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*** The level The Great Goal Pole is a subversion. When you start the level, you'll see the Goal Pole right away, but approaching it will make it grow some wings and flee, forcing you to chase it. Even if you manage to catch it, it's not recommended to do so until you've gotten all Green Stars and the Stamp along the way. It is rather short given the 100-second time limit, but it's not nearly as short as you might anticipate.

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*** The level The Great Goal Pole is a subversion. When you start the level, you'll see the Goal Pole right away, but approaching it will make it grow some wings and flee, forcing you to chase it. Even if you manage to catch it, it's not recommended to do so until you've gotten all Green Stars and the Stamp along the way. It is rather short given the 100-second time limit, but it's not nearly as short as you might anticipate. It's also worth noting that, with some precise movement and jumping, it ''is'' in fact possible to beat the level in around four seconds, before the Goal Pole gets away from the player.
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* ''VideoGame/DeathtrapDungeon'' begins with a straight corridor leading to the exit, with three fireball-shooting obstacles along the way. You can finish it in under ten seconds, and ''then'' the orcs and skeletons appears one stage later.
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* ''VideoGame/TetrisTheGrandMaster ACE'': A round of online versus ends when either player tops out and loses, or clears 20 lines and wins. To put that in persepctive, 20 lines is just five Tetrises, meaning if both players are halfway decent, each round can end in seconds.
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** The sequel, ''cr2.wad'', starts with the map "Froad & Tog" which is solely an aesthetic introduction: you go down a short path, enter a teleporter, go down an equally short path, and that's it.

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** The sequel, ''cr2.wad'', ''Crumpets 2'' starts with the map "Froad & Tog" which is solely an aesthetic introduction: you go down a short path, enter a teleporter, go down an equally short path, and that's it.

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After thinking about it, I figured that Pikmin 2's Challenge Mode might qualify as well.


* ''VideoGame/Pikmin4'':
** The Burrow of Beginnings consists of a linear path leading up to Captain Shepherd, hiding from three Bulborb Larvae, the weakest hostile enemy in the game. It has nothing else of note except some pots to smash through with Oatchi, and serves mainly to be a tutorial on how caves work.
** Last-Frost Cavern is the first "proper" cave, but only has one sublevel unlike every other cave in its area. Unlike later one-sublevel caves, its floor is hardly much longer than the average sublevel of larger dungeons. It is effectively a tutorial for Ice Pikmin and not too much more.

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* ''VideoGame/{{Pikmin}}'' series:
** ''VideoGame/Pikmin2'': Challenge Mode consists of thirty miniature caves that are essentially bite-sized versions of caves from the main game, with restrictions added for challenge. Many are no more than one or two sublevels long, when all caves except the first in Story Mode are at least five sublevels. Of note are Dweevil Nest, which only has Dweevil enemies that can be taken care of pretty quickly, and Snack Pit, which is just a single room with Breadbugs and their KingMook. Both of them can be completed fairly fast, with the intended challenge being to get as much of the treasures as possible in a short amount of time.
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''VideoGame/Pikmin4'':
** *** The Burrow of Beginnings consists of a linear path leading up to Captain Shepherd, hiding from three Bulborb Larvae, the weakest hostile enemy in the game. It has nothing else of note except some pots to smash through with Oatchi, and serves mainly to be a tutorial on how caves work.
** *** Last-Frost Cavern is the first "proper" cave, but only has one sublevel unlike every other cave in its area. Unlike later one-sublevel caves, its floor is hardly much longer than the average sublevel of larger dungeons. It is effectively a tutorial for Ice Pikmin and not too much more.
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** The sequel, ''cr2.wad'', starts with the map "Froad & Tog" which is solely an aesthetic introduction: you go down a short path, enter a teleporter, go down an equally short path, and that's it.
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* In VideoGame/TaikoNoTatsujin, [[https://www.youtube.com/watch?v=x0ap3QUHZRY there is an April Fools joke in one of the arcade versions that introduces an extremely sped up version of the song "Yokuderu 2000".]] The original song was roughly two minutes long, but Yokuderu 15300 brings the length down to twenty seconds. If you look at the song on the selection screen, they put a small disclaimer warning you about how short it is.
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* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaI'': The third dungeon in the [[NewGamePlus Second Quest]] is unusually brief, only consisting of a small arrangement of rooms shaped like an L (save for the final two rooms, which appear to form an apostrophe at the left of the L). It's even shorter than any of the early dungeons seen beforehand in the First Quest. Another unique detail is that the main bosses (a trio of Dodongos) don't guard the PlotCoupon directly (they're fought prior to the aforementioned two final rooms, plus another one preceding them), which gives the impression that they are [[MIniBoss mini-bosses]] in a dungeon without a boss (though they still drop a HeartContainer upon their defeat).
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': While most Shrines provide puzzles to solve, a MiniBoss battle against a Guardian Scout, or an obstacle course to conquer, there are others that merely consist of a compact chamber housing a treasure chest and the guardian Sheikah monk. The real challenge for these Shrines is finding or unlocking them via Shrine Quests, making it so the mere feat of getting to the Shrines is the reward for completing said quests. This also holds true for certain Zonai Shrines in ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom''.
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I'm debating with myself over whether Sightless Passage or Dream Home would qualify.

