irritating panel flipping puzzle, while the latter revolves around talking to Piantas to throw you. This must be done with perfect timing and positioning, otherwise the Piantas will chuck Mario straight into the abyss. The F.L.U.D.D.-less levels also draw attention to how downgraded Mario's moveset is in comparison to Super Mario 64. He can't long jump, back flip, or change his momentum in mid-air by kicking, and the only real attack he has is the ability to jump on things.
    • Just like in Super Mario 64, you have to collect 100 coins in one of the main stages to get another Shine Sprite. Only this time it's worse, as only a particular mission or two in each stage will be able to give Mario the 100-coin Shine, as some missions won't have 100 coins to collect; so it's easy for the player to pick the wrong mission and waste a lot of his/her time. Which mission has it? The game doesn't tell you.
    • Yoshi, of all things, manages to amount to a massive one of these. Firstly not only does Yoshi die in one hit if he touches water (which is everywhere), but he also dies if he goes too long without eating fruit. This turns every Yoshi mission into a Timed Mission where one slip up costs you Yoshi and forces you to start over. Secondly nearly every Yoshi mission simply involves relying on Yoshi to reach one of the F.L.U.D.D.-less levels as mentioned above. While riding Yoshi feels like a rewarding powerup in most Mario games, in Sunshine it simply feels like an awkward difficult chore.
  • Super Mario Galaxy:
    • When you get a game over in the original Galaxy, you're forced to go back to the start menu ("Would you like to save and quit the game?") and find your save file again when you die (possibly a form of Anti Poop-Socking?). Every time. This gets pretty annoying and tedious after a while, and was luckily fixed in the sequel: here you just go back to the Hub Level, like it should be.
    • The Spring Mushroom power-up. You can't stand still while you're wearing it, the movement is very wobbly, and it requires precise timing in order to do a high jump (and unsurprisingly, the areas in which you find the spring require many such jumps). It doesn't help that it doesn't appear until very late in the game, which means you have to use it on some of the harder levels without having a chance to practice using it in easier levels first.
    • Rolling the Star Ball in the the Rolling Greens Galaxy, the last part of Mission 2 for Melty Molten Galaxy, and Rolling Gizmo Galaxy. Even a slight tip in the wrong direction of the Wii Remote has a chance of resulting in complete and utter failure.
    • The bubble blowing levels, like the Star Ball levels, require a lot of great accuracy with the Wiimote or Mario will likely fall to his death.
    • The manta ray race in the Loopdeloop and Loopdeswoop Galaxies. Even if you've already seen "GOAL!" flash on the screen, you can still fail and lose a life if Mario falls off the stage before the screen fades out.
  • Super Mario Galaxy 2 has Fluzzard:
    • Waggle is in full effect - the bird is very annoying to control. It is also something of a Replacement Scrappy, of both the Red Star and Manta (which, though sometimes just as irritating, was generally fun to use). Then there's the Comet Medals and Green Stars in the Fluzzard levels. You know those rings you went past? You have to go through them all, then catch the medal in mid air at high speed. One of said rings requires about a 90-degree sharp turn into a tunnel from the other side of the level. And Green Stars? They're extremely easy to miss even when Fluzzard is directed straight at them.
    • The worst part is that the Fluzzard levels are almost identical to the Fruit Pop Flight Challenge from The Legend of Zelda: Twilight Princess. However, the Fluzzard levels are outclassed by far by the minigame from a game that came out four years earlier. In the Zelda minigame, the game involves actual flight, more mobility, and works off of the Wii's pointer function instead of inaccurate waggle controls. Why they couldn't have simply copied the mechanics whole cloth and come out with a much less frustrating mechanic is anybody's guess.
  • Super Mario 3D World:
    • For 100% Completion, you must beat every level as every character. If you're playing multiplayer, everyone's character counts, but there's a fifth character, so you have to backtrack no matter what, even if you can find three friends to play the entire game with. Factor in the nigh-impossible later levels of the game, and it's enough to make one break down.
