What’s the most egregious example of a difficulty spike in any video game you’ve played?

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Disgaea 1: Colosseum in the angel world. You start with HQ inside a geo-tile maze, while a ton of Mages and Archers spam you from outside. I had to cheese it by grinding the shit out of a strider until I could take out the Geo Crystal with a Dark Cannon since it has infinite range.
 
Itagaki's Ninja Gaiden games were always fucked. Like 2 is all over the place but 1 was bizarre

So the 1st level is pretty hard right, it sets the tone. But the second fucking level the difficulty spikes way way up. But then the third level? Fuckin' easy. And the game remains easy until it spikes again with some BS enemy placement.

2 is like that but much more rapid, I could never find a groove in those games. Take DMC3, its hard yes but it properly escalates. And sure there are easy bits at times but it feels much more well designed as a challenge.
Ninja Gaiden 3 had a pretty smooth difficulty curve right up until stage 7. Wind blowing you around, flying enemies popping in from offscreen to knock you off ledges, good old NES slowdown from too many sprites sharing the same horizontal line causing your controls to become unresponsive...

Fuck that.
 
Streets of Rage 2 - Stage 5 boss R.Bear. Cheap, massive and the fastest obese man in video game history. Can also randomly body-splash you ass-first from anywhere on the screen. Every other boss in the game can be beaten with skill - including Shiva and Mr. X - but this twat requires cheesing tactics almost exclusively
The real spike, at least on higher difficulties, is the elevator in (I think) stage 7. Cheesing isn't much help there. That part alone makes me think that Mania difficulty is something they threw in for a laugh without testing it.
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So the thing about the SOR2 bosses is that, for the most part, they follow a pattern, and the higher the difficulty, the less likely they will follow that patern and go rouge,

The main rule to consider is that the key to getting little to no damage from them is to back off and let them cool off after they've been knocked out. They have an "instant recover and fuck shit up" mode that is activated upon being knocked down. There ARE ways to circumvent this (like throwing a grunt at them when they wake up, or finding that one frame where they AREN'T invincible), but like all Beat'em Ups, the CPU suffers from really stinky cheese, and unless you play like the Brazils (in which they go out of their way to use glitched to cheese right back at the CPU... MAX always seems to be their go-to character for that kind of stuff), you ain't going to get very far if you're aggressively attacking.

Boss 1 - The only one that you can get close most of the time without any real reprecussions. Side-walk to him instead of walking TOWARDS him. 50% chance he'll grab you and throw you, but after that throw (and once you recover from said throw with holding up and the jump button) he's fair game and won't attack until a certain amount of seconds have passed.

Boss 2 - This one requires you to stay completely on the opposide side of the screen. What wil happen here is that he will ALWAYS wind up using the straight horizontal jet attack, which you can spam jump attack, and repeat the pattern until death. This is assuming you HAVEN'T triggered the grunts and just tip-toed to activate the boss ONLY and not the grunts. (this is one way you can cheese the game)

Boss 3 - He's a very jumpy boss, but after like 2 or 3 jumps, he wil go for an attack. If he Blanka spins, jump attack. If he runs towards you, attack him with whatever you want to. You do NOT want to be next to this guy after he's knocked down because he will IMMEDIATELY uppercut you, but you cal also use this to your advantage. If you're within a certain range of pixels near him to activate his uppercut but enough away from him where you can walk away without taking damage, you can fuck him up AFTER the uppercut AND activate a loop of him doing that until he dies (or he wises up, whichever comes first)

Boss 4 - Like boss 2, keep to the other side of the screen. You WANT him to activate the running clothesline because it's the easiest way to attack him believe it or not (you can jump attack him or dash attack him). Geting too close means eating a german suplex. make sure you do big single attacks because doing a string of attacks will activate his counter attack. Trying to throw him will ALSO activate the counter-attack.

Boss 5 - Make him splash and get the fuck out of it. He's vulnerable after he lands. Harder diffciulties makes him fast as fuck and not splash as much.

Boss 6 is just boss 2 and 3 combined, you wanna take out the flying boss first BEFORE you go for blanka.

Boss 7 - Quite posibly the EASIEST boss in the game outside of Boss 1 and 2. All they do is jump'n'shoot. if you're using MAX, you can just slide all day and get them off-screen and kill them that way.

Shiva - DON'T GET CLOSE!! You have to bait this motherfucker into using Final Crash while avoiding it (by walking away), and unfortunately he doesn't use it often. You'll know immediately when he's about to use it when he walks up and down, then he wil run at you to Final Crash your ass. Sometimes the up'n'down walk is a 50-50 that he doesn't do shit though, so it's all about patience. You might run out the timer in this battle.

Mr.X - Yea this one sucks, do your best to avoid the bullets, which can easily be done if you're in the middle of throwing a grunt. He can be attacked after the bullets.
 
Those bonus levels in Super Mario Sunshine, especially the sand bird. The bonus levels have gimmicky and irregular stage design which makes it easy for Mario to fall off. Considering how slippery the physics are, the sand bird in particular was a pain in the ass. You have to collect 8 red coins while the bird flaps its wings and turns to its side without falling off until it reaches a tower with the 8th coin.
 
