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* Let's also just note that there are two full Megadeth albums as DLC. You could pick a song at random, and it will probably be bone crunchingly hard.

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* Let's also just note that there are two full Megadeth Music/{{Megadeth}} albums as DLC. You could pick a song at random, and it will probably be bone crunchingly hard.



** Done on purpose with "[[https://www.youtube.com/watch?v=IYzSfIaweK4 Sudden Death]]" (on guitar at least), the FinalBoss of Guitar Hero: Warriors of Rock. It's a {{Music}}/{{Megadeth}} song (those are usually difficult anyway) written with difficulty in mind. The song is littered with very difficult solos and fast strumming. To clear it the first time, you have to get a great score or else repeat the whole song.

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** "TTFAF" itself has always been infamous for its difficulty level, with rapidfire strumming and hammerons/pulloffs throughout the whole song. It's actually easy to fail before the vocals start.
** Done on purpose with "[[https://www.youtube.com/watch?v=IYzSfIaweK4 Sudden Death]]" (on guitar at least), the FinalBoss of Guitar Hero: Warriors of Rock. It's a {{Music}}/{{Megadeth}} Music/{{Megadeth}} song (those are usually difficult anyway) written with difficulty in mind. The song is littered with very difficult solos and fast strumming. To clear it the first time, you have to get a great score or else repeat the whole song.
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** The aptly-named [[https://www.youtube.com/watch?v=x8vmG08gNps "Good Night, Bad Luck"]], or as many players call it: Marry me, Nightmare part 2 due to the similar sound and visual effects. This song's gimmick is "trick you into thinking you'll have to hit three or four Slide notes at once and then split them into single and dual Slides ''immediately'' before you have to hit them." Beyond that, one section features 1/16th-note streams of Critical (i.e. dual Tap) notes (and since this is an arcade exclusive, this means furiously mashing the buttons in sync with both arms) and the last 1/3 of the song is a nonstop barrage of 1/8-note Tap and Slide notes coming at you, all at 285 BPM. Don't injure your hands!

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** The aptly-named [[https://www.youtube.com/watch?v=x8vmG08gNps "Good Night, Bad Luck"]], or as many players call it: Marry which makes its predecessor "Marry me, Nightmare part 2 due to the similar sound and visual effects.Nightmare" look like a toddler's toy. This song's gimmick is "trick you into thinking you'll have to hit three or four Slide notes at once and then split them into single and dual Slides ''immediately'' before you have to hit them." Beyond that, one section features 1/16th-note streams of Critical (i.e. dual Tap) notes (and since this is an arcade exclusive, this means furiously mashing the buttons in sync with both arms) and the last 1/3 of the song is a nonstop barrage of 1/8-note Tap and Slide notes coming at you, all at 285 BPM. Don't injure your hands!
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** "Marry me, Nightmare" on Hard. Rated a 10 out of 10 and even then it's just brutal by level 10 standards. {{Camera Screw}}s everywhere, a series of {{Jump Scare}}s in one section of the song where the game zaps your avatar to the opposite lane, and a [[UncommonTime nonstandard time signature]] that can make it hard to keep the beat.
** The aptly-named "Good Night, Bad Luck", or as many players call it: Marry me, Nightmare part 2 due to the similar sound and visual effects. This song's gimmick is "trick you into thinking you'll have to hit three or four Slide notes at once and then split them into single and dual Slides ''immediately'' before you have to hit them." Beyond that, one section features 1/16th-note streams of Critical (i.e. dual Tap) notes (and since this is an arcade exclusive, this means furiously mashing the buttons in sync with both arms) and the last 1/3 of the song is a nonstop barrage of 1/8-note Tap and Slide notes coming at you, all at 285 BPM. Don't injure your hands!