    • The microphone-controlled Propeller Platforms in "Captain Toad's Fiery Finale" can be risky, as the microphone may not be responsive one hundred percent of the time. It's a problem here because precision timing is required to advance through the level and there's a Fire Piranha Plant shooting at you.
  • Super Mario Odyssey has the Motorbike, Jaxi, and Rocket Flower, which all boost Mario's speed insanely... at the cost of next to no mobility. Jumping with a bike or flower can turn you around in mid-air, leading to accidental deaths, but is usually required to get certain moons. Part of the reason why Gushen is so popular is because it's the only fast thing that's easy to control.
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    Mario Kart 
  • Series-wide:
    • The Blue Shells, Lightning Bolts and POW Blocks. All of them all but undodgeable and all of them far too commonly occurring given their power. This shifting baseline has caused what used to be items that occurred twice in a 4-race Grand Prix to appearing in concurrent pickups.
  • Super Mario Kart:
    • The first iteration of the coin system is oft-reviled. The more you get (up to 10 for best effect), the faster you go. Falling off the track, bumping into another racer, or being attacked makes you drop coins and you go slower. Have no coins? Just bumping anyone makes you spin out. Because of this, coins are also offered as an item, which is good to have if you are not good enough to pick up coins on the track, but this is more of an annoyance if you got enough coins or are looking for an item to defend yourself with. If that wasn't bad enough, in Mario Kart: Super Circuit, you had to collect a lot of coins in order to qualify for star grades at the end of a cup and unlock the SNES tracks.
  • Mario Kart DS:
    • The Bullet Bill is a big one: It turns you into a super fast giant torpedo that you don't even have to steer. Plus, anyone you hit bounces twice in a random direction, guaranteeing that they are catapulted off the stage on smaller levels. You'll only get it when you're nearly dead last, so it's not an issue for guys in first and second place. However, tell that to the player in 5th place who just got passed because the game decided to reward the 12th place player for being worse at the game.
    • Power-sliding, or worse, snaking. It's a difficult technique to pull off, but it rewards the user with a short speed boost when successful. Human players can do it alright, but it takes a couple seconds. The CPUs don't have this limitation (they can activate it very fast) and use, overuse, and abuse it on the 150cc setting, making it extremely difficult to reach the first place. Everyone will be faster than you. Everyone.
  • Mario Kart Wii:
    • The racer count being increased from 8 to 12 turned out to be quite the scrappy mechanic, because it increases how often annoying items are used. There have been horror stories of players getting hit by multiple blue shells in rapid succession, or taken down by a blue shell, a lightning bolt, a POW block, and a Blooper one after the other, which is all but impossible in normal gameplay because the lightning bolt normally causes everyone else (or at least, humans) to drop their items.
    • This game introduced the Thunder Cloud which caused a lot of misery for players. When you get it, it automatically activates, placing a cloud above your racer and slightly boosting your speed. Also, after a short while, it will shrink you unless you transfer it to another racer by ramming into them. The contempt for this item is so great that a lot of fans are glad that it hasn't been in any other Mario Kart since then.
  • Mario Kart 7:
    • The Blue Shell now takes the worst parts of the versions from the earlier games: it flies along the floor until it reaches the first place player, then flies up and blasts them to pieces. Unfortunately, both of these attack can really easily screw someone up; the players at the back due to them being in the middle of the track on a narrow course (guess where the Blue Shell travels, and you have about four seconds to move out the way or get obliterated) and for the person in the lead, it seems the impact of being hit is random, you fly to the side in some almost arbitrary direction and likely fly off the track. If a Blue Shell gets fired on SNES Rainbow Road, someone racing will pay dearly for it.
    • This game's version of the coin system is more forgiving; the only benefit to having them is a boost in top speed, and not having any will simply keep your kart performing normally. Additionally, you can only lose coins by falling off the track or being attacked by an item, and simply bumping into another racer will let you keep your coins. However, it turned the Lightning Bolt into one of the most hated items in the entire game, as it instantaneously makes every single other racer lose about 4 coins in addition to stopping, shrinking, and slowing them down. On top of that, the coin count now maxes at 10, which means that stocking up coins for unlockables is a nightmare waiting to happen.