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[[folder:Real Time Strategy]]
* ''VideoGame/Pikmin4'':
** The Burrow of Beginnings consists of a linear path leading up to Captain Shepherd, hiding from three Bulborb Larvae, the weakest hostile enemy in the game. It has nothing else of note except some pots to smash through with Oatchi, and serves mainly to be a tutorial on how caves work.
** Last-Frost Cavern is the first "proper" cave, but only has one sublevel unlike every other cave in its area. Unlike later one-sublevel caves, its floor is hardly much longer than the average sublevel of larger dungeons. It is effectively a tutorial for Ice Pikmin and not too much more.
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* ''Videogame/ShogoMobileArmorDivision'' has the level [[spoiler:"Baku"]] which is just a short elevator ride where, after a few seconds, a really easy boss shows up, and, as soon as you kill him, the level just ends (the cutscene at the start is probably longer than the level itself!.)

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* ''Videogame/ShogoMobileArmorDivision'' has the level [[spoiler:"Baku"]] [[spoiler:"Baku"]], the penultimate level on the route in which you oppose Gabriel, which is just a short elevator ride where, after a few seconds, a really easy boss shows up, and, as soon as you kill him, the level just ends (the cutscene at the start is probably longer than the level itself!.)



** After the penultimate chapter, a long winding path full of [[DemonicSpiders War Dragons]], the final chapter of ''VideoGame/FireEmblemTheBindingBlade'' is a very small map with only the FinalBoss and a couple of other dragons as enemies. Said boss isn't very statistically-imposing and is weak to all legendary weapons, especially [[SwordOfPlotAdvancement the titular Binding Blade]]. It typically only lasts a few turns, and infamously even an untrained Roy is capable of defeating her.
** "Battle Preparations" in ''VideoGame/FireEmblemTheBlazingBlade'' is simply a 5-turn shopping trip before the final battles, with no enemies to fight outside of an arena (and one optional battle to recruit Karla, though that's a GuideDangIt). The map consists of just the arena, some shops, and the streets between.

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** After the penultimate chapter, a long winding path full of [[DemonicSpiders War Dragons]], the final chapter of ''VideoGame/FireEmblemTheBindingBlade'' is a very small map with only the FinalBoss and a couple of other dragons as enemies. Said boss isn't very statistically-imposing and is weak to all legendary weapons, especially [[SwordOfPlotAdvancement the titular Binding Blade]]. It typically only lasts a few turns, and infamously infamously, even an untrained Roy is capable of defeating her.
** "Battle Preparations" in ''VideoGame/FireEmblemTheBlazingBlade'' is simply a 5-turn shopping trip before the final battles, with no enemies to fight outside of an arena (and one optional battle to recruit Karla, though that's a GuideDangIt). The map consists of just the arena, some shops, and the streets between. The fact that it's even a level is because ''Blazing Blade'' lacked the ability to visit stores and other facilities outside of battle.