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** [[https://www.youtube.com/watch?v=iMSwmMVCikw "Marry me, Nightmare" on Hard.Hard]]. Rated a 10 out of 10 and even then it's just brutal by level 10 standards. {{Camera Screw}}s everywhere, a series of {{Jump Scare}}s in one section of the song where the game zaps your avatar to the opposite lane, and a [[UncommonTime nonstandard time signature]] that can make it hard to keep the beat.
** The aptly-named [[https://www.youtube.com/watch?v=x8vmG08gNps "Good Night, Bad Luck", Luck"]], or as many players call it: Marry me, Nightmare part 2 due to the similar sound and visual effects. This song's gimmick is "trick you into thinking you'll have to hit three or four Slide notes at once and then split them into single and dual Slides ''immediately'' before you have to hit them." Beyond that, one section features 1/16th-note streams of Critical (i.e. dual Tap) notes (and since this is an arcade exclusive, this means furiously mashing the buttons in sync with both arms) and the last 1/3 of the song is a nonstop barrage of 1/8-note Tap and Slide notes coming at you, all at 285 BPM. Don't injure your hands!
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* ''VideoGame/GrooveCoaster'':
** "Marry me, Nightmare" on Hard. Rated a 10 out of 10 and even then it's just brutal by level 10 standards. {{Camera Screw}}s everywhere, a series of {{Jump Scare}}s in one section of the song where the game zaps your avatar to the opposite lane, and a [[UncommonTime nonstandard time signature]] that can make it hard to keep the beat.
** The aptly-named "Good Night, Bad Luck", or as many players call it: Marry me, Nightmare part 2 due to the similar sound and visual effects. This song's gimmick is "trick you into thinking you'll have to hit three or four Slide notes at once and then split them into single and dual Slides ''immediately'' before you have to hit them." Beyond that, one section features 1/16th-note streams of Critical (i.e. dual Tap) notes (and since this is an arcade exclusive, this means furiously mashing the buttons in sync with both arms) and the last 1/3 of the song is a nonstop barrage of 1/8-note Tap and Slide notes coming at you, all at 285 BPM. Don't injure your hands!
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* ''VideoGame/OsuTatakaeOuendan'' 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, ''VideoGame/EliteBeatAgents'', 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, ''OsuTatakaeOuendan 2'' has the final stage on Insane difficulty.

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* ''VideoGame/OsuTatakaeOuendan'' 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, ''VideoGame/EliteBeatAgents'', 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, ''OsuTatakaeOuendan 2'' ''VideoGame/OsuTatakaeOuendan2'' has the final stage on Insane difficulty.



** Honestly? The ice-skater level on ''VideoGame/OsuTatakaeOuendan 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''.

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** Honestly? The ice-skater level on ''VideoGame/OsuTatakaeOuendan 2'' ''VideoGame/OsuTatakaeOuendan2'' 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''.
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** EnvokedTrope with "[[https://www.youtube.com/watch?v=IYzSfIaweK4 Sudden Death]]" (on guitar at least), the FinalBoss of Guitar Hero: Warriors of Rock. It's a {{Music}}/{{Megadeth}} song (those are usually difficult anyway) written with difficulty in mind. The song is littered with very difficult solos and fast strumming. To clear it the first time, you have to get a great score or else repeat the whole song.

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** EnvokedTrope Done on purpose with "[[https://www.youtube.com/watch?v=IYzSfIaweK4 Sudden Death]]" (on guitar at least), the FinalBoss of Guitar Hero: Warriors of Rock. It's a {{Music}}/{{Megadeth}} song (those are usually difficult anyway) written with difficulty in mind. The song is littered with very difficult solos and fast strumming. To clear it the first time, you have to get a great score or else repeat the whole song.
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** EvokedTrope with "[[https://www.youtube.com/watch?v=IYzSfIaweK4 Sudden Death]]" (on guitar at least), the FinalBoss of Guitar Hero: Warriors of Rock. It's a {{Music}}/{{Megadeth}} song (those are usually difficult anyway) written with difficulty in mind. The song is littered with very difficult solos and fast strumming. To clear it the first time, you have to get a great score or else repeat the whole song.

