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{{trope}}
[[File:img.png|link=Touhou Nekokayou
]
A game that is light and easy through the first 10 or so levels becomes insanely difficult for the last level. Perhaps it's bad game design, maybe it's a sadistic developer, who knows? But, it's the final level that makes you want to throw your controller through the television. Although it technically doesn't have to be the last level, it could just be an extremely difficult level compared to the rest of game. It could even be the [[Battletoads
[[Nintendo Hard]] games tend to do this a lot. You can get through five worlds unharmed...but then you lose all 99 extra lives to [[That One Boss]] in 6-4. This is often made worse by the fact that it is usually more of a challenge to master a difficult section of a game if there is no intermediate difficulty with which the player can "work their way up" to being able to manage that particular section. In games where the spike occurs earlier than the very end of the game, it may result in the oddity that the section at the beginning of the spike gives the most trouble to players, while the final boss (even though it may be objectively more difficult) is taken out in a relatively short time, because by then the players have adjusted to the new difficulty.
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== [[Action Adventure]] ==
* In ''[[
** Another Difficulty Spike happens if a better ending is tried to be achieved. The {{spoiler|Sacred Grounds}} has no checkpoints, has two bosses fights and is much harder than the previous levels.
* ''[[Castlevania]]'''s Stage 7 (the third area) is where the difficulty starts to skyrocket. Enemies start dealing more damage, more [[Goddamned Bats]] start assaulting you, and more deadly jumps over [[Bottomless Pits]] await.
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** ''[[Castlevania Chronicles|Akumajou Dracula X68000]]'' is even worse. Stage 7 starts off with an infinite fleet of eagles carrying Fleamen, and you can only take 4 hits before you die (which you don't experience in the NES original until you hit Stage 13). And ''then'', there's those hard-to-avoid bubble enemies and the statues that shoot arrows at you...
** ''[[Castlevania II Belmonts Revenge|Belmont's Revenge]]'' is also noteworthy for the sudden spike in difficulty for the final two bosses.
** Special mention must go to ''[[Super Castlevania IV]]'''s final level. A [[Rise to
*** The best part; the game still uses old-school ''[[Castlevania]]'' physics, which means that you have to do all of the above, ''without'' ''[[Jump Physics|controllable jumping]].''
*** Right after that, you must face not two, not three, but FOUR bosses in a row, with little health boosts along the way. And one of those bosses is Death itself, in all his inglorious difficulty. however, if you game over by running out of lives here, you start right back at the same boss, and each of them have their own passwords.
* ''[[Castlevania (Nintendo 64)]]'' is an example of this; the game progresses pretty normally, until you have to get the "Magical Nitro" part of the game. In order to progress, you need to carry a bomb from the top of the castle to the bottom without getting hit once or even JUMPING. Yes, you heard that right, you are not allowed to JUMP.
** If you don't think that's a spike, the next level is: No Save Points with several jumps made trickier by the constant need to fight the camera
** [[Metroidvania]] titles in the series tend to have a spike immediately after you dodge the bad ending, with enemies becoming more powerful, numerous and difficult to hit. It usually goes back to normal after you gain a couple of levels and stumble upon [[Game Breaker|really good equipment]] found in late game areas.
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* Even on the harder difficulty levels, ''[[Uncharted]] 2'' is challenging, but not frustratingly so. That is, until you get to Shambhala, where even one of the natives is capable of utterly slaughtering you in the blink of an eye.
** Uncharted 3 took several spikes of difficulty once you reach the ship graveyard. You now have to deal heavily armored mooks as well as snipers, brutes, and loads of mooks spamming grenades every five seconds all at the same time.
* ''[[Batman: Arkham Asylum]]'' is fairly well-balanced on normal difficulty, but it spikes late into the game on hard. Much of the increased difficulty on hard mode comes from increased enemy health, which in the case of [[Mook|Mooks]] is ignorable if you abuse your [[Game Breaker|unblockable one-hit-kill attack]], and in the case of [[Giant Mook|Giant Mooks]] isn't too unpleasant. Unfortunately for you, said [[Giant Mook|Giant Mooks]] not only are immune to one-hit-kills, they're the only enemies that can attack you during the [[Overly-Long Fighting Animation]] if you one-hit-kill regular mooks, so fights that have both regular and giant mooks become the only legitimately difficult fights on hard mode.
** [[Batman: Arkham City|Arkham City's]] difficulty spikes rather noticeably upon revisiting the Steel Mill, and stays that way for the rest of the main story.
* [[
== [[Action Game]] ==
* ''[[Cannon Fodder (
* ''[[Devil May Cry]]'' is pretty simple for the first two stages...and then Phantom shows up at the end of the third stage and mauls you. If you can get past him, there's the Shadow waiting for you in the next level.
