That One Boss/Rhythm Game: Difference between revisions

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{{trope}}
{{quote| ''Wearing a bucket on your head will not increase your chances of beating this song, or maybe it will."<br />
|The loading Screen for "Jordan" in ''[[Guitar Hero]] 2'' }}
 
Examples of [[{{TOPLEVELPAGE}}]] in [[{{SUBPAGENAME}}]]s include:
'''NOTE:''' Due to how a majority of these [[Rhythm Games]] work (mainly in that the player typically gets to pick their songs), looser definitions of [[Bonus Boss]] are being applied for this section. Songs that can be expected to be played in any given session are perfectly fair game. Final Bosses should be compared to where the difficulty curve would put them before being listed, and bonus songs and [[Downloadable Content]] should be added sparingly. [[Wake Up Call Boss|Wake Up Call Bosses]] should be fair game unless there is a particular reason why they must be done at/by a specific point (e.g. Career Mode in older [[Guitar Hero]] games), in which case they should be strongly considered before addition to this page.
== ''[[Guitar Hero]]'' series ==
----
 
 
== Guitar Hero series ==
* ''[[Guitar Hero]]'', the original, had a very Impossible Hammer-on and Pull-off method that pretty much required players to strum every note, even when the rhythm is finger-breakingly fast. This made some songs such as "Texas Flood," "Cowboys From Hell," and "Bark at the Moon" ridiculously hard. ''Cowboys'' is particularly dramatic, as its main riff is very hard to do without strumming every note, let alone strumming all of them!
** Some of the tracks from the first game were re-released as DLC for later games with improved hammer-on and pull-off mechanics. With the more reliable detection are much, much easier, so it was more an issue with game mechanics then the song themselves.
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*** And the render of hair and garments. This troper finally beat it after six months of practice - there's never been another song in the series that's caused quite this much pain, horror and outrage.
*** Bad news: It's coming back for Smash Hits. As if War Ensemble wasn't enough.
** [[Nintendo Hard|Before I Forget]] by [[Slipknot]] is infamous for its bridge chord progression that, on Expert, goes (GY)(RB)(GY)(RB)(YO)(RB)(GY)(RB) at an eighth note rhythm, then adds in some (RB)(YO)(RB) changes at sixteenth-note rhythm for good measure. This makes it very hard especially considering the real song is in a Dropped tuning and thus these chords are done with ''one finger''.
** The final boss. Extremely hard to do, even on the second-hardest difficulty level, without using an exploit that still relies on random chance.
*** This is probably the number one reason to unlock all the songs in [[GH 3]] on Normal, even if you can get through most of [[GH 2]] on expert.
*** The [[Downloadable Content|downloadable version]], TDWDTG, is widely considered ''worse'' than [[Dragon Force (video game)|TTFAF]] or [[Megadeth|Sudden Death]].
* [[Guitar Hero]] On Tour has a solution to Metalica's One and Carry Me Home. It's [[Ozzy Osbourne (Music)|Ozzy Osbourne]]'s I Don't Wanna Stop. The song is hard even on easy and it's the only reason this guy hasn't beaten medium mode.
** If we're talking about portable Guitar Hero games, then "Misirlou" on Guitar Hero Mobile deserves mention. The song starts out fast, but possible. Then the guitar break hits, and the notes come at probably the same speed as the console version. It is impossible to press a cellphone's buttons that fast.
* And, notably, insanely technical prog-metal band Dream Theater have been confirmed for the next Guitar Hero. I can hear the complaints of insane difficulty rolling in already...
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*** Your forgetting that "One" is back and hard as ever. Contrary to earlier info, it has been modified, partly to take advantage of the new sustain feature, partly to rework some of the parts that don't make sense, and partly to rework it into guitar+bass format. Yet it's still a TOP TIER SONG and still has the dreaded FAST SOLO A! {{spoiler|Not to mention, it is full of slider notes that must be hit precisely on.}}
*** And as far as vocals go, you've got plenty of kickers. Albatross (bad singing makes for pitches that are tough to discern), Tuesday's Gone (long song with weird stuff near the end that's tough to memorize), Fight Fire with Fire (pretty easy except for the "Fight fire with fire" phrases at the end, which there are eight in a row and all must be executed in one breath), and of course, Queen's Stone Cold Crazy (rapid note changes, and two phrases which are insanely fast and difficult to hit most of the time).