  • Mario Kart 8
    • In MK8, you can now no longer claim a new item from an item box while dragging another item behind you. While one can see what they were aiming for, this means that the first-place racer approaching an item box has to make the excruciating decision to drop the banana peel he's using to block red shells in the hopes of getting a Super Horn... or hold on to it in case s/he would get some useless coins instead. The introduction of the second item box in MK8 Deluxe mitigates this quite a bit.

    Mario Party 
  • Chance Time, for its tendency to screw over more skilled players with forced redistribution of coins and stars. On that same note, among more skilled players, and especially "Stop Having Fun" Guys, luck in general is this trope (one of the few things where it's possible for them to agree with Scrubs on something). Chance Time was removed after Mario Party 6 to cut back on the excessive luck, though Mario Party 7 incorporated some elements of it into the Duel mini-games (rather than choosing what to duel for, the stakes are decided by a roulette after the minigame is finished; it's even possible for the loser to luck out and not have to give anything.)
  • On the opposite end of the spectrum, Bonus Stars. For a while, players who earned the most coins in mini-games would get one bonus star. Another star was given if a player also collected the most coins at one time during play. Those two bonus stars were usually won by one person since a skilled player who can win a lot of mini-games would also wind up getting another bonus star for having the most coins as well, making them win 2 extra stars and most likely win the game because of it. The series added other types of bonus stars in the mix in order to encourage more diverse playstyles and reduce the amount of players sweeping the bonus stars effortlessly. Mario Party 2 onwards also gives you an option to turn these off, at least.
  • Any game with secret star chests. Basically, there is a random chance that at some point (sometimes more) in the game, one player will randomly be given a star. Similar to Chance Time above (but not nearly as extreme) it's frustrating to players to suddenly go from winning to losing because somebody else got something off of pure luck, particularly on maps where getting a single star is a lot of work. Like with the Bonus Stars above, they can be turned off.
  • The first Mario Party featured several mini-games where a player had to rotate the control stick. Hard enough for many, they ended up causing blisters and other painful side effects, and often damaged the controllers by players trying to rotate the stick too quickly and having it break. Nintendo received a ton of complaints, and ended up releasing special gloves for players who hurt their hands. They also promised that "rotate the control stick" mini-games would never appear in a Mario Party title again.
  • The original Mario Party had 2 boards where Toad and Bowser would at times switch places. A player could be near Toad only to have someone step on a Happening Space, and end up meeting Bowser instead, losing quite a number of coins.
  • Wario's Battle Canyon and Peach's Birthday Cake from the first game were also more luck based than usual as the former causes players to be blasted out of cannons and land on another island, the problem is that it's difficult landing in just the right spot causing players to potentially land after Toad while the latter forces the players to pay coins to play a lottery when they reach the board's only split path to determine whether they meet Toad or Bowser. There are more details about Peach's Birthday Cake on this page.
  • Mario Party 3's Game Guy minigames were a major source of frustration for many players. Landing on one of his spaces forced the player to gamble all of their coins on a (usually)note  entirely luck-based minigame, most of which had 50/50 odds at best and incredibly thin odds at worst (we're looking at you, Game Guy's Roulette), in the hopes of walking away with several times more coins than they started with. Unlucky players could lose every coin they had in a heartbeat (costing many of them the entire game), while lucky players who won a game after gambling lots of coins had a very good chance of winning the Coin Star— and in some cases (winning on low-odd Roulette spaces or longshot odds on the smaller Chain Chomp in Game Guy's Sweet Surprise, and landing on the final space in Game Guy's Lucky 7) possibly reaching the coin cap. Notably, unlike the aforementioned Chance Time, Game Guy spaces were frequently placed on the boards' main paths (whereas most Chance Time spaces were placed on Skeleton Key paths, meaning that players typically had to go out of their way to land on one), and even appeared in Duel Mode (where losing all of one's coins was effectively a death sentence as it all but ensured that they wouldn't be able to pay their partners' salary at the start of their next turn, leaving them completely defenseless until they found their way back to their Start Space). Even worse? One of the game's rarest items in the Battle Royale Mode let the user force a Game Guy minigame on a player of their choice. Unsurprisingly, this mechanic did not return in future games.