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Knights of the Old Republic 2 has a difficulty spike when you get to the surface of Telos. It's manageable if you actually understand the gameplay mechanics, but it's a great filter if you've messed up your character's build. I think the reason for the spike is to incentivize the player to Bao-Dur's Shieldbreaker ability, but it wind's up not being all that helpful because the combat isn't turn based.
Telos is actually worse in that it doesn't use Bao-dur to his fullest. He's basically built like T3-M4, but is a melee character because he has a dexterity of 10 despite having low HP and no stealth (the one skill that's a cross skill), but the level is wilderness and corridors where he doesn't have access to a computer or broken droids to fix. In comparison, KOTOR has the Sith base, where T3 is the best character for that area because of his high skills in computer use and repair and opportunities to use them. Also, since he's forced into your party, you are going to have to be the tank. I guess you could try with Kreia, but I wouldn't consider her optimal for that purpose.
 
Shiva - DON'T GET CLOSE!! You have to bait this motherfucker into using Final Crash while avoiding it (by walking away), and unfortunately he doesn't use it often. You'll know immediately when he's about to use it when he walks up and down, then he wil run at you to Final Crash your ass. Sometimes the up'n'down walk is a 50-50 that he doesn't do shit though, so it's all about patience. You might run out the timer in this battle.
You can stutter step towards him (like you're breaking into a run but don't) to reliably bait him into Final Crash.

This is probably a brasil strategy but fuck it I hate Shiva.
 
I talked about a Pokemon XD: Gale of Darkness ROMhack called XG: NeXt Gen a few pages back. Now that I am actively engaged in it's post game, Mt. Battle specifically, I got another nice contribution to the thread.

Firstly, every Pokemon game has some sort of battling facility, which usually follows different competitive rules than the main game and is supposed to be your timesink if you don't have friends to play with or play online. Well, XD has Orre Colosseum, which follows standard competitive rules, and Mt. Battle, which is not your typical battling facilities. First, the trainers and their teams are not randomized, you have 100 trainers and they will always have the same teams. Second, competitive rules do not apply, you can use any Pokemon and items you choose, you even get a ribbon for each party member if you get thru all 100 battles without using the PC once.

How Mt. Battle is handled in XG is actually not that bad: You have 10 trainers per zone, that's 10 zones total, and each zone has it's own level scale(starting with 20 and increasing by 5 with each new area, up to 60). Moreover each 5 trainers constitute a "gym", focusing on certain types and the last trainer having a full set of Pokemon. That means that each zone has 2 "gyms" total.

If you did your math, you might notice that there is not enough types for 10 full zones, or 100 trainers total even with the new Fairy type. That would be correct, you see while zones 1-9 are actually pretty easy, it's the last zone that gets really hard. First of all, levels jump from 60 to 70, and you start seeing smogon competitive teams. Last 5 trainers all use Legendary Pokemon, with the last trainer and the final boss of Mt. Battle being the point in the chart where we see the "Biden Curve" that does whatever it wants. First of all, all of his Pokemon have maxed out stats and best possible natures and IVs, not something that is noticed during the rest of the challenge. Second, his Pokemon are all fast, hard hitting attackers that will ruin your entire team within minutes if you're not lucky. I had a team that got thru every single encounter before this point, that includes the Legendary Pokemon like Rayquaza, Kyogre, Groundon and every other Legendary, and I was underleveled at that. Last trainer, self insert of the mod author himself? I can't do it, I either have to restart the entire challenge or hope I get lucky. Even my first go, where I actually won, I only did so by the skin of my teeth and that party was not just the same level as his but at times overleveled.

If you're going to play this ROMhack and challenge Mt. Battle, be prepared to get all the way to the end and fucking lose. Even fighting actual Pokegods does not prepare you for the final boss here. I should point out that you actually get a reward if you do this in one sitting without a single wipe, which takes about 6-8 hours(more with breaks) from my experience. The reward is a Mythical Pokemon like Mew/Celebi/Jiraichi(in the base game it's Johto starters with unique moves), one per run(meaning you have to do this 3 times to get all Pokemon), so you definitely want to attempt this. It should be a no brainer, but spending 8 hours and defeating 99 trainers in a row, only to realize you don't stand a chance against the final boss really sucks. Base game Mt. Battle in Gale of Darkness or Colosseum does not have that issue, altho Grand Colosseum(another romhack) has a similar difficulty curve by the end.
 
Ninja Gaiden 3 had a pretty smooth difficulty curve right up until stage 7. Wind blowing you around, flying enemies popping in from offscreen to knock you off ledges, good old NES slowdown from too many sprites sharing the same horizontal line causing your controls to become unresponsive...

Fuck that.
I was going to mention another Ninja Gaiden 3, the one called Razor's Edge or whatever.

It's actually a ~decent~ action game. It's a bit clunky but I had ~decent~ amounts of fun and wondered why it got such low scores. Then I hit a fucking brick wall. The fucking Alchemists.
Three enemies, four and half minutes, he's probably got some NG+ moves because I don't remember that armor or some of those moves.
They're not even a boss! The recommended strategy I found was to cheeze them by turtling and then doing 150 Izuna drops. Since they're not a boss they're going to return in other encounters. Fuck that and I never played the game again. Complete bullshit.
 
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