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** Similarly, Garon, the FinalBoss of the Birthright route, can also be reached on the first turn and can be defeated just as quickly, especially if Ryoma gets lucky with critical hits.
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* In ''VideoGame/FZero AX'' (and ''GX''), Mute City - Sonic Oval is the shortest track by far compared to the other tracks, with each lap of the track can be possibly done in sub-20 seconds, meaning that three laps won't even take a minute to complete. It also happens to be the simplest track and is designed for beginners.

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* In ''VideoGame/FZero AX'' (and ''GX''), ''VideoGame/FZeroGX'', Mute City - Sonic Oval is the shortest track by far compared to the other tracks, with each lap of the track can be possibly done in sub-20 seconds, meaning that three laps won't even take a minute to complete. It also happens to be the simplest track and is designed for beginners.
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** ''VideoGame/SuperMarioBrosWonder'' has several "Break Time!" levels featuring short and easy objectives for collecting Wonder Seeds. A notorious example is "Hurry Hurry", where you just have to dash in a straight line for a few seconds.

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** While some ''Franchise/{{Pokemon}}'' Gyms can be fairly quick, this generation’s version of the Cinnabar Gym stands out, being around the same size as the Game Boy screen, and [[BossOnlyLevel Blaine being the only Trainer to fight]]. The remake subverts this, by expanding on the Gym, with a maze and some actual Gym Trainers to fight.

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** While some ''Franchise/{{Pokemon}}'' Gyms can be fairly quick, this generation’s version of the Cinnabar Gym stands out, being around the same size as the Game Boy screen, and [[BossOnlyLevel Blaine being the only Trainer to fight]]. The remake subverts this, by expanding on the Gym, with a maze and some actual Gym Trainers to fight. [[JustifiedTrope Justified]] in that it was just a room in a cave used as a temporary gym after the destruction of the previous one.
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* ''VideoGame/Sonic3AndKnuckles'': Knuckles' version of Hidden Palace Zone is around 13 seconds long, and consists of him running to the teleporter that takes him to his version of Sky Sanctuary Zone (a BossOnlyLevel against a surviving Mecha Sonic).

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* ''VideoGame/Sonic3AndKnuckles'': Knuckles' version of Hidden Palace Zone is around 13 seconds long, and consists of him running to the teleporter that takes him to his version of Sky Sanctuary Zone (a BossOnlyLevel against a surviving Mecha Sonic).
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* In ''VideoGame/FZero AX'' (and ''GX''), Mute City - Sonic Oval is the shortest track by far compared to the other tracks, with each lap of the track can be possibly done in sub-20 seconds, meaning that three laps won't even take a minute to complete. It also happens to be the simplest track and is designed for beginners.
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[[folder:Racing Games]]
* At only 419 yards, Mudford Motorpark is the shortest track in ''VideoGame/{{Wreckfest}}'', where the average lap time is less than twenty seconds.
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* ''VisualNovel/VirtuesLastReward'''s final escape room sequence. [[spoiler:It's just the first escape room again, after you've [[MentalTimeTravel mentally time travelled]] back to just slightly before you woke up in it at the beginning of the game. To get out, you just have to input the safe combination you learned the first time. If you actually try to solve the puzzles legitimately, Phi just yells at you for wasting time, since your objective in coming back here is to save the old woman before she's killed, so every second counts]].