  • Mario Party 4's Mini and Mega Mushrooms. The mechanic (replacing the skeleton keys from the previous games by having size changing mushrooms that open new paths — the Mega Mushroom allows you to skip board events, making it a borderline Game-Breaker, while the Mini-Mushroom... allows you to go down smaller pipes while having a limited number on your dice) wouldn't be quite as bad if there weren't a number of mushroom spaces giving you the items, meaning that if you want to even have anything else in your pockets, you must use them to get rid of them, leaving you in either form most of the time.
  • The main issues with Mario Party 5 are the lack of shops forcing players to rely completely on the luck of the draw from the capsule machine, and the fact that you can be hurt by traps you set yourself.
  • From Mario Party 5 on, battle minigames were no longer a board space and instead randomly replaced a standard end-of-turn minigame. Despite having the potential to change the game dramatically, this isn't the problem. The problem is that the winnings and losses from these minigames counted toward the players' Minigame Star count, basically ensuring that whoever won the most expensive battle minigame would be guaranteed the bonus star at the end, regardless of their performance for the rest of the game.
  • Bowser Time! in Mario Party 7. Every 5 turns, Bowser shows up to cause trouble such as taking a picture of the characters and forcing everyone to pay or temporarily destroying one of the orb shops and setting up his own business where he would sell the first person a Golden Bowser Statue (which has absolutely no impact on the game) or a Koopa Kid orb (both of which get stolen immediately and regarding the latter, adds another Koopa Kid space on the board) to making some changes to the board's environment like destroying bridges either forcing players to take a different route or ending their turn as soon as they reach the bridge.
  • Mario Party 9 having linear maps and all players traveling together in a vehicle is this to some fans as they felt it was too far a deviation from the original series and being together in a vehicle robs a sense of control for players.
  • Mario Party 10 has Amiibo Party, a mode designed as a simplistic throwback to earlier Mario Party games. The most obvious complaint is that you have to purchase compatible Amiibos just to play the mode. But even when you get past that, there remains one insanely annoying mechanic: if you're playing as an Amiibo (and at least one person must be), you cannot roll the die, pick up items, use them, or stop a spinner without physically touching your Amiibo to the gamepad. Every time. It only gets more crowded when multiple players use Amiibos.
  • Bowser Party in Mario Party 10 stacks the entire game unfavorably toward the team running from Bowser. It allows Bowser to reroll his dice if his roll doesn't reach the team as well as gain a bonus when the team reaches the home stretch. Furthermore, the end of the board has tons of Bowser Jr. spaces ready to send the team back or take their hearts. Winning isn't impossible for the team, but it'll certainly take a lot of luck, which makes it an infuriating game to play for some players.
  • More generally, the fact that all the minigames in any game are initially locked and there's no way to play them without randomly unlocking them while doing the boards has never sat well with the Just Here for Godzilla crowd who are only interested in the minigames. (Especially since most party games allow the players to jump into the minigames right out of the gate.) This was fixed in Mario Party 9, Mario Party: Island Tour, and Mario Party 10, but returned in Mario Party: Star Rush, with the key difference being that three minigames are available by default.

    Role-Playing Games 
  • The Mario & Luigi series features a mechanic that would plague the games all of the way up until Paper Jam: Multiple Forced Tutorials that absolutely kill the pacing of the story and ruin a lot of replay value for many. Bowser's Inside Story and Dream Team also had more mechanics than the first two games, meaning more tutorials to sit through, even for mechanics brought back from previous games!