* "Raining Blood" has already been mentioned here, as it's a nightmare [[Difficulty Spike]] in the original Guitar Hero III. It deserves to be nominated again because they actually made Mosh 1 '''even harder''' in ''Guitar Hero: Smash Hits''.
** Quite a few other songs got the same treatment in ''Smash Hits'', including the already-insane "Psychobilly Freakout".
*** So did ''Play With Me'', and many other songs on Smash Hits. You may blame Beenox (whom Neversoft outsorced the game to while working on other ''Guitar Hero'' titles) for these messes.
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*** The aforementioned Black Widow of La Porte by John 5 Featuring Jim Root
*** If You Want Peace...Prepare for War by [[Children of Bodom]]
*** Chemical Warfare by [[Slayer (Music)|Slayer]]
*** Fury of the Storm by [[Dragon Force (video game)]]
*** AND you have Holy Wars...The Punishment Due, This Day We Fight, and '''[[Meaningful Name|Sudden Death]]''' by [[Megadeth (Music)|Megadeth]]. That should tell you something.
* It seems that if there's a David Bowie song in Guitar Hero 5, it's going to be almost impossible to sing. I bow down to anyone who can get a great score on 'Fame' or 'Under Pressure'!
* Hello? [[Dragonforce (Music)DragonForce|Through The Fires And Flames]]? Bonus song in Legends of Rock? Eight minutes of torture? The number of people to ace it on expert can be counted on one hand? Ring a bell?
** [[Bonus Boss]], because you can't fail it in Story Mode. Of course, you ''will'' fail it in Quickplay.
** Dragonforce's own lead guitarist has attempted this song. And failed.
*** That's justified, as playing Guitar Hero is nothing like playing real guitar.
 
== ''[[Rock Band]]'' Series ==
* Similar to "Free Bird" in ''Guitar Hero II'' is "Green Grass and High Tides" from ''[[Rock Band]]''. It isn't so much that it's boringly easy for any period of time. No, it's the fact that the song itself is long and mostly moderate in difficulty, then after nearly eight minutes, it throws [[That One Attack|15 seconds of extremely fast zig-zag]] (an eternity for all but the most skilled), shortly follows it up with [[It Got Worse|ANOTHER 12 seconds of zig-zag]] (not Overdrive bluffing your way through that one), and ends the song with 20 seconds of extremely fast three fret rolls. It's one thing to lose because you lack the skill required; it's another to lose after eight minutes because they throw in the music game equivalent of a cheap shot.
** That's not the problem, in fact, mainly because hammer-ons and, more importantly, pull-offs still apply to solos. The REAL difficulty is that the strummy part (in the second solo) is SO FAST it fits just under the strum limit of notes per second (the NPS is about 0.20 below the limit there, get over the limit and you'll accrue a crapton of misses). It has reached the point that it's less about FC'ing the song, and more about doing a perfect run BESIDES that part.
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*** Additionally, not only has that part of the solo been independently FC'ed, [http://www.youtube.com/watch?v=VhgbhzAh3-8 the entire song has been FC'd as well.] the exact number of notes? 3058.
*** Which number the game [[Oh Crap|considerately tells you in one of the possible intro screens]] when you start a solo run on Expert guitar.
** ''[[Rock Band]]'' also has a good number of these on drums. One particularly notable example is "Foreplay/Long Time", where the instrumental "Foreplay" section features a fast, repeated triplet pattern of two reds and a green or blue and bass hit; the main difficulty is that there is no way to hit this pattern with the standard alternating left and right hand hits. And it comes up a lot during those first two minutes. Comparatively, the remaining "Long Time" section of the song is incredibly easy, but the main difficulty is getting there...
*** Ironically, even the original drummer may not have been able to pull this off. The song is ''considerably'' easier on a real drum set, since the bounciness of the drum head helps you do the snare double-hits without killing your arm.
** This Troper was doing great on the drums until he hit "Run For The Hills." That song is evil.
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*** It can be stopped, however, by a burst of Maxed Overdrive... It'll last about the entire solo, and as long as you spam, everything will be all right.