** ''[[Devil May Cry]] 3'' is infamously [[Nintendo Hard]], but it doesn't get ''truly'' painful until the fifth level's bosses, Agni and Rudra. ''Many'' a run of the game, especially the US version with the oddly localized difficulty, has ended there.
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== [[Beat'Em Up]] ==
* The most infamous among the NES generation is probably ''[[
** Maybe [[Schizophrenic Difficulty|not all of the later levels are harder]], but a good chunk of them sure are.
*** There's one where you must outrun a [[Mook]] to stop him from setting off a bomb that kills you instantly, and the fucking rat not only glides effortlessly through every obstacle, he also moves and falls faster than you do.
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* While you can beat ''[[Driver]]'' by avoiding being noticed by the cops by driving legally while in their zone, but in the last level the cops are actively trying to demolish you from the beginning to the end. It sounds easier than it is, even while using an invincible cheat it's easy to get a game over by having the car knocked upside down.
* The last level of ''[[Micro Machines]]''. The sports cars on the desktop stages are difficult anyway, but the final iteration "Win This Race To Be Champion" is particularly fiendish, particularly when you realise they're the only vehicle you have to do four races with.
* ''[[
* ''[[Forza Motorsport]] 3'' was criticized for its unbalanced difficulty settings, with the gap between Medium and Hard being too large. ''FM 4'' balanced this out by lowering the Hard difficulty somewhat and adding [[Harder Than Hard|Expert]] mode for the truly hardcore.
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* ''[[Tekken]]'''s AI bounces all over the place, from imbecile, hardly moving AI to ones that keep interrupting your combo with punches and love to juggle...The exact time of difficulty spike in the fifth game is the [[Sub Boss]]. You have three easy fights and then the game hands you your head.
* The Subspace Emissary of ''[[Super Smash Bros|Super Smash Bros Brawl]]'' gets noticeably worse around the levels where you play as Marth, due to many of nastier enemy types beginning to appear at that point. Most of the bosses tend to give players a lot more trouble then the levels before them, as well.
** Classic Mode on ''Brawl'' also has a [[Difficulty Spike]] in the free-for-all right before Master Hand, the result of the AI deciding to [[Gang Up
** The original ''[[Super Smash Bros]]'' had the AI ramped up a little on Fox, then the Kirby team.
** In ''Melee'', it seems to happen around the fourth opponent.
* M. Bison is the boss for every character in ''[[Street Fighter]] Alpha 3'' except himself, naturally. While the fights get progressively more difficult as the player gets nearer to him, Bison himself is pure torture, with super-fast cheap moves and a super strong super move that eats up half of your total health if you don't block in time (and "only" 1/4th if you do). Oh well, at least I got a full pocket of quarters so I guess I can try agai...wait, a [[Nonstandard Game Over]]? No Continue? I HAVE TO START ALL OVER AGAIN?!?!?! [[Big No|AAAAAAAAAARRRRRRRRRRRRGGGGGGGGGGGGGGGHHHHHHHHHHHHHHH!!!]]
** To Capcom's credit, the "bad ending" (actually M.Bison's normal ending with your character in place of Ryu) is arcade-only, since they quickly realized what a monumentally stupid idea it was and took it out of the console ports. You'll still see it if you don't continue, however.
* ''Fate/Unlimited Codes'' (''[[Fate/stay
* Though this trope may apply to a large number of fighting games, few have given this editor more frustration than the final boss of ''[[Dead or Alive]] 4'', who could essentially counter at will any move you might care to toss in her direction while dishing out highly damaging, unreasonably fast, ''unblockable'' attacks from across the screen. This fight was invariably won by way of pure dumb luck. Unless you're a creepy shut-in who does nothing all day but play ''[[Dead or Alive]]'', of course.
** Anyone unlucky enough to face Jann Lee in the regular story mode is in for an [[No-Holds-Barred Beatdown|unbelievably nasty surprise]].
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* ''[[Dissidia]]: Final Fantasy'''s story modes do this somewhat. The first, the Destiny Odyssey set, has you fight low level opponents. The next, Shade Impulse, the enemies you fight are all at much higher levels, so you'll have to do some level grinding before going into it. Chaos, the final boss, is extremely cheap, and many new players give up on the game because of how tough he is. Next up, Distant Glory, has enemies take a jump in difficulty. The last, Inward Chaos, all of the opponents are maxed out.
** [[Up to Eleven|Beyond maxed out]]: the enemies you face in Inward Chaos start at level 91 and end up at level 110! To make matters worse, they're all set to the highest AI competency level, which means they'll block, dodge, and counter all of your attacks. And every single one of them has very high stats and some of the best equipment in the game (only the [[Infinity+1 Sword|exclusive level 100 weapons]] are better), so unless you have comparable equipment, you won't hit hard enough, and you'll get devastated by a single combo.