  • Mario & Luigi: Bowser's Inside Story:
    • The microphone. The player must blow on it to breathe fire during the Giant Bowser parts. If your microphone isn't up to snuff, it can cost you, especially during a boss battle.
    • Waiting ten real life minutes for Bowser's back to heal. What really cinches this is that the DS cannot be closed while this occurs or it'll go to sleep mode. There is a cheat around this, but it's easily missable.note 
    • While in Dimble Woods, you have to do a minigame that involves eating a giant carrot in a minute or less. The good news is that if you find a special enzyme you can use it to break all of the pieces at once. The bad news is that said enzyme will get weaker if you don't find it right also. To make things worse, the piece that carries the enzyme looks the same as every other piece that you need to break and the only clue that you are given is that the piece with the enzyme will flash quickly.
    • That minigame where you have to make Bowser sneeze. You have to flick the Bros in order to knock pollen into the sides of Bowser's nose. Flicking, which makes the Bros hard to control, and all the more difficult to knock the pollen into the last section. And you have to avoid the pollen that'll hurt you (3 hits and you have to restart). To finish it off, you have to fly into the bulging sections after turning all of the walls red, which go back down after some time.
  • In Mario & Luigi: Dream Team, the ring puzzles and mole hunting. The former are irritating puzzle mini games where you have to pass through a ton of rings without either running of steps, landing on the same space twice or hitting a mole, the latter have you burrow underground and jump up at the right time to catch crabs. The ring puzzles are just a huge Guide Dang It! moment due to the ridiculous complexity of the ones required for the last two Pi'illos (and misleading graphics than make it easy to think the rings are one space north of their actual location), the latter is slow paced, annoying and forced on you during the story for no real reason (in both cases, only because the guy running it wanted to rip off the main characters and make some money out them asking for help). Good luck getting the max score when you replay the mole game again later!
  • Paper Mario 64 and Paper Mario: The Thousand-Year Door have an inventory that only lets you carry ten items. Therefore, it is very common to end up being forced to throw a useful item away to pick up another item that is just as useful. The Thousand Year Door at least has the Strange Sack which doubles the item capacity but you need to get to the 50th floor of the Pit of 100 Trials to get it.
    • Switching partners during battle in these games is very cumbersome since partner swapping wastes a turn and doing it at the wrong time can cost you dearly. The Quick Change badge lets you switch allies without using a turn, but the badge itself eats up a good amount of BP to equip.
    • Trying to discard items. When you do so, the thing bounces all over the place and has a huge hitbox, and since most paths in the game are narrow and your character moves relatively slowly, that Dried Shroom or Peachy Peach is going to chase you around like a tiny ex-girlfriend until you get lucky and it happens to stop before hitting you again. It's really telling that dodging a discarded item takes more luck and skill than Superguarding. Expect, on average, to accidentally re-pick up a discarded item three times every single time you try to get rid of one.
  • Paper Mario: The Thousand-Year Door:
    • There are many kinds of random events and haphazards that occur during battle due to the theme of the fights taking place on a stage. Shy Guys can run backstage to cause stage equipment to fall down on you or the enemy, Boos can make you or the enemy invisible to make attacks miss, and the freezing mist stage effect can freeze your party or the enemy frozen solid. While the effects are "fair" since they can affect either side, you have no control over what happens, when it happens, and the wrong effect at the wrong time can be disastrous.
    • Speaking of random, the Glitz Pit's ruling of applying some random manner of handicap on you at the beginning of a match turns many of the already difficult higher level bouts into unfair and sometimes unwinnable battles. It's unbelievably frustrating to lose a match you normally could have won just because the Random Number God decided you were not allowed to attack for the first three turns or restricted you from using your jump against an aerial foe. Since it's random, it's even possible to be told you can't use your partner or FP Points against The Armored Harriers: a battle where the only way to damage them is with Yoshi's FP Point-costing Gulp ability.