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** EvokedTrope EnvokedTrope with "[[https://www.youtube.com/watch?v=IYzSfIaweK4 Sudden Death]]" (on guitar at least), the FinalBoss of Guitar Hero: Warriors of Rock. It's a {{Music}}/{{Megadeth}} song (those are usually difficult anyway) written with difficulty in mind. The song is littered with very difficult solos and fast strumming. To clear it the first time, you have to get a great score or else repeat the whole song.
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*** [[FridgeHorror To make things worse]] see [[VideoGame/InTheGroove Determinator's]] ThatOneAttack below. It's ''only'' at a[[NintendoHard tempo of 170 BPM in 16th note]] for 5 seconds. This is [[ThatOneBoss even faster]] [[OhCrap and lasts longer than that.]] It's also repeated more than once.

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Added a couple proper Guitar Hero entries


*** The Cover for Run to the Hills is especially crazy on the Hard difficulty (on drums), compared to the songs leading up to it, and indeed the finale after it. The developers themselves even said that some of them have more issues on Hard difficulty than on Expert. The DLC version remedies this by NOT switching snare and hi-hat and using an eighth-note run for the hi-hat instead of a "The Hand That Feeds" pattern.

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*** The Cover for Run to the Hills is especially crazy on the Hard difficulty (on drums), compared to the songs leading up to it, and indeed the finale after it. The developers themselves even said that some of them have more issues on Hard difficulty than on Expert. The DLC version remedies this by NOT switching snare and hi-hat and using an eighth-note run for the hi-hat instead of a "The Hand That Feeds" (Expert) pattern.



*** 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.



** If you ''really'' want to embarrass yourself while playing bass, get Rock Band 2 and try "Panic Attack" on expert.
*** Screw getting TO the fills in Everlong, the hard part is staying alive long enough for your bandmates to use overdrive to recover during the Run To The Hills-like hi-hat run that takes up about... 50% of the song. And it's on Red, [[FakeDifficulty which makes it count more towards your performance guage dropping like a rock]]
** Bodhisattva deserves special mention due to how Harmonix charts songs for Rock Band. First, the entire song is charted. Including all of the ending. Next, somewhere down the line, someone decides whether or not it will have a BigRockEnding. [[http://www.youtube.com/watch?v=Sro11egy2yI Bodhisattva has a 28.3+ Note Per Second run that, fortunately, is taken out due to the Big Rock Ending.]]

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** If you ''really'' want to embarrass yourself while Panic Attack's bass track makes Painkiller look like a warm-up in comparison. The song opens with the bass playing bass, get Rock Band 2 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 try "Panic Attack" on expert.
***
just keeps getting worse from there.
**
Screw getting TO the fills in Everlong, Everlong (on drums), the hard part is staying alive long enough for your bandmates to use overdrive to recover during the Run To The Hills-like hi-hat run that takes up about... 50% of the song. And it's on Red, [[FakeDifficulty which makes it count more towards your performance guage dropping like a rock]]
** Bodhisattva deserves special mention due to how Harmonix charts songs for Rock Band. First, the entire song is charted. Including all of the ending. Next, somewhere down the line, someone decides whether or not it will have a BigRockEnding. [[http://www.youtube.com/watch?v=Sro11egy2yI Bodhisattva has a 28.3+ Note Per Second run that, fortunately, is taken out due to the Big Rock Ending.]]
rock]]