** Over half of the bonus songs (which you have to play to complete the "Endless Setlist", so they don't really count as "bonus" per se) are insanely difficult on vocals, but the worst by a long shot is ''I Get By''. Especially the middle bit, with its insanely fast tonal shifts and rapid-fire vocals, most of which still require you to actually be in tune (which is not the case for most other songs this fast).
*** That song is nothing compared to Rock Band's equivalent to [[Buckethead]]'s "Jordan". It's called," [[South Park|Timmy and the Lords of the Underworld]]." This song, on medium, makes "Maps" on Hard and "Run For the Hills" on medium look easier than the tutorial. It has a ridiculously hard note pattern and speed, '''four seconds in'''! It repeats this three more times before the vocals start.
** [[The Who|Young Man Blues]] on drums. It was released as DLC ''over two years ago'' and has not been FC'ed on Expert to this day.
** Another final tier song: Next To You. A very short, but very painful experience in flailing (and failing), because of the quick tempo, the insane combination of hits and the what seems to be never ending bass pedal hits. If you still, somehow, get past that, you still have Flirtin' With Distaster, Tom Sawyer, Won't Get Fooled Again, and, of course, Run to the Hills (all on the same tier). HAVE FUN!
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* Good Mourning/Black Friday plays the same treachery as Battery, making you complacent in the first minute or so, then kicking the crap out of you...on ''ANY'' instrument.
* Painkiller, the last song in Endless Setlist II, is the hardest song on disc (As of Rock Band 2's release), but it's currently the second-hardest full-band song (Including all Pre-Rock Band 3 DLC to date) just behind Satch Boogie. Take everything that's hard about it from GHWT and add a smaller timing window. You have a decent chance of failure at the surf solo on Guitar Hero. You have an almost guaranteed chance of failure at the same section on Rock Band if the Guitarist is on expert.
** It should be noted that [[Fake Difficulty]] comes into play here, which is part of the reason the surf solo (Guitar Solo 2A and 2B) is so easy to fail at. If you tap above the fret the next note is on, it counts as a miss, which is to be expected. if you tap BELOW the fret the next note is on, it also counts as a miss. Believe it or not, it is actually easier to do [[Violation of Common Sense|if you ignore the green fret altogether and just worry about the four high frets]].
*** But realy Painkiller is the hardest song on disc.
** Full band, maybe, but Panic Attack's bass track makes Painkiller look like a warm-up in comparison. The song opens with the bass playing essentially the exact same riff as the guitar, only without the benefit of any sort of lead-in or percussion to help you keep track of the 5/4 timing, and just keeps getting worse from there.
* Soundgarden's Jesus Christ Pose. For the vocalist, good luck figuring out the pitches on your first or fifth attempt on Expert, especially if you don't sing falsetto. For the drummer... well, good luck and hope you can handle the same rhythm for about half the song. For the Guitarist... well, you get off relatively easy. for the Bassist, hope you have good stamina.
* Guns of Summer by Coheed and Cambria. May God have mercy on your guitarist and drummer's soul.
** Elaborating on this: Remember [[Dragon Force (video game)|Through The Fire And Flames]] back on [[Guitar Hero|Guitar Hero III]] and how the difficulties roughly were on that for Lead Guitar? Remember failing out at 5 percent into the song on Expert going "What the [[Cluster F-Bomb|Fuck?!?!?]]"? Remember when you first hit Visions? That's more or less what Drums are, only more so since you can 5-star it on Drums-Hard and only reach 8% on Drums-Expert. The Guitarist has it easy in comparison (with an easy-to-figure out hard-to-fc riff for the most part), but still needs to be good at sliding.
* Green Day: Rock Band isn't very hard, but one MAY qualify for this trope. We Are The Waiting/St. Jimmy. It starts of with We Are The Waiting, an easy song with a [[Ear Worm|damn catchy chorus]]. The only hard part in this song is after the first chorus, where it throws 3 button chords at you inbetween an easy riff. Then it stops and St. Jimmy begins. It is basically an alt. strumming discord with an incredibly fast beat. This troper can get 97 percent on it easily, but all of the discord causes him to break the combo and only get 4 stars. This troper also has not played it on any other instrument other than guitar, so anybody else can elaborate on drums and such.