* In ''[[Blaz Blue]]: Calamity Trigger'', you will probably...[[Incredibly Lame Pun|blaze]] your way through the first nine stages of [[Game Breaker|N]][[Tier
** And [[SNK Boss|Unlimited Rachel]] will haunt you again when you try score attack mode as the ninth match. And there's another spike with Unlimited Nu and Unlimited Ragna!
** And then there's ''Continuum Shift,'' where the boss of arcade mode is Hazama, who is several notches above the AI you've been fighting to get to him, partly because of some [[The Computer Is a Cheating Bastard|blatant reading of your controller inputs.]] Oh, and he's Unlimited, which means he siphons off your health and refills his own ''by being near you.''
* [[Sonic the Fighters
* ''[[Guilty Gear|Guilty Gear XX]]'' Story Mode goes from "you can practically win these matches by accident" to "RAPE VIA VIDEO GAME PROGRAMMING" in record time. And in order to get all the endings, you have to 1) conclude matches via bizarre and/or very difficult stunts and 2) win [[Nintendo Hard|nigh-impossible]] matches that you can't replay, [[Guide Dang It|all of which the game doesn't tell you about]]. It's a good thing the game gives you the [[Hundred-Percent Completion]] characters if you play it for long enough (which is a ''very'' long time, as in "there's a possibility of actually completing ''Guilty Gear XX'' story mode" long time).
== [[First-Person Shooter]] ==
* ''[[Doom]] II'' officially gets serious with you on the "Dead Simple" level right after the first intermission. Prior to this point, you've been fighting mostly humanoid enemies and low-level [[Mook|mooks]], with the occasional mid-grade monster. "Dead Simple" immediately throws you into a melee with newly introduced high-powered enemies and [[Giant Mook|Giant Mooks]] in very close quarters.
* [[
* In ''[[
** Malcolm is a pretty similar deal in ''[[
*** If you read the game scripts in the editor, you will discover that Xan and Malcolm are guilty of [[Rubber Band AI]], unlike any other opponent in the game.
** The Assault matches are ''significantly'' harder than the rest of the single-player ladder (save for a couple of the Capture The Flag matches), sometimes even ''exceeding'' the difficulty of the [[Final Boss|Xan fight]]. And if you do manage to win, expect to terminally come in last place as your teammate's laser-guided map savvy lands them the fastest routes, all the vehicles, all the objectives and 98% of the kills.<br /><br />That said, the other modes get pretty insane pretty quick as well, one notorious example being the Bombing Run snow level, which, in addition to suddenly steroid-injected AI, involves particularly cruel level design that will take you and your team 2-3 times the time limit to reach the enemy goalpost and score—that is, if the "AI of Death" team doesn't get to yours first.
** Akasha in ''[[Unreal Tournament
* Xaero in ''[[
* The first ''[[Descent]]'' had a massive, permanent difficulty spike after the first seven "shareware" levels. Levels 6 and 7 depict homing-missile hulks and Class 1 Drillers as deadly [[Demonic Spiders]] that appear only now and then and are much stronger than normal enemies. Levels 11 and 12, four maps later, are ''almost entirely populated by them'' and they're not one iota easier to kill than they were at first.
** The difficulty spikes further around levels 18 and 19, with the even deadlier [[Demonic Spiders]] that are Class 2 Missile Platforms and Heavy Drillers greatly increasing in number.
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** Also, "the library" in the first game. Hundreds of hard to kill, fast moving zombies, some of which explode when shot, and a limited supply of ammo.
** That's more or less because the player can also not tell where they are going.
** ''[[Halo: Reach]]'' has a large difficulty spike starting with the second mission. If you're playing Legendary, prepare to be wasted.
* ''[[Wolfenstein (
* ''[[Modern Warfare|Call of Duty: Modern Warfare 2]]'', the Favela missions. Impossible to tell where you're going, enemies that have numerous hiding places while you get little more than the occasional doorway, low ammo. Oh, and dogs. Yeah.
* ''[[Medal of Honor]]: Allied Assault'' has a (mostly) permanent difficulty spike starting with Mission 3-3, The Nebelwerfer Hunt on the normal difficulty, then again at The Command Post (psychic guards setting off alarms that summon [[Respawning Enemies]]). On Hard, the spike starts with Cover Blown. Let's not talk about Sniper's Last Stand.
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* ''[[Metroid Prime]]'' has a fairly linearly increasing difficulty curve most of the time. That is, until you reach Phazon Mines. The next segment requires you to do half of the area, beating 2 minibosses, one of which is INVISIBLE, navigating morph ball puzzles, introducing you to new space pirate types and spamming them, and getting the Power Bombs. After that, it feels like a relief it's over as it's not as bad after that. Dark Aether in Prime 2 early on throws you a nasty spike as well as you learn to deal with its atmosphere. After you get the Dark Suit, it's much less nerve-wracking.