** 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.


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* VideoGame/GuitarHero itself has several example but a few take the cake (outside some of the BonusBoss songs).
** The FinalBoss of Guitar Hero 3, [[LouisCipher Lou]], [[https://www.youtube.com/watch?v=XlADvYRfhpU is easily the hardest of the already difficult guitar battles]]. It's a really difficult song even in battle form and has a long intro/verse with ''very fast'' strumming during the first verse (it takes a while to even get the first attack). Lou gets his attack first and has great AI. Even after you beat Lou, you may still fail the outro which is just barely easier than the rest of this insane song. [[https://www.youtube.com/watch?v=lJLHyzTSLp0 The DLC version]] [[NintendoHard has you playing both parts]] and is sometimes considered ''worse'' than "[[DragonForce Through the Fire]] [[BrutalBonusLevel and Flames]]".
** EvokedTrope with "[[https://www.youtube.com/watch?v=IYzSfIaweK4 Sudden Death]]" (on guitar at least), the FinalBoss of Guitar Hero: Warriors of Rock. It's a {{Music}}/{{Megadeth}} song (those are usually difficult anyway) written with difficulty in mind. The song is littered with very difficult solos and fast strumming. To clear it the first time, you have to get a great score or else repeat the whole song.

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** Guitar: "Hail to the King" by Music/AvengedSevenfold.

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** Guitar: "Hail to the King" by Music/AvengedSevenfold.Music/AvengedSevenfold is a level-6; everything else is a 0.



** Vocals: "What's Up?" by ''4 Non Blondes.''

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** Vocals: "What's Up?" by ''4 Non Blondes.''
'' is at level 6, while everything else is a simple 0.


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* ''Band Hero'', the poppy spinoff of ''VideoGame/GuitarHero'', brings us "You Better Pray" by Music/TheRedJumpsuitApparatus on Guitar. The song begins with [[https://www.youtube.com/watch?v=vCT-zjDhs1w a rapidfire of hammerons and pulloffs]]. To date, [[http://www.scorehero.com/rankings.php?group=15&game=43&diff=4&platform=6&size=1&inst=1&inst1=1&inst2=&inst3=&inst4=&song=711 only two people]] have gotten 100% on expert.
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I want to cut the Main redirect.


** Most mixes by the Scratch Perverts will be difficult at the very least. Especially [[https://www.youtube.com/watch?v=lshBvDAksyI "Galvanize (Beat Juggle)"]] (has more notes than any other song), "[[https://www.youtube.com/watch?v=1PMbGB7XqaQ Groundhog (Beat Juggle)]]" (widely considered the hardest song in either game), and worst of all, [[https://www.youtube.com/watch?_vid=1PMbGB7XqaQ&v=HC0gVK-MPBs "Beats and Pieces"]] (which even the bot can't FC on the PlayStation3).

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** Most mixes by the Scratch Perverts will be difficult at the very least. Especially [[https://www.youtube.com/watch?v=lshBvDAksyI "Galvanize (Beat Juggle)"]] (has more notes than any other song), "[[https://www.youtube.com/watch?v=1PMbGB7XqaQ Groundhog (Beat Juggle)]]" (widely considered the hardest song in either game), and worst of all, [[https://www.youtube.com/watch?_vid=1PMbGB7XqaQ&v=HC0gVK-MPBs "Beats and Pieces"]] (which even the bot can't FC on the PlayStation3).UsefulNotes/PlayStation3).
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'''NOTE:''' Due to how a majority of these {{Rhythm Game}}s work (mainly in that the player typically gets to pick their songs), looser definitions of BonusBoss are being applied for this section. Songs that can be expected to be played in any given session are perfectly fair game; as a general rule, if a song is rated ''x'' but it's harder than songs of its rating and it may as well be rated higher, it's most likely an example. Final Bosses should be compared to where the difficulty curve would put them before being listed, and bonus songs and DownloadableContent should be added sparingly. [[WakeUpCallBoss 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 ''VideoGame/GuitarHero'' games), in which case they should be strongly considered before addition to this page.

