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* [[Super Robot Wars J]] has the attack on Hell Island, which could end up spelling the end for you if you don't know what you're doing. You start the level facing several fairly powerful mooks and Zaied from [[Full Metal Panic!]]. After beating him, Gauron shows up in the Venom (very dodgey, very accurate, lots of HP and equipped with a Lambda Driver, which more or less halves all damage inflicted upon him), along with more powerful mooks and a couple of [[Giant Mook|Giant Mooks]]. Then, after after defeating them, you're forced to take on Zeorymer's Ritsu and his Rose C'est la Vie of the Moon, who has a fair amount of HP and is capable of dishing out a decent amount of punshiment. ''Then,'' after defeating ''him'', the ''real'' final boss of the level, Baron Ashura, appears in his Mechabeast-ized form along with a group of even ''more'' powerful mooks, but before fighting ''him'', you'll ALSO have to fight and destroy a possessed Diana A TWICE (which ITSELF has an inordinate amount of health points BOTH times). But of course, just fighting Baron Ashura himself isn't enough because, after ''ALL'' of that, he still regenerates all of his HP after you've defeated him, forcing you to fight and kill him ''AGAIN'' before the level is finally over. Sheesh. The only saving grace that keeps this level from being an absolute nightmare to slug through from beginning to end is that you get to see Mazinkaiser recieve its final upgrade during a mid-game event. In conclusion, this level (and SRW J as a whole, for that matter) isn't hard, per se, but rather is incredibly ''long'' due to the sheer abundance of high-powered bosses, which puts you in danger of consuming all of your resources prior to the FINAL, final confrontation due to a lack of foresight.
* [[Super Robot Wars J]] has the attack on Hell Island, which could end up spelling the end for you if you don't know what you're doing. You start the level facing several fairly powerful mooks and Zaied from [[Full Metal Panic!]]. After beating him, Gauron shows up in the Venom (very dodgey, very accurate, lots of HP and equipped with a Lambda Driver, which more or less halves all damage inflicted upon him), along with more powerful mooks and a couple of [[Giant Mook|Giant Mooks]]. Then, after after defeating them, you're forced to take on Zeorymer's Ritsu and his Rose C'est la Vie of the Moon, who has a fair amount of HP and is capable of dishing out a decent amount of punshiment. ''Then,'' after defeating ''him'', the ''real'' final boss of the level, Baron Ashura, appears in his Mechabeast-ized form along with a group of even ''more'' powerful mooks, but before fighting ''him'', you'll ALSO have to fight and destroy a possessed Diana A TWICE (which ITSELF has an inordinate amount of health points BOTH times). But of course, just fighting Baron Ashura himself isn't enough because, after ''ALL'' of that, he still regenerates all of his HP after you've defeated him, forcing you to fight and kill him ''AGAIN'' before the level is finally over. Sheesh. The only saving grace that keeps this level from being an absolute nightmare to slug through from beginning to end is that you get to see Mazinkaiser recieve its final upgrade during a mid-game event. In conclusion, this level (and SRW J as a whole, for that matter) isn't hard, per se, but rather is incredibly ''long'' due to the sheer abundance of high-powered bosses, which puts you in danger of consuming all of your resources prior to the FINAL, final confrontation due to a lack of foresight.
* Being one of the harder handheld titles, [[Super Robot Wars L]] has quite a number of tarpits that even veterans may fall for them:
* Being one of the harder handheld titles, [[Super Robot Wars L]] has quite a number of tarpits that even veterans may fall for them:
** Stage 17, Operation Yashima from [[Rebuild of Evangelion]]. As suggested you have to deal with Ramiel (aka 6th Angel) but at the same time [[Shinkon Gattai Godannar|Mimic Beasts]] are standing in your way. Since Ramiel gives a nice amount of cash and a rare Skill Part, it's common for players rush up with all their forces in order to destroy it at least once before the stage forcefully end on Turn 6. The problem is that Ramiel (in addition to HP and EN Regen as well as an AT Field) got its Will max out at 150 already, and in case of players who forgot after watching the movie, this Ramiel actually got a ''sweeping'' MAPW around it. That will certainly hurt. But it doesn't end there: on turn 4 Eva-00 and 01 finally show up at where the stage begins......And ''enemies spawn on left and right of them''. If Shinji got attacked even once, GAME OVER. That means one have to leave some unit behind to propare for such scenerio, but that also mean you can't attack Ramiel with your full force. Touch choices eh?