* ''[[Red Faction]]'' gets a ''lot'' harder around the one-third mark and just keeps getting worse from there. Why? Because the enemies (and you) get better weapons, but you never get more HP, and even refills become harder to find.
* ''[[Dead Space (
* Most of the ''[[Rainbow Six]]'' series have this around the 1/3 or halfway point. Especially Stone Cannon, dear god, in ''Raven Shield''.
* The first/shareware episode in ''[[Quake]]'' is a walk in the park compared to the rest of the game. After completing the [[Breather Level|preparation "slipgate" level]] (featured at the beginning of each episode), be prepared for your brain (and likely your mouth) to drop a series of [[Atomic F-Bomb|Atomic F-Bombs]] once you're inside the castle.
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** Less dramatic is Act IV of the game, when you invade Hell, featuring a jump in monster difficulty - suddenly homing, [[Mana]] draining missiles, etc. Then of course there's [[Final Boss|Diablo]] [[That One Boss|himself]].
** The [[That One Boss|battle with the Ancients]] is far harder than the the battle with Baal, the final boss.
* The first five realms in ''[[Gauntlet (1985 video game)]]: Dark Legacy'' are swarming with [[Goddamn Bats]] (it's kind of the point of Gauntlet), but world 6, the Desert Realm, suddenly throws in [[Demonic Spiders]] in the form of the Desert Generals, whose psychotic fervor has the potential to arouse in the player the same real-life fight-or-flight panic mechanism as many a [[Left 4 Dead]] player has felt facing down a Tank - among stronger and more durable [[Goddamn Bats]], and more chances to be attacked from all sides. A player who breezed through the last five realms may find themselves losing thousands of HP in this realm - fast.
== [[MMORPG|MMORPGs]] ==
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== [[Platform Game]] ==
* ''[[
** Which was a walk in the park compared to the [[Rise to
*** It could be argued that the [[Rise to
** {{spoiler|The final boss of the game, despite the extreme difficulty of Meat Circus, is incredibly easier and probably easier than every boss in the game.}}
* The first seven areas of ''[[
* The [[
** In all three ''[[
** ''[[
*** You must've been playing the PS360 version. The WiiS2 version is a bit more lax, but Eggmanland is quite difficult anyway (almost unforgiving if you're trying to get the S rank).
** ''[[Sonic the Hedgehog 2
*** Also Mystic Cave, considering its inescapable spike pits and crushing vines which ''force'' you to take your time and be careful in order to beat the level.
** ''[[Sonic the Hedgehog 4
** ''[[
** ''[[
* ''[[Jak and Daxter|Jak II]]'' features not one, but many spikes over the course of the game. The first arrives at about the time you need to blow up an ammo supply and you are being chased by an indestructible doom tank. The camera is fixed as the view from the tank for a while, and the first part of the area is a bit hard to navigate. The most notable, however, comes during the escape from the Water Slums. You can't touch the water that is surrounding the tiny walkways you must navigate, the guards will infinitely respawn if you move incorrectly or dawdle in the wrong place, and you can take a total of 3 hits and live. Fortunately, the Krimson Guards are all graduates of the [[Imperial Stormtrooper Marksmanship Academy]]. Unfortunately, there are so many of them that it really doesn't matter how bad of shots they are. And the game doesn't get any easier from there.
* For many players, ''[[Earthworm Jim (
** The sequel followed this up with ''The Flyin' King'', an isometric SHMUP level where you have to escort a bomb on a balloon to the end of the level. And then the difficulty spikes again in ''Inflated Head / Circus of the Scars'', which is pretty much Tube Race all over again.
* In level 3 of the original ''[[Prince of Persia]]'', you must first jump onto a precariously situated platform with a pressure plate that opens a gate three screens to the left. Then, you have to quickly rush over to the gate before it closes, making ''five'' jumps along the way, the last one being a particularly hard running jump. Miss one jump, and you fall to certain death. After this puzzle, the second half of the level isn't so hard, even with an invincible skeleton enemy -- unless you die and have to start the whole level over.
** At least one of the official versions adds a convenient checkpoint RIGHT after you get to that screen. In a game that normally doesn't ''have'' checkpoints, no less.
** ''Prince of Persia: The Two Thrones'' has a series of three levels back-to-back that are harder than anything that comes before or after it: a cerebral gear-turning puzzle, a trial-and-error chariot race and an unforgiving two-on-one boss fight, with exactly one save point between them.
* ''[[
** And let's not begin talking about the bonus level that appears after that...
* Treasure loves to put [[Unexpected Gameplay Change|space shooter]] levels in their platforming titles. Depending on one's proficiency at the genre, they'll experience anything from a mild to extreme difficulty spike upon entering stage 6 of either Gunstar Heroes or Dynamite Headdy.