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'''NOTE:''' Due to how a majority of these {{Rhythm Game}}s work (mainly in that the player typically gets to pick their songs), looser definitions of BonusBoss are being applied for this section. Songs that can be expected to be played in any given session are perfectly fair game; as a general rule, if a song is rated ''x'' but it's harder than songs of its rating and it may as well be rated higher, ''x''+1, it's most likely an example. Final Bosses should be compared to where the difficulty curve would put them before being listed, and bonus songs and DownloadableContent should be added sparingly. [[WakeUpCallBoss 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 ''VideoGame/GuitarHero'' games), in which case they should be strongly considered before addition to this page.
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Band games ''VideoGame/GuitarHero'' and ''VideoGame/RockBand'', due to being based around the same genres of music, share some common songs, and if a song is in both games and it's super hard in onegame, expect it to be super hard in the other game as well. Sometimes with [[DamnYouMuscleMemory different charts to screw you over further]]!

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Band games ''VideoGame/GuitarHero'' and ''VideoGame/RockBand'', due to being based around the same genres of music, share some common songs, and if a song is in both games and it's super hard in onegame, one game, expect it to be super hard in the other game as well. Sometimes with [[DamnYouMuscleMemory different charts to screw you over further]]!
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Because of most modern arcade rhythm games regulating song lengths to approximately 2 minutes, give or take about 20 seconds, as well as arcade rhythm game developers in Japan being [[FriendlyEnemy rather buddy-buddy with each other]], it is possible for songs to not only appear within multiple games by the same company (Konami's Franchise/{{BEMANI}} games cross songs over pretty much all the time thanks to online events) but even multiple games by different companies. Often, whenever two companies' games do a collaboration, one or two of the hardest songs from each game will be crossed over to the other (alongside a few wider-appeal songs) with charts that are just as equally difficult.

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Because of most modern arcade rhythm games regulating song lengths to approximately 2 minutes, give or take about 20 seconds, as well as arcade rhythm game developers in Japan being [[FriendlyEnemy rather buddy-buddy with each other]], it is possible for songs to not only appear within multiple games by the same company (Konami's Franchise/{{BEMANI}} games cross songs over pretty much all the time thanks to online events) but even multiple games by different companies. Often, whenever two companies' games do have a crossover collaboration, one or two of the hardest songs from each game will be crossed over to the other (alongside a few wider-appeal songs) with charts that are just as equally difficult.
Is there an issue? Send a MessageReason:
None


Because of most modern arcade rhythm games regulating song lengths to approximately 2 minutes, give or take about 20 seconds, as well as arcade rhythm game developers in Japan being [[FriendlyEnemy rather buddy-buddy with each other]], it is possible for songs to not only appear within multiple games by the same company (Konami's Franchise/{{BEMANI}} games cross songs over pretty much all the time thanks to online events) but even multiple games by different companies (such as a song in Creator/{{Taito}}'s ''Videogame/GrooveCoaster'' in Creator/{{Konami}}'s ''VideoGame/SoundVoltex'' and vice versa). Often, whenever two companies' games do a collaboration, one or two of the hardest songs from each game will be crossed over to the other (alongside a few other wider-appeal songs) with charts that are just as equally difficult.

to:

Because of most modern arcade rhythm games regulating song lengths to approximately 2 minutes, give or take about 20 seconds, as well as arcade rhythm game developers in Japan being [[FriendlyEnemy rather buddy-buddy with each other]], it is possible for songs to not only appear within multiple games by the same company (Konami's Franchise/{{BEMANI}} games cross songs over pretty much all the time thanks to online events) but even multiple games by different companies (such as a song in Creator/{{Taito}}'s ''Videogame/GrooveCoaster'' in Creator/{{Konami}}'s ''VideoGame/SoundVoltex'' and vice versa). companies. Often, whenever two companies' games do a collaboration, one or two of the hardest songs from each game will be crossed over to the other (alongside a few other wider-appeal songs) with charts that are just as equally difficult.
Is there an issue? Send a MessageReason:
None


Because of most modern arcade rhythm games regulating song lengths to approximately 2 minutes, give or take about 20 seconds, as well as arcade rhythm game developers in Japan being [[FriendlyEnemy rather buddy-buddy with each other]], it is possible for songs to not only appear within multiple games by the same company (Konami's Franchise/{{BEMANI}} games cross songs over pretty much all the time thanks to online events) but even multiple games by different companies. Often, whenever two companies' games do a collaboration, one or two of the hardest songs from each game will be crossed over to the other (alongside a few other wider-appeal songs) with charts that are just as equally difficult.