** Stage 17, Operation Yashima from [[Rebuild of Evangelion]]. As suggested you have to deal with Ramiel (aka 6th Angel) but at the same time [[Godannar|Mimetic Beasts]] are standing in your way. Since Ramiel gives a nice amount of cash and a rare Skill Part, it's common for players rush up with all their forces in order to destroy it at least once before the stage forcefully end on Turn 6. The problem is that Ramiel (in addition to HP and EN Regen as well as an AT Field) got its Will max out at 150 already, and in case of players who forgot after watching the movie, this Ramiel actually got a ''sweeping'' MAPW around it. That will certainly hurt. But it doesn't end there: on turn 4 Eva-00 and 01 finally show up at where the stage begins......And ''enemies spawn on left and right of them''. If Shinji got attacked even once, GAME OVER. That means one have to leave some unit behind to propare for such scenerio, but that also mean you can't attack Ramiel with your full force. Touch choices eh?
** Stage 30A, [[Macross Frontier|LIttle Queen, Little Sister]]. You have to last 9 turns against never-ending waves of Vajra while Ranka gets ready to sing them all away . But one have to make sure the Vajra do not reach the building before she does so, which is said easier than done since you don't have enough units to protect all tiles (which become worse when one of them leaves the map on Turn 4). Even with Brera flying off to one corner of the map and holds part of the wave, it's still going to be a nightmare.
** Stage 30A, [[Macross Frontier|LIttle Queen, Little Sister]]. You have to last 9 turns against never-ending waves of Vajra while Ranka gets ready to sing them all away . But one have to make sure the Vajra do not reach the building before she does so, which is said easier than done since you don't have enough units to protect all tiles (which become worse when one of them leaves the map on Turn 4). Even with Brera flying off to one corner of the map and holds part of the wave, it's still going to be a nightmare.
** The crowning example of this trope, however, is Stage 37 where you resolve the ending of [[Linebarrels of Iron]], which is the biggest [[Crowning Moment of Awesome]] of this game if this stage doesn't annoy players so much. First off, you have to protect all 6 Machinas from being destroyed, which is easy......if Koichi (in his Linebarrel mode-C) isn't a NPC and does nothing but rushing into the enemy formation, chopping up anyone in his way {{spoiler|(That includes Soubi, in case if you want to recruit him)}}. Doesn't help that there're Original Mooks with armour-reducing weapons and they're more than happy to use it on him. Worse, since Koichi WILL attack anyone if they're in range, Linebarrel's energy and ammo will eventually dry out, leaving it as a complete sitting duck. The catch? You have to defeat Masaki (in his Naked) to return Koichi back to your control. This is just the first part of the stage.
** The crowning example of this trope, however, is Stage 37 where you resolve the ending of [[Linebarrels of Iron]], which is the biggest [[Crowning Moment of Awesome]] of this game if this stage doesn't annoy players so much. First off, you have to protect all 6 Machinas from being destroyed, which is easy......if Koichi (in his Linebarrel mode-C) isn't a NPC and does nothing but rushing into the enemy formation, chopping up anyone in his way {{spoiler|(That includes Soubi, in case if you want to recruit him)}}. Doesn't help that there're Original Mooks with armour-reducing weapons and they're more than happy to use it on him. Worse, since Koichi WILL attack anyone if they're in range, Linebarrel's energy and ammo will eventually dry out, leaving it as a complete sitting duck. The catch? You have to defeat Masaki (in his Naked) to return Koichi back to your control. This is just the first part of the stage.