** While we're on the subject of Green Day and in turn Green Day Rock Band, the DLC song East Jesus Nowhere deserves special mention. Why you ask? Well the song for the most part is quite easy on guitar, but then comes the bridge...oh dear lord. The bridge is comprised of rapid alt-strumming to the extreme up and down the fretboard that barely scrapes through the notes per second limit and is the only reason why very few people have fc'ed it. Have fun.
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* While around 40% of the Rock Band Network tracks qualify, anything by Chaotrope will definitely push the limits of anyone who tries it. Oh, you full-combo'd Guns of Summer on Drums? You've Gold-Starred the entire Rock Band 3 on-disc setlist without ever touching the shredboard? Expect to fail out repeatedly. Especially on Baptized By Fire.
* Just out for DLC, the two Dragonforce songs are possibly the most difficult songs available outside of the Rock Band Network. "Operation Ground and Pound" is difficult, but not overly so...that is, until solo 4A, in which case anyone failing is most likely laughing in disbelief at what they just got a glimpse of, and "Through the Fire and Flames" has, like the [[GH 3]] version, the insane intro... and then makes the rest of the chart ''harder''. As for keyboards...good luck getting through the synth solo of TTFAF on anything higher than hard, assuming you don't fall victim to the onslaught of chords, followed by an insane flurry of notes in the first chorus.
* With DLC, you also get hit with one of these in the absolute LAST place you'd expect, the Miley Cyrus DLC pack. A cakewalk for the most part as you'd anticipate, then you get to [["Wake -Up Call" Boss|"Can't Be Tamed"]] on Expert guitar, and you're effortlessly gliding through until a little over the 2 minute mark, and then the game throws you a curveball in the form of a [[That One Attack|really nasty 40 second long zig-zag solo]] that one section can single-handedly cause you to fail the song. To add insult to injury, the song itself has no actual guitar, Harmonix charted that solo just for the game, and most players weren't expecting such a difficult solo section in a song that has no guitars.
 
 
== ''[[Dance Dance Revolution]]'' Series ==
* '''Any''' song from the original ''[[Dance Dance Revolution]]'' could qualify. Performing a [[Guitar Hero]] 1 before the series was thought of, any time one put their foot on the arrows when there was no arrow there was considered a penalty. This made the hardest song, Paranoia, even harder to pass.
** That was an [[Self-Imposed Challenge|optional mode]] that did that. Even in the arcade, you had to do something special to get that penalty inflicted on you. It does significantly increase the difficulty, though.
* The song ''Hero'', from ''2nd Mix'', featured mini-gallops after the chorus. It was a tricky pattern at the time.
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* When ''DDR Supernova'' came out, ''Fascination MaxX'' was the new hardest canon DDR song. Some consider it to still be the hardest. That is just on Expert. Challenge has [[Hard Mode Filler]] in use, with the worst bits right at the beginning and end.
* ''DDR Supernova 2'' brings two of the currently three ''Pluto'' boss songs. Pluto does not use as many stops as Chaos, but it does not have a consistent BPM. It also does not make it easy for the player to tell when the song stops during the fast part. ''Pluto Relinquish'', originally found in the console versions, has been critically acclaimed as one of the hardest songs to date. [http://www.youtube.com/watch?v=dMzMzYEuGUU Observe.]
** It also brings us ''Paranoia ~[[Hades~]]''. It is quite possibly one of the hardest, if not the currently hardest Paranoia remix. On Heavy it's bad enough with 8th note crossover patterns that sound like 16th notes, lots of jumps, and a BPM shift that throws in triplet steps before coming back to full speed with mini 8th runs...but on Challenge [[Up to Eleven|it's turned up to eleven.]] Constant 8th runs that end with jumps, jackhammer triplets at the slowdown section followed by Iron Maiden-esque gallops, and then ending in a long 8th run that will make you beg for mercy. [http://www.youtube.com/watch?v=vQ8I-h6dOA0&feature=related Observe.]
* ''Hottest Party'' for the Wii is mostly not bad, but ''Super Samurai'' often becomes a stumbling block, especially to unlock the song. No speed mods in the game means one is forced to use 1x. The song does not flash its receptors to the beat at all times: this makes the quarter notes blue during the early and later stages of the song. This song can make one want to use a controller to unlock the song.