  • Paper Mario: Sticker Star:
    • All moves you can perform on the battlefield are done with stickers. Stickers come in a finite quantity (over the course of the game, you can eventually reach 120 max capacity), and most of the more powerful ones take up more space in the Sticker Album. If you run out of stickers during battle, however unlikely it may seem, you might as well reload your last saved game.
    • There is no level or stat system at all; you can increase your HP with special items, but the game has no experience points of any kind; all enemy battles give you no rewards other than coins, making frequent combat rather pointless.
    • The boss weakness system. The bosses (except perhaps the first) have so much HP and defense, you need to use the right sticker at the right time to have any hope of defeating any of them. What sticker and what time that is, more often than not, is quite a Guide Dang It!, and even if you do figure out partway through the battle what you need, it will most likely be too late anyway; what are the chances of having that particular sticker already in your album ready to use at that moment, given that most of the weaknesses are of the aforementioned "requires extra inventory space" type? The final boss takes this to its ultimate and horrible conclusion, with a five-part boss battle, each of which requires specific stickers to complete. And if you do manage to beat a boss without exploiting its weakness, or simply want to fight it normally, the game has your helper insult you for not doing what it wanted.
  • Paper Mario: Color Splash takes some of the annoying mechanics from the previous game and fixes some of them, but also adds a few of its own.
    • Possibly the most reviled is Kamek, who can randomly show up during battle to set a curse on you that messes with your cards. These curses have effects that range from giving you a random (smaller) selection of cards to changing all of your cards to a single type, but what's constant is that the curse essentially holds your current deck hostage until you win the battle. Somewhat annoying under normal circumstances, but not a deal-breaker... until you realize that game does nothing to prevent, say, getting stuck battling a flying enemy with only hammer cards that can't reach it, or a spiked enemy with only jump cards that will hurt you if you use them. Since Kamek also disables your ability to run from battle, if such a scenario happens, your only options are to either waste every card in your hand so the game will let you escape, or reset and lose everything since your last save.
    • The Shy Bandit. He shows up at random and heads for a specific level that you have filled in the colourless spots of. If you fail to intercept or stop him, you will lose all the colourless spots you filled in and need to fill them up again. If he happens to go for a level on the other side of the map from you then stopping him becomes a Luck-Based Mission, if you can stop him at all.
    • The game increases the number of Non Standard Game Overs. While these have shown up before, the ones in this game have a tendency to come out with little warning (like the giant Chain Chomp that chases you in Marmalade Valley) or with little idea of what to do to avoid getting a game over (again, the above mentioned chomp). Some also show up in places where there was not a game over in a similar situation in a previous game (this game's quiz show does kill you instead of making you fight some Demonic Spiders like the past games).
    • You are now forced to use Things on the main bosses at points in their fights. If you try fighting them normally anyways, they'll auto-dodge all attacks that aren't their weakness, even if the attack would hit them. In addition, Replicas of Things will not solve the boss puzzles. This means you only get one shot per fight.
    • The new Enemy Cards that can summon the enemy on the card to act as a pseudo-party member in battle seems to be an Author's Saving Throw at the removal of partners, however they're here because how near useless they are. For starters they're all generic enemies that you have no control over and all deal pathetic amounts of damage. In addition, They only last about one turn because on enemy turns, they act as meat shields that are easily defeated in one or two hits. Thanks to Unexpectedly Realistic Gameplay, it is also possible for some cards (mainly shelled enemies) to ricochet off of the far walls of an enclosed arena and hit you after they have damaged the enemies. To make things worse, they are completely useless in boss fights, as they run away the moment they're summoned, which means you just wasted a card slot. The Koopalings can be gathered as rare Enemy Cards, but in addition to also being useless in boss fights, they're nothing more than Fright Jars, as they do nothing but chase away the enemy with no variation between each Koopaling. The only thing Enemy Cards seem to be good for is completing the Museum, but other than that they're almost useless in the main game.

    Sports Games 
  • Mario Tennis:
    • For players that play tennis regularly, the Power Shots are this as using them usually guarantees an instant point. Said players would prefer to win by more skilled tactics.