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* ''VisualNovel/VirtuesLastReward'''s [[PostFinalLevel final escape room sequence.sequence]]. [[spoiler:It's just the first escape room again, after you've [[MentalTimeTravel mentally time travelled]] back to just slightly before you woke up in it at the beginning of the game. To get out, you just have to input the safe combination you learned the first time. If you actually try to solve the puzzles legitimately, Phi just yells at you for wasting time, since your objective in coming back here is to save the old woman before she's killed, so every second counts]].
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** The FinalBoss battle of ''VideoGame/FireEmblemTheSacredStones'' is also infamous for this. The Demon King is reachable by most fast-moving units from the first turn and is [[KryptoniteFactor extremely weak to the Sacred Twin weapons]], which most of your army is likely to possess by this point. (And you're guaranteed to have [[CantDropTheHero Eirika and Epriam's]]) This battle usually ends in one or two turns, with the Demon King barely getting a chance to fight.

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** The FinalBoss battle of ''VideoGame/FireEmblemTheSacredStones'' is also infamous for this. The Demon King is reachable by most fast-moving units from the first turn and is [[KryptoniteFactor extremely weak to the Sacred Twin weapons]], which most of your army is likely to possess by this point. (And you're guaranteed to have [[CantDropTheHero Eirika and Epriam's]]) Ephraim's]]) This battle usually ends in one or two turns, with the Demon King barely getting a chance to fight.

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Fixed redundancy in the description. Also crosswicked an example


A video game level which takes a ridiculously short time to complete when compared to others in the game. In most cases, it will take no more than a few seconds. May often apply to [[VideoGameTutorial tutorial levels]] if they are supposed to teach you just a single mechanic of the game. A BossOnlyLevel featuring a ZeroEffortBoss may be this.

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A video game level which takes a ridiculously short time to complete when compared to others in the game. In most cases, it will take no more than a few seconds. May often apply to [[VideoGameTutorial tutorial levels]] if they are supposed to teach you just a single mechanic of the game. A BossOnlyLevel featuring a ZeroEffortBoss may be this.
game.



Compare RushBoss. Contrast MarathonLevel. See also PressStartToGameOver for a different kind of absurdly short gameplay. A BossOnlyLevel counts as this if the boss is especially short. For the music equivalent, see MinisculeRocking.

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Compare RushBoss. Contrast MarathonLevel. See also PressStartToGameOver for a different kind of absurdly short gameplay. A BossOnlyLevel counts as this if the boss is especially short.short or is even a ZeroEffortBoss. For the music equivalent, see MinisculeRocking.


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* ''VideoGame/StarFoxAdventures'': Unlike the first five Krazoa Shrines, which are reasonably lengthy [[MiniDungeon mini-dungeons]] which are ventured through by Fox to find Krazoa Spirits and pass their respective tests in order to earn them, the sixth and final Shrine (located in Krazoa Palace, [[BookEnds like the first one]]) only consists of one chamber with a square combat arena. When Fox walks onto its center, General Scales challenges him in a fight. It doesn't even qualify as a BossOnlyLevel because, as soon as Fox tries to land the first hit, [[spoiler:Andross commands Scales to hand the Krazoa Spirit to Fox, and then surrender to the now-reformed [=SharpClaws=]]]. The Shrine is then cleared and Fox warps back outside.

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[[folder:Shoot-em-Up Games]]
* Stage 9 in the arcade version of ''VideoGame/{{Gradius}} III'' is short enough that it lacks a mid-level checkpoint, but makes up for it with its sadistic MobileMaze architecture and the infamous [[HoldTheLine "cube rush"]] prior to the boss.
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* ''VideoGame/MickeyMousecapade'''s Pirate Ship is by far the shortest level, at just four screens long.
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* ''VideoGame/SuperMarioRPG'' has Booster Pass, an area that's only two screens long and it can feel even shorter if you ignore all the enemies. This is likely due to how the area is sandwiched between two lengthy dungeons; the Moleville Mines you went through just moments ago and Booster Tower, which lies ahead of the pass. There's an optional hidden third area in Booster Pass, but it requires finding a switch in Booster Tower to reveal it.
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** A few games in the series have testimonies or arguments consisting of a single statement that contains an obvious contradiction. (Such as "Their Connection" in ''Investigations 2'' Case 3) There are often in-universe SchmuckBait by the trials' prosecutors designed to lure the protagonist into a trap, but they still fall into this trope regardless.