* Any song that contains the word '''Evolved''' in it. Not only are the songs hard to figure out, but one [[Luck-Based Mission|gets a different chart every playthrough]].
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* ''Trigger'' from ''DDR X''. A lot of the speed changes in it are pretty unnecessary, and it features 8ths at 400 BPM. That might not be as bad as the shit 888 throws at you, but it's still not far behind.
** ''888'''s [http://www.youtube.com/watch?v=1XxZtZ-_tgQ Challenge] chart from ''Universe 3'' and ''DDR X2''. It has just over ''750'' steps (a normal boss song has about 500), of which most are 16th notes at 222 BPM.
* ''Valkyrie Dimension'', the final boss of the replicant D-Action folder and the final song of the Vs. Replicant course in DDR X2. Just getting into the folder that has it is a pain in the ass, let alone unlocking the songs that are in it! You need to unlock and AA them all to get to this song. Of course, being forced to play it in sudden death mode doesn't really help, and just about everyone failed at the ending trills. [http://www.youtube.com/watch?v=YMDCnPXdZ8U&feature=related This is the closest anyone has ever gotten on video.] Despite this, someone [http://sphotos.ak.fbcdn.net/hphotos-ak-ash2/hs337.ash2/61783_1316490007361_1684050120_630919_3249110_n.jpg finally]{{Dead link}} passed it in September 2010, then it was passed frequently as part of the Vs. Replicant Course most notably on Difficult.
* ''Pluto the First'', a console boss that's now in the DDR X2 arcade. Perhaps the only DDR song that is universally [[That One Boss|That one boss to be]], sometimes for its erratic music, sometimes for its chaotic steps, and often for both. Its impact is worsened by the fact that, as of this writing, its only appearance is in a course, directly preceding another course-exclusive (Mei) that many DDR players have been eager to play for a very long time.
** And the Challenge chart! It makes Horatio's original Challenge chart look like fucking [[Easier Than Easy|Have You Never Been Mellow]].
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**** Good luck trying to defeat Zowie (The [[Big Bad]] in this game) in master mode, you'll most likely fail before you get to the first charge phase.
** Although it was a long time ago, I got stuck against the first stage Ben K on STANDARD MODE for MONTHS. After finally passing it, I drifted through the rest of the game with ease up until the already mentioned Mojo King Bee Master Mode.
* ''Guitar Hero'''s less famous predecessors ''Frequency'' and ''Amplitude'' had several songs, usually near the end of the game, all composed by members of Harmonix's in-house music team, which become this. Furious finger-work and judicious use of the Auto-Blaster power-up are almost mandatory for survival.
** This troper had the most difficult experience with the either punk or metal songs late in the Amplitude tracklist. Who knew straight 8ths could be so hard on a [[PSPlayStation 2]] controller.
*** The Blink182 song's rightmost drum track was mostly not all that hard, except for the occasional drum fills. Hitting the same shoulder button three or four times in a row in time to 16th notes at 180-odd BPM? Yeah, good luck with that... Even Spaztik, the [[Bonus Boss]], wasn't quite that sadistic.
* ''[[Osu! Tatakae! Ouendan]]'' has two: "Koi No Dance Site," infamously tough on the Insane difficulty, and "Ready Steady Go," the last song, where hit markers are everywhere at the end. The American spiritual sequel, ''[[Elite Beat Agents]]'', is considered by most to be a touch easier... aside from the syncopated "off-beats" on "Canned Heat." Then you get to the final song, "Jumpin' Jack Flash," and its near-impossible final verse. Similarily, ''[[Osu! Tatakae! Ouendan]] 2'' has the final stage on Insane difficulty.
** This troper has beaten both Ouendan and EBA on insane with 100% and is now missing much of his hair.
** This troper still has trouble with "Let's Dance" on Crusin,and is able to get an A rank on "Canned Heat" on Insane. Explain this.
** On the highest difficulty, Jumpin' Jack Flash has a health bar that drains very fast, so not only are there a lot of notes to hit, but you have to hit them with good timing. It's possible to lose without breaking your combo, and conversely hard to pass without getting an A.