to:

Because of most modern arcade rhythm games regulating song lengths to approximately 2 minutes, give or take about 20 seconds, as well as arcade rhythm game developers in Japan being [[FriendlyEnemy rather buddy-buddy with each other]], it is possible for songs to not only appear within multiple games by the same company (Konami's Franchise/{{BEMANI}} games cross songs over pretty much all the time thanks to online events) but even multiple games by different companies.companies (such as a song in Creator/{{Taito}}'s ''Videogame/GrooveCoaster'' in Creator/{{Konami}}'s ''VideoGame/SoundVoltex'' and vice versa). Often, whenever two companies' games do a collaboration, one or two of the hardest songs from each game will be crossed over to the other (alongside a few other wider-appeal songs) with charts that are just as equally difficult.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

Because of most modern arcade rhythm games regulating song lengths to approximately 2 minutes, give or take about 20 seconds, as well as arcade rhythm game developers in Japan being [[FriendlyEnemy rather buddy-buddy with each other]], it is possible for songs to not only appear within multiple games by the same company (Konami's Franchise/{{BEMANI}} games cross songs over pretty much all the time thanks to online events) but even multiple games by different companies. Often, whenever two companies' games do a collaboration, one or two of the hardest songs from each game will be crossed over to the other (alongside a few other wider-appeal songs) with charts that are just as equally difficult.

Band games ''VideoGame/GuitarHero'' and ''VideoGame/RockBand'', due to being based around the same genres of music, share some common songs, and if a song is in both games and it's super hard in onegame, expect it to be super hard in the other game as well. Sometimes with [[DamnYouMuscleMemory different charts to screw you over further]]!

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* 冥 ("Mei"):
** "Mei" was first introduced in ''VideoGame/{{beatmania}} IIDX 12 HAPPY SKY'' as that version's [[TrueFinalBoss One More Extra Stage]], and is actually a modestly difficult song to normal clear (where you don't automatically fail the song if your groove gauge bottoms out), but Mei is by far and away one of the hardest songs to hard clear, due to a part around the middle where the BPM incrementally increases during a complex arrangement of notes, speeding up until its reaches the point where you're hitting almost ''30 notes per second''. Over 10 years later, in a series that constantly tops itself in difficulty, Mei remains an incredibly sturdy song (many players still consider it the hardest song in IIDX), and has remained the final single player Kaiden (the highest difficulty of [[BossRush class mode]]) song of every arcade entry.
** In ''VideoGame/{{DanceDanceRevolution}}'', its Challenge charts are rated 18 out of 20, with 730 notes across its Challenge Single chart and 684 notes across its Challenge Double chart.
** "Mei" even put in an appearance in ''Toy's March 2'', boasting [[SurpriseDifficulty a chart that one would not expect in a rhythm game aimed at younger players]].



** The flagship ThatOneBoss of IIDX is inarguably Mei, the [[FinalBoss One More Extra Stage]] of IIDX: Happy Sky. Mei is actually a modestly difficult song to normal clear (where you don't automatically fail the song if your groove gauge bottoms out), but Mei is by far and away one of the hardest songs to hard clear, due to a part around the middle where the BPM incrementally increases during a complex arrangement of notes, speeding up until its reaches the point where you're hitting almost ''30 notes per second''. Over 10 years later, in a series that constantly tops itself in difficulty, Mei remains an incredibly sturdy song (many players still consider it the hardest song in IIDX), and has remained the final single player Kaiden (the highest difficulty of [[BossRush class mode]]) song of every arcade entry. Other notable songs include Himiko and Nageki no Ki, both of which are always Kaiden songs as well.
** AA, Scorpion Fire, D, Mendes, Waltz Of The Big Dogs [A]...the list goes on and on.
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In the ''VideoGame/{{GITADORA}}'' "classic" games, its Drum, Guitar, and Open Extreme charts are rated 92, 94, and 95 (out of 99), respectively, and in the ''XG'' games and later its Guitar Master chart is rated a 9.55 (out of 10.00). However, there are many other songs with charts this difficult so the song loses some of its TOB status.