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** A few games in the series have testimonies or arguments consisting of a single statement that contains an obvious contradiction. (Such contradiction (such as "Their Connection" in ''Investigations 2'' Case 3) 3). There are often in-universe SchmuckBait by the trials' prosecutors designed to lure the protagonist into a trap, but they still fall into this trope regardless.
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*** Nature Notch Stage 4 is just two rooms involving dodging some rolling rocks, which is beatable in about 40 seconds.
*** Jam Jungle Stage 5 is only two rooms, with the first being a short path containing a few abilities accessable in bubbles. The second room is a race against a Treasure Chest to the bottom of the level, so that you can collect it before it falls into a pit. Even if you aren't a speedrunner, you can easily finish this one in 30 seconds or less.
*** Jam Jungle's EX Stage is an EmptyRoomPsych one; the majority of the level is accessed through a door hidden off of the top of the second room. However, there's no hazards before you fly up to that door, and the big door that marks the end of the level is visible right in front of you in the same room as soon as you enter, so if you ignore the hidden door, this level can be done in around 10 seconds by just walking right for a bit and entering two doors.
*** Secret Sea Stage 5 is another standard short level. It's one room of decent length that you're intended to use the fast-moving Wheel ability to zoom through, while racing a Treasure Chest to the end of the level. It's okay if you lose the race, because the level is about 20 seconds, so hopping back in is quick.

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*** Nature Notch Stage 4 is just two rooms involving dodging some rolling rocks, boulders, which is beatable in about 40 seconds.
*** Jam Jungle Stage 5 is only two rooms, with the first being a short path containing a few abilities accessable in bubbles. The second room is a race against a Treasure Chest to the bottom of the level, stage, so that you can collect it before it falls into a pit. Even if you aren't a speedrunner, you can easily finish this one in 30 seconds or less.
*** Jam Jungle's EX Stage is an EmptyRoomPsych one; the majority of the level stage is accessed through a door hidden off of the top of the second room. However, there's no hazards before you fly up to that door, and the big door that marks the end of the level stage is visible right in front of you in the same room as soon as you enter, so if you ignore the hidden door, this level stage can be done in around 10 seconds by just walking right for a bit and entering two doors.
*** Secret Sea Stage 5 is another standard short level. stage. It's one room of decent length that you're intended to use the fast-moving Wheel ability to zoom through, while racing a Treasure Chest to the end of the level. stage. It's okay if you lose the race, because the level stage is about 20 seconds, so hopping back in is quick.



** Delfino Airstrip in ''VideoGame/SuperMarioSunshine'' is an offshoot area of Delfino Plaza (it shares the same 100-coin Shine). It has two Shine Sprites, one for the game's intro level and another for collecting eight red coins, and only one Blue Coin to find (even Corona Mountain, a lava-filled corridor, has ten Blue Coins).

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** Delfino Airstrip in ''VideoGame/SuperMarioSunshine'' is an offshoot area of Delfino Plaza (it shares the same 100-coin Shine).Shine Sprite). It has two Shine Sprites, one for the game's intro level and another for collecting eight red coins, and only one Blue Coin to find (even Corona Mountain, a lava-filled corridor, has ten Blue Coins).
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* ''VideoGame/{{Marathon}}'': ''Marathon 2: Durandal'''s level 18, "The Big House". The entire accessible level is literally a single tiny room; there's an area outside with [=BoBs=] fighting Pfhor, but the Security Officer can't leave the room he's in. All the player has to do is move enough to start the action, wait a minute or so, and then get teleported out.
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* ''VideoGame/{{Doom 3}}'' has Delta Labs Level 4, which only has a short hallway with two zombie enemies before a fight with two Hell Knights, after which the level immediately ends with you being teleported to Hell.