** Honestly? The ice-skater level on ''[[Osu! Tatakae! Ouendan]] 2'' is possibly the most difficult level on the hardest difficulty, if only because combos don't come up fast enough to keep you alive if you don't get PERFECT 300s for almost ''every'' beat combo. The bar drains ''ridiculously fast''.
** This troper can hit most beats flawlessly, and has a proud collection of A and S-ranks across all three games, yet will never ever beat the final song of any game on Sweating/Hard. Why? Because that's exactly the point where the requirements of the spin markers pass his human limits, and the bar drains too fast to survive more than one failed spinner in a row.
** The VERY LAST PART of Countdown on Insane difficulty. Can you say "YOU WA SHOCK!!!"?
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** [[Fake Difficulty|The game's painfully small timing window]] certainly doesn't make this any easier. Of course, on subsequent replays this can become a lot easier if you get a Cool rank right at the start and improvise your way through the whole level.
** Taste of Teriyaki from Um Jammer Lammy. Complicated offbeat rhythms combined with the small timing window? Forget it.
* Daigasso! Band Brothers for DS has "Recording Ticket Gold", which randomly picks 3 songs from the main 38 tracks and a random instrument from each, and requires you to get total score of 297%. Yeah, you get a 3% margin of error on 3 random songs on the hardest mode. You can't pause either.
** In the Daigasso! Band Brothers games, pretty much anything on Pro (Master in DBBDX) Drums is essentially impossible.
** Its hard to pin a single song down as "That One Boss" in DBB/DBBDX, since most of it is user created content, but some songs like Necrofantasia, Battle on the Big Bridge and FF7's Boss theme are commonly referred to as "Totally freaking impossible".
* Taiko no Tatsujin for DS. [[Go Go]] Kitchen (written in Katakana) WILL make you punch a hole in your DS.
** Correction:Aside from 1-4 star songs, ANY song on Oni mode in Taiko no Tatsujin will make you destroy your DS. Also, any song from the 2000 series.
* Remix 8 of ''[[Rhythm Heaven (Video Game)|Rhythm Heaven]]''. Due to its fast pace, this song requires precise timing to succeed at, especially if you're aiming for a Superb rating. It doesn't help that it cycles through several different games in quick succession.
** Likewise, Remix 5 in its [[No Export for You]] predecessor, ''Rhythm Tengoku'' for the GBA. It's not QUITE as fast, but still goes at a speedy clip, requires precise timing to get right, and what makes it worse is that, like Remix 8 from ''[[Rhythm Heaven (Video Game)|Rhythm Heaven]]''/Tengoku Gold, it doubles as [[Crowning Music of Awesome]].
** Forget Remix 8. It's the two Locksteps that get this troper every single time. He cannot, no way, no how, get the offbeat correct.
*** Lockstep is a very interesting case. It consists of you constantly switching between the beat and the off-beat. It is absolutely impossible to beat by trying to muscle your way through, but once it clicks, you'll get perfect every time afterwards. It's really just about getting that one skill instead of practicing/grinding.
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** Himiko, Nageki no Ki, D, Mendes, Waltz Of The Big Dogs [A]...the list goes on and on.
** 5.1.1. [Another], particularly before the new Hyper chart was released. Okay, 5.1.1. [Normal] and [Hyper] (again, pre-redesigned Hyper), great beginner's charts. So the Another shouldn't be too bad, right? '''[[Surprise Difficulty|Wrong.]]''' Constant scratching combined with difficult scales turn 5.1.1. from a a simple newcomer-level song into [http://www.youtube.com/watch?v=lQdGeOaS8JM complete hell].
** The [[PSPlayStation 2]] release of DJ Troopers introduces the Black Another charts. If a song has one, then it's bound to be That One. But the worst is [http://www.youtube.com/watch?v=xZOiIjRZmmk Do It Do It,] which has to be seen to be believed.
*** Mendes [Kuro] and Flowers [Kuro]. That is all.
** The Safari [Hyper] has stopped many a run of various IIDX [[Kyu and Dan Ranks|7-dan]] courses.
** All these examples are single player. That's not saying Doubles players are let off easy; there's Mei (again), Almagest, Quasar (which has been the final Kaiden song since the course's creation), Quantum Teleportation and Quell -The Seventh Slave-. Quell in particular is so hard that, as of August 2011, it has a clear rate of '''1%.'''