** Treasure also like putting platforming sections in their shoot 'em ups. The severity of these spikes is similarly dependent on how accustomed the player is to the shifted genre.
* ''Osman''/''[[Cannon Dancer]]'', a combat platformer similar to ''[[Strider
* ''[[
* As soon as [[Henry Hatsworth in
* The majority of levels in ''[[
* In ''[[
* ''[[Chuckie Egg]]'' is an interesting case: it hits its [[Difficulty Spike]] ''exactly'' midway through the game. Levels 21 and up are much harder than anything up to that point. Near the end, [[Nintendo Hard|you may wonder whether it could get much harder]], but the final Level 40 still manages to be a second drastic leap in difficulty.
* The first ''[[Harry Potter]]'' game was a fairly standard 3D platformer, with a few spell-casting or flying minigames and puzzles mixed in. Then at the end there is a boss fight, in a third-person shooter style that hadn't been seen all game, where the boss can kill you in one or two shots and you have no real offensive spells. He's a pushover when you figure out the trick to it, though.
* Areas 5 and 6 in ''[[Teenage Mutant Ninja Turtles (
* ''[[Jed]]'''s tends to border on [[Schizophrenic Difficulty]], with whether or not the player is attempting to collect all five of the stage's babies being a key determinate. Assuming you're only attempting to get through the level, the slope is simpler.
* In ''[[Jumper (
* Up to the second world of ''[[Donkey Kong Country (
* The first two chapters of ''[[Gish]]'' are relatively easy. The third chapter is a test to anyone who hasn't mastered the controls of the game as lava pools and more difficult jumps start to appear.
* [[Kid Chameleon]] has a few examples: the first boss is quite difficult compared to the game up to that point, and the game after the third boss in general becomes significantly harder, with many levels containing routes through them that will kill you, levels which don't have conventional exits (or do but they're extremely difficult to get to), level loops that can make you play through the same levels over and over again until you go the right way, and many more of the hardest enemies. However, the worst of the lot is Bloody Swamp, a level so difficult most people who have beaten the game did so by taking an alternate path that allows you to avoid the level, and it is only midway through the third section of the game - though you also have to play through it if you take the route that skips you from halfway through the second world to halfway through the third. The levels after Bloody Swamp are far easier.
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* ''[[Lemmings|Oh No More Lemmings]]'' has five difficulty grades for its puzzles: Tame, Crazy, Wild, Wicked and Havoc. The Tame levels are all pretty much walks in the park: 20 of each skill, four minutes, save 25 of 50 Lemmings and most times it's easy to save all 50. The other four grades, however, are total nightmares with little to distinguish each grade in terms of difficulty.
* ''[[Puyo Puyo|Puyo Pop Fever]]'' takes a huge spike in difficulty on stage 3 of the [[Harder Than Hard|HaraHara]] course and ANOTHER spike on stage 7 of that course.
** The original ''[[Puyo Puyo]]'' has a ridiculous difficulty spike starting with Level 4. [[It Got Worse|And it only gets worse from here]]. [[Artificial Brilliance|Not only is the AI much smarter]], but the pieces drop about as fast as the high levels of ''[[
** Luckily, the [[Dolled-Up Installment]] ''Dr Robotnik's Mean Bean Machine'' was toned down somewhat, having more of a difficulty curve. Although it does have at least one spike.
* ''[[Marble Blast Gold]]'' has a noticeable difficulty gap between beginner and intermediate, and between intermediate and advanced. Even worse the beginner and intermediate stages only have 24 levels each, but advanced has 52.
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* The seventh Chinese mission, '''Operation: Nuclear Winter''', in ''[[Command and Conquer Generals|Generals]]'' also deserves its place here: the GLA throws everything but the kitchen sink at you very early on, while you are short of supplies and has barely built your base. [[Fake Difficulty|Add to that the fact that]] [[Guide Dang It|they have a SCUD launcher platform that will fire and annihilate your forces/base if you have 5000 money or more]], and you get players having one hell of a surprise. After that, the game returns to its normal curve.
* ''[[Starcraft]]'' had a few levels that tested people's patience. Protoss mission 7 had the player fighting against an army of Protoss that was further up the tech tree. This lead to some frustration, as the presence of Arbiters and Carriers made it difficult for anyone to reasonably counter the enemy. Most players won by massing troops or Photon Cannons instead of using any real strategy. In Brood War, Terran mission 8 got rather ridiculous when the Zerg sent in a much harder to kill Ultralisk every few minutes to harass your troops. The worst offender had to be Zerg mission 8 and 10 (in Brood War), with the former having a deadly Zerg/Terran air force, and the latter had two powerful Terran and a Protoss attacking players at once.