    • The primary way to earn coins in Mario Tennis Open is to play the Special Games... and that's it, unless the player wants to replay the tutorial for 200 coins each when it takes 155,000 to purchase everything in the shop.
  • Mario Superstar Baseball:
    • Getting each character's Star Missions if you want to use their Superstar version. The requirements must be done in Challenge Mode, with a minimum difficulty setting and can range from hitting a homerun, getting MVP or stealing a base, to dropping a squeeze bunt or getting a minimum score in a minigame. Particularly hard were Mario's "Get a Perfect Game" which had you win without the opponent getting a single hit or Baby Mario's "catch a booted ball" which is a Luck-Based Mission consisting in him getting a batted ball to hit him and then catching it before it touches the ground.
    • The game does not even indicate the existence of some of the mechanics needed for these missions. It also doesn't bother to explain any of the baseball jargon in the descriptions, so if you aren't an avid follower of real baseball, which is quite likely if you don't live in America or Japan, a lot of missions will leave you not even understanding what you're supposed to be doing. There's Guide Dang It!, and then there's this.
  • Mario Super Sluggers:
    • The game has the star power mechanic, where the pitcher and the batter can use special powers to gain an advantage, such as tossing the ball really fast or hitting the ball with the bat and splitting the ball in two to confuse outfielders. To get more star power points, up to 5 max, you have to make successful strikes or successfully hit the ball without the ball being caught for an out. However, Mario Kart rears its ugly head for this mechanic where the losing team will gain more star points, thus they can effectively spam their special moves over and over again until they can catch up.
    • There's also the robbing home runs with two players with good chemistry teaming up and robbing your home runs in the more difficult challenging levels. It's really frustrating if you're looking for a clean game but a competent computer opponent.
    • On close plays at third or home, baserunners are allowed to attack the third baseman or the catcher by jarring the ball loose from the fielder. When it comes up, you're only given a quick warning to wave your nunchuck and beat your opponent. Either way, it's frustrating if you're playing against the computer. If this happens at third base and you're playing defense, you may have to stop the computer's runner from advancing to home.

    Other Games 
  • Luigi's Mansion:
    • The poisonous mushrooms shrink Luigi, disable his vacuum, and make him lose some coins. They don't make the game harder, just more annoying, especially when catching Portrait Ghosts and Speedy Spirit.
    • In the basement, one room has dirt piles which take a while to clean up and they return every time you come back into the room.
    • The further in the game you get, the Boos become more annoying to capture since their health is now in the triple digits and they can potentially escape into a room you can't enter yet. And at any time in the game, it's possible for a Boo to escape through a wall into a place where Luigi must go through an incredibly convoluted path to enter and chase after it, including escaping from Area 3 to Area 1, which can only be gotten to by going back to the foyer on the first floor, and worst of all, escaping into the Sealed Room, which can only be entered by climbing onto the roof and jumping down the chimney.
    • Luigi's Mansion: Dark Moon has an Unexpected Gameplay Change to platforming in your survival horror-lite, with motion controls of which the game does not see fit to inform you, and that involve holding the 3DS perfectly still for extended periods of time while Luigi inches excruciatingly slowly forward on a tightrope over a bottomless pit in an ice level, while being buffeted by winds, In a game where you only get up to one extra life per level.
  • Unlocking secret paths in the Super Mario Bros. edition of Puzzle and Dragons. You need to clear orbs of an element not normally found in the course by using a Skill to turn a different orb into the appropriate element. The problem is skills become usable after spending a certain number of turns building up combos and attacking meaning you can't just build up combos at the branch point. The branch points generally come very early in a stage requiring you to use weak attacks and hope you don't accidentally set off a huge combo and the skills often take a lot of turns to build up without reducing the number with semi-rare and random items. That's all without mentioning that most of the secret courses don't open a way to the next normal stage even if cleared. All in all, it can be a major exercise in frustration.
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