*** And then there's charts that clearly weren't designed with a single player in mind, such as Cheer Train [Another], which has the nerve to group turntable and key notes together ''on one side!''
* ''DJMAX Technika'''s Popular Mode has some paricularly challenging songs on its 3rd stage. Sweet Shining Shooting Star is a somewhat easy song up until the chorus section, [[Difficulty Spike|at which point you're presented with a charlie foxtrot of notes]], while Blythe, Sin, and Son Of Sun get their difficulty from having double-speed wipes combined with lots of eighth notes, some of which are of the "chain" variety to make things worse.
** The Heartbeat Set's normal last stage, Colours of Sorrow TP. If you're only good enough to play the easiest songs in the set (typically Divine Service TP, Remember TP, and either Play the Future TP or Stop TP), CoS TP's difficulty will likely come off as a [[Difficulty Spike|shock]] to you. It doesn't help that the sections with repeat notes will be a source of many misses unless you hit the touchscreen in a rather specific way.
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** ''Technika 2'' has [http://www.youtube.com/watch?v=A_QVFGjiWvg&feature=related D2 (Hard)]. It would actually be ''easier'' than its [http://www.youtube.com/watch?v=EaEHKCvP9ag&feature=related Normal] chart, but there's one particularly harsh condition that makes it otherwise. The timeline in the Normal chart is scrolling at double speed, which for some makes the chart fast enough. On Hard? It scrolls at ''quadruple'' speed--it takes the timeline about a second to completely scroll to one direction and back. To make matters more difficult, the timing windows are much stricter than on any other chart. Many players find that even if they watch videos of the chart many times and think they can do the chart, it's when they try the chart for real that they realize that it is MUCH harder than it looks.
** And now that Crew Race, a mode where ''player-created'' crews can make their own courses with target scores to beat, you can BECOME That One Boss! Most of the crews like to put high-end songs with high scores and annoying modifiers. Failing that, there's crew courses consisting of easier songs...but many of ''those'' will require you to nail a [[Flawless Victory|Perfect Play]] of the entire course to win.
** With the recent release of "Maximum Set" on ''Technika 2'' only a few people had passed its boss songs (Cypher Gate MX and D2 MX) because it's just so HARD to clear and Club Mixing's not-so-lenient Groove Meter doesn't help too.
** ''Technika 3'' features Black Swan, the first song in the series to be in a non-4/4 signature, AND to [[Uncommon Time|have multiple time signatures]]. [http://www.youtube.com/watch?v=y21QO8Px5cs Here's] a look at its Hard chart, and it isn't pretty.
* Any song with an "Insane" level in the [[Mungyodance]] series. The Destination series, Reasons To Live, Origin, and Chaos Theory come to mind.
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* [[DJ Hero|Bounce (FSG Remix)]]. A low amount of checkpoints, one of the faster songs in the game, and good luck clearing it in Empire mode, because the AI almost never misses a beat. You have to be ''completely'' precise in your hits; so much as one screw-up could through the whole mix away for you.
* Any chart released with the 1.30 patch for [[Pump It Up]] Fiesta. For example; [http://www.youtube.com/watch?v=kBZ0YpKNrYg Cleaner], [http://www.youtube.com/watch?v=FoeWw0Tzkuo Gargoyle], [http://www.youtube.com/watch?v=5BIQyQoxuds What Happened], and [http://www.youtube.com/watch?v=99ogXIPG75s Superman].
* ''[[In theThe Groove]] 2'' has Bloodrush, which on hard is a 9. Not quite so hard to ''pass'', but a long string of crossover 16ths at during the slow section and more crossovers at full speed later in the song guarantee that unless you've really practiced, you won't get a good score, even if you've done well on 10s and 11s.
** Determinator Expert. 16th-note triplets at ~170BPM for a solid 5 seconds. The song is rated a 12, but if That One Run was extended to the entire song, it would be more like a 15. (For reference, official ITG songs only go up to 13.)
 
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[[Category:That One Boss]]
[[Category:Rhythm]]