* ''[[
== [[Rhythm Game]] ==
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**** "Symphony of Destruction" is ''nothing''. "Cowboys From Hell" is where things get ridiculous.
*** Then it takes a sledgehammer to your [[Groin Attack|balls]] with "Through The Fire And The Flames".
* The first ''[[Rock Band]]'' game gave us [[Iron Maiden
** ''[[Rock Band|Rock Band 2]]'' followed this up with [[Foo Fighters
** ''Rock Band 2'''s Sound Guy challenge, if there's an Expert drummer in your band. It ends with Everlong, ranked the 5th hardest song on the disc, and it's not under-rated; it's filled with high-speed 'tika-tika-tika-tika' hi-hat hits that will fail out most players unless they've been breezing through everything else up to that point. The silver lining is that if you can beat it once, you probably won't fail it afterwards, and you can switch down to Hard with little if any penalty.
** Both ''[[Guitar Hero]]'' and ''[[Rock Band]]'' feature a general [[Difficulty Spike]] when moving from Medium to Hard on guitar or drums. Guitar charts start including the orange fret, meaning that you have to start moving your hands around instead of having your four fingers sit on green, red, yellow, and blue all the time. On drums, the bass pedal finds itself on the off-beats more often, forcing some extra limb independence out of players, and that's not taking into account the presence of drumrolls and fills with much more notes than one would see in a Medium chart.
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* ''[[DJMAX]] Technika'''s Weekly 27 course, available only from July 12 through 19, 2010. Stage 1 is Enemy Storm [PP]; one of the easiest stage 2 songs in Popular Mode. Stage 2 is Cherokee [PP]; a few steps up but still doable for some. ''Then'' there is Stage 3, A.I. [TP], which is many steps harder than Cherokee thanks to [http://www.youtube.com/watch?v=OWDBIfrTTZE#t=1m40s a rather annoying repeat note segment at the end].
** Hatsune Mikue's Project Diva has a fairly reasonable difficulty progression with every song being completable with enough practice. Then you get to The Dissapearence of Hatsune Miku and your head explodes.
* [[
== [[Roguelike]] ==
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* ''[[Earthbound]]'' has the Peaceful Rest Valley. Up until that point, the only challenging part was the Giant Step dungeon, and even that's not too bad if you're well-equipped. Peaceful Rest Valley teems with [[Demonic Spiders]], especially the dreaded [[Action Bomb|Territorial Oaks]]. It doesn't help that it takes forever to get out.
** The mine is another major difficulty spike. It's a long maze level swarming with poisonous enemies, requiring you to find and defeat five giant moles. The first time playing, you ''will'' get lost and spend a long time aimlessly wandering. And it doesn't get any better afterwards; almost immediately you get forced through the [[That One Level|Fourside Department Store]] and [[Dark World|Moonside]], both of which are even more difficult.
* ''[[Mario and Luigi Superstar Saga
** The final boss is especially notable. Although several of the {{spoiler|Koopalings}} were timed boss battles, and Fawful had some hard-to-avoid attacks, they weren't ''too'' hard to deal with. Even {{spoiler|Bowletta}} isn't that hard...and then you reach {{spoiler|Cackletta's spirit}}. Mario and Luigi are reduced to 1 HP each, and most of the time the boss will attack first, using up to ''four attacks''. The attacks are brand new, and if you die, you have to beat Bowletta again before getting another chance to analyze (and hopefully dodge) the attacks. It's common for an unsuspecting player to die before getting a single hit in, and the boss only adds new attacks from there.
*** However, you WERE allowed to heal yourself if you had some nuts lying around.
*** You have to survive her opening attacks first (or be faster than her, which requires a lot of leveling and/or lucky level-ups).
*** Can be also averted with the Jeans that give you the First Attack ability, so you can just heal with a Max Nut or Ultra Nut.
** ''[[Mario and Luigi Partners In Time
** ''[[Mario and Luigi Superstar Saga
*** The name seems oddly fitting now.
* In the [[
* ''[[
** Final bosses don't tend to count for this trope unless particularly absurd -- like the [[Golden Sun Dark Dawn
*** And Chaos Chimera itself is a baby step compared to {{spoiler|[[Brutal Bonus Level|Crossbone Isle]]}}. Did you level everybody to 60+ in {{spoiler|Apollo Sanctum}} [[Peninsula of Power Leveling|where it was easy]]? No? Oops! Every random encounter in said [[Bonus Dungeon]] is a [[Boss in Mook Clothing]], and the [[Bonus Boss]] itself is {{spoiler|[[Up to Eleven|an upgraded Dullahan]]. Yes, ''that'' [[That One Boss|Dull]][[Memetic Badass|ahan]]}}.
* At the end of the first half of ''[[Final Fantasy VI]]'', the Floating Continent has a sudden jump in the difficulty of random monsters compared to previous locations.