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* ''VideoGame/{{Doom 3}}'' ''VideoGame/Doom3'' has Delta Labs Level 4, which only has a short hallway with two zombie enemies before a fight with two Hell Knights, after which the level immediately ends with you being teleported to Hell.
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** ''VideoGame/SuperSmashBrosUltimate'' has the Buzz Buzz spirit fought in "World of Light". You fight a tiny Mr. Game & Watch (a light character made even lighter) who begins the fight with 300% damage, making it easy to end the battle in less than 5 seconds (the difficulty being actually ''finding'' him, since G&W is so ridiculously tiny, he's almost invisible). Similarly, the Sandbag spirit match, where you're given 10 seconds to knock a white, motionless Samus, off the map (like how you have 10 seconds in the Home-Run Contest mode to rack up damage before sending Sandbag flying).

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** ''VideoGame/SuperSmashBrosUltimate'' has ''VideoGame/SuperSmashBrosUltimate'': Some Spirit battles are designed in this fashion. One example is the Buzz Buzz spirit fought in "World of Light". Light": You fight a tiny Mr. Game & Watch (a light character made even lighter) who begins the fight with 300% damage, making it easy to end the battle in less than 5 seconds (the difficulty being actually ''finding'' him, since G&W is so ridiculously tiny, he's almost invisible). Similarly, the Sandbag spirit match, where you're given 10 seconds to knock a white, motionless Samus, off the map (like how you have 10 seconds in the Home-Run Contest mode to rack up damage before sending Sandbag flying). There's also the trope-naming MetalSlime spirit from ''Franchise/DragonQuest'', roleplayed as by a Metal Kirby who has very low HP but is extremely elusive and hard to hit; and the time limit is short as well.
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* The various tutorial levels in the ''VideoGame/TheatrhythmFinalFantasy'' series use the ''VideoGame/FinalFantasy'' victory fanfare, which is about as long as a series fan would expect: about five seconds each.
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* Chapter 4 of ''VideoGame/StarTropics'' is the only chapter without any dungeon segments, and the only overworld navigation is going through a maze inside of a whale, so it doesn't take very long. However, it's still an infamous roadblock because finishing the chapter requires a code hidden on one of the game's {{feelies}}.

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* Chapter 4 of ''VideoGame/StarTropics'' is the only chapter without any dungeon segments, and the only overworld navigation is going through a maze [[WombLevel inside of a whale, whale]], so it doesn't take very long. However, it's still an infamous roadblock because finishing the chapter requires a code hidden on one of the game's {{feelies}}.



** The first stage of "Election Day" can be finished in under a minute, complete with an achievement for doing so. Doing so, however, turns completing the heist "properly" into a LuckBasedMission[[note]]the goal of the stage is to tag the right transport truck with a tracking device in order to find a warehouse where voting machines are being stored so the crew can tamper with them on the second and final stage of the heist, and determining the right truck to tag requires a combination of context clues sprinkled around the map and hacking into a computer. or failing that blind luck. Picking the wrong truck instead sends the crew to a significantly less rewarding "Plan C" route.[[/note]].

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** The first stage of "Election Day" can be finished in under a minute, complete with an achievement for doing so. Doing so, however, turns completing the heist "properly" into a LuckBasedMission[[note]]the LuckBasedMission.[[note]]The goal of the stage is to tag the right transport truck with a tracking device in order to find a warehouse where voting machines are being stored so the crew can tamper with them on the second and final stage of the heist, and determining the right truck to tag requires a combination of context clues sprinkled around the map and hacking into a computer. or failing that blind luck. Picking the wrong truck instead sends the crew to a significantly less rewarding "Plan C" route.[[/note]].[[/note]]
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[[folder:Beat 'em Up]]
* Stage 7 in ''[[VideoGame/StreetsOfRage Streets of Rage 4]]'' is very short compared to the other stages. An average runtime of a typical stage is 10 minutes. Stage 7 can be completed around 5 minutes or so due to how quickly you reach the stage's boss; it's a straight path on top of a moving train with a handful of cops and a small wave of mooks in between. Most stages have far more enemies to deal with.
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