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** Also simply starting a new game with the expansions installed. Whenever you go to sleep, you have a chance of an assassin being near your bed when you wake. This assassin, meant for players who had already beaten the original game, will quickly kill you at low levels.
* ''[[Pokémon]]'' games will normally have a huge level difference between the team of the final gym leader and the team of the first member of the Elite Four...and the ''champion'' of the Elite Four is in a whole different weight class.
** ''[[
*** But you have to admit that [[Crippling Overspecialization|specializing in one type]], which is sometimes [[Poor Predictable Rock|expressed by the terrain inside the room]], wants that Scizor taken against Glacia in her snowy room with 3 kinds of Pokemon, which are either the Ice type (Glalie) or Ice/Water (Sealeo and Walrein).
** After the Elite 4, it only gets worse. There are usually various [[Bonus Boss|bonus battles]] scattered across the region, including rematches with upgraded Gym Leaders and the Elite 4, who now all have a new team of Pokémon from all across the world (instead of being limited to the region the game is set in), usually in their seventies. [[The Rival]] also gains a few extra levels. And then there's the [[Harder Than Hard|Battle Frontier]]...
** What may be one of the most extreme examples is in generation 5, where the final battle of the main storyline pits you against Pokemon leveled in the low-mid 50's. Then the postgame pits you in trainer battles against Pokemon leveled in the low-mid ''60s''.
*** To compensate for this, some of these Level 60+ Pokémon aren't fully evolved for whatever reason. However, this makes the ones that ''are'' using final forms difficulty spikes in comparison to the ones that aren't.
** ''[[Pokémon Gold and Silver
*** Except inbetween battling the Elite Four and Kanto Gym leaders the first time and Red is the rematches with the E4 and the Gym leaders. The Gym leaders get up in the 60s range and the Champion Lance gets into the 70s.
*** Depending on how you look at, the original games are less or more crazy. Blue's best Pokémon are Arcanine, Gyarados and Exeggutor, at Lv. 58. What's Red ''weakest mon''? Lv. '''73''' Espeon, FIFTEEN levels higher. Five less than in remakes (Lv. 80 Lapras versus Lv. 60 Pidgeot) but when you think about... Gym Leaders and E4 don't get upgrade. The strongest trainer you can easily rematch is Lance, with [[Computer Is a Cheating Bastard|Lv. 50 Dragonite]]. That's lower than Blue's weakest Pokémon! With wild Pokémon, it goes up to Lv. 52 Parasect in Mount Silver. However, it is only Crystal. In Gold/Silver, it's Lv. 51 Golduck. And then find where they appear! In other words, prepare for LOT of grinding.
**** In GSC, while the Elite 4 doesn't upgrade, there's also a ''slightly'' lesser spike between Blue and Red's levels. Fortunately, in the remakes, the Elite 4 ''does'' upgrade to help you level grind better. Of course, you'll need every bit of grinding you can get in preparation for Red.
* ''[[
** Then you go back and play the series in sequence again and realize the following. Tactics, reaction time, maneuvering, and mistakes that would let you S-rank an opponent in the first game would give you about an 8 at best in BN2, 4-5 in BN3, and would in all likelihood get you outright killed in the last three.
** Each game also has a massive difficulty spike upon entering the [[Wretched Hive|Undernet]]. Say goodbye to the slow, cutesy Mets, and get used to your deadliest virus no longer being a [[Killer Rabbit|Bunny]]. Say ''hello'' to meteor-raining mages, Spikies that move faster than any Bunny you've seen so far, arena shenanigans, and absolutely brutal enemy combinations that will happily murder you and eat your source code. Granted, it's not too hard to adjust to, but the sheer spike in difficulty more than makes up for it.
* ''[[
** Occurs a few other times in future games. ''[[
* Enemies get much stronger after completing Hollow Bastion in ''[[Kingdom Hearts]]''. The game itself even tells you that they have.
** In the final level of [[Chain of Memories|Chain of Memories,]] be prepared for all of the previously easy enemies such as Darkball and Shadows to be upgraded to ridiculous levels, with them using 0 cards strategically, 8's out the ass, and generally being royal dicks. You literally have to have a deck of nothing but 9's in order to win.
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* The ''[[Suikoden]]'' series of games follow a general pattern: The majority of the game is smooth and easy to handle, with random encounters increasing in difficulty but never becoming unmanageable, and relatively few bosses that are usually fairly simple, with maybe one or two of [[That One Boss|those kinds of bosses.]] Then the [[Final Boss]] or series of bosses comes up, and they are a hitpoint-munching game-over ''machine.'' They tend to be about five or six times harder than the entire rest of the game.
** ''[[Suikoden III]]'' plays with this pattern--there are several boss battles that are ''brutally'' difficult...but the catch is that [[Heads I Win, Tails You Lose|the game proceeds on regardless of whether you win or lose]] and the required bosses are fairly manageable. The [[Final Boss]] of Suiko3, though, holds to the aforementioned trend of being death-in-a-bucket.
* In ''[[
* ''[[
* Playing ''[[Dragon Age]]'', you'll wonder where its [[Nintendo Hard]] reputation comes from. . .until you get to the courtyard of Castle Redcliffe.
* All of ''[[
== [[Shoot'Em Up]] ==
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* The first three and a half stages of ''[[Don Pachi|DoDonPachi]]'' are designed to break you in. The rest of the game is designed to break you.
** And then there's the second loop. And ''then'' there's Hibachi, who makes ''the entire rest of the game look like cheesecake''.
* Many fans of the ''[[
** Also, the gap between Hard and Lunatic tends to be much bigger than between Easy and Normal and between Normal and Hard.
** The most pronounced spike is in normal mode of ''Ten Desires''...it's the [[Final Boss]]. Within the same game, the overdrive version of a spellcard is often vastly worse than any of the other versions, including lunatic.
*** Except for Yuyuko's overdrive. You don't even have to move from where you start in it -- that's less movement than for [[Touhou
* The first stage of Toaplan's ''Flying Shark''/''Sky Shark'' is only moderately hard, but the "moderately" part goes away after that. Doesn't help that it has [[Fake Difficulty]] by way of [[Continuing Is Painful|Gradius syndrome]].
* ''[[Blazing Star]]'' turns nasty when you're up to the boss of stage 3, which attempts to overwhelm you by boxing you into a very small space with its attacks, then sprays bullets maniacally in its last form. Stage 4 has enemies that appear so quickly the game has to warn you where they're coming from, and a boss that throws destructible bullets which end up blocking your shots, while frequently trying to ram you. Stage 5 has wall-mounted turrets that fire bullets in every direction at once, and a boss that does the same for one of its attacks but in a denser spread. Stage 6? Let's just say, I hope you know how big your ship's hitbox is.
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* ''[[Punch Out]]'' certainly counts with the final fight against [[Final Boss|Mike Tyson (Mr. Dream in the post-scandal version)]], which takes [[Nintendo Hard]] to ridiculous extremes. The difference in difficulty between him and all the fights before him is so extreme that it's rather like comparing the size of an average swimming pool and the Atlantic Ocean.
** The Major Circuit as a whole (save the opening [[Hard Mode Filler|Piston Honda rematch]] is a [[Just for Pun|sucker-punch in the face]] after the relatively manageable fights that came before. In addition to having to face [[That One Boss|Bald Bull]] ''again'', you get the nice little [[Accidental Pun|one-two punch]] of Mr. Sandman and Super Macho Man. These two fighters, along with Soda Popinksi from earlier in the Circuit, make the rest of the game look much like how Tyson makes ''them'' look.
* ''[[Punch Out|Punch Out Wii]]'' has Bear Hugger, who's ''much'' trickier than his predecessors (every fighter before him had a method to knock them down with one hit; the only way to do so with Bear-Hugger is with a three-star punch). He also marks where Title Defense gets painful. He is Canadian [[Writer
== [[Stealth Based Game]] ==
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== [[Third-Person Shooter]] ==
* Playing ''[[Max Payne (
* While ''[[Oni]]'' isn't exactly an easy game, the difficulty of level 11 comes out of nowhere with three tough bosses in a row, broken up by fights against some of the toughest [[Mooks]] in the game, along with very meager supplies; most of which is gotten off the bodies of your enemies, then the game goes back to the normal overall difficulty curve for the rest of the game.
** The absurdly difficult final section of level 3 tops that easily. Good lord, the death count nearly reached the triple digits. At least the next level went easy on the player after that onslaught. An honorable mention goes to level 12. Dodging five sets of trip lasers (which are armed with near-fatal Mercury Bow rifles) at the start makes for some frustrating gameplay. It's not quite as sadistic, but agonizing, nonetheless.
== [[Turn
* ''Chessmater 3000'' added a feature to make it easier for less experienced players - a slider that controlled the percentage of moves it considers. Because of how AI systems work, this led to a difficulty spike where some players can always defeat it at 99% difficulty but always lose at 100%. ''Chessmaster 4000'' corrected this by using move strength rather than hiding random moves from the AI.
* ''[[Final Fantasy Tactics]]'' somewhat bizarrely has its difficulty spike midway through the game. The Riovannes castle is absolute murder, first with an Annoying [[Duel Boss]] (Weigraf) then [[That One Boss]] (Velius) then finishing with the [[Escort Mission]] From Hell (lemming-Rafa). Nothing that comes after that point is anywhere near as brutal as Riovannes.
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[[Category:Difficulty Spike]]
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