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In the ''VideoGame/{{GITADORA}}'' "classic" games, its Drum, Guitar, and Open Extreme charts are rated 92, 94, and 95 (out of 99), respectively, and in the ''XG'' games and later its Guitar Master chart is rated a 9.55 (out of 10.00). However, [[ButForMeItWasTuesday there are many other songs with charts this difficult difficult]] so the song loses some of its TOB status.
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* If you see ''FREEDOM [=DiVE=]↓'' by xi in a rhythm game or rhythm game simulator, expect it to have extremely difficult charts featuring 16th notes running at 222.22 BPM[[note]]In other words, the game expects you to tap at a rate of ''888 times per second.''[[/note]]. Clearing its "[[IdiosyncraticDifficultyLevels FOUR]] [[HarderThanHard DIMENSIONS]]" charts in ''Lunatic Rave 2'' and ''osu!'' is something of a rite of passage. In ''VideoGame/{{Cytus}}'', it is one of the "big three" charts alongside ''Codename : Zero''[='=]s and ''L2 (Ver.B)''[='=]s Hard charts, being exceptionally difficult even by level 9 standards, it is the ''first'' song of Chapter 10, the final main chapter of the game, and just to add salt on top of the already-existing salt in the wound, it has a hidden Hard chart with 2,000 notes over the course of 2 1/2 minutes that makes every player wonder if whoever designed the chart had a really bad day. In ''VideoGame/{{CHUNITHM}}'', not only does it have a level 13+ Master chart, it also has a [[GimmickLevel World's End]] chart. Except, unlike other World's End charts, "FREEDOM [=DiVE=]"'s sole gimmick is "this is what its BMS charts looks like and now you're going to die."
* If you see [[DragonForce "Through the Fire and Flames"]] in a music game (especially a guitar based one) expect it to be absolutely brutal. In VideoGame/RockBand and GuitarHero, its one of both franchise's most infamous BonusBoss and has ThatOneAttack [[OhCrap as its intro]] and some nasty solos throughout. In VideoGame/MusicTimes, its a 10+ chart.\\

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* If you see ''FREEDOM [=DiVE=]↓'' "FREEDOM [=DiVE=]↓" by xi in a rhythm game or rhythm game simulator, expect it to have extremely difficult charts featuring 16th notes running at 222.22 BPM[[note]]In other words, the game expects you to tap at a rate of ''888 times per second.''[[/note]]. Clearing its "[[IdiosyncraticDifficultyLevels FOUR]] [[HarderThanHard DIMENSIONS]]" charts in ''Lunatic Rave 2'' and ''osu!'' is something of a rite of passage. In ''VideoGame/{{Cytus}}'', it is one of the "big three" charts alongside ''Codename : Zero''[='=]s and ''L2 (Ver.B)''[='=]s Hard charts, being exceptionally difficult even by level 9 standards, it is the ''first'' song of Chapter 10, the final main chapter of the game, and just to add salt on top of the already-existing salt in the wound, it has a hidden Hard chart with 2,000 notes over the course of 2 1/2 minutes that makes every player wonder if whoever designed the chart had a really bad day. In ''VideoGame/{{CHUNITHM}}'', not only does it have a level 13+ Master chart, it also has a [[GimmickLevel World's End]] chart. Except, unlike other World's End charts, "FREEDOM [=DiVE=]"'s sole gimmick is "this is what its BMS charts looks like and now you're going to die."
* If you see [[DragonForce [[Music/DragonForce "Through the Fire and Flames"]] in a music game (especially a guitar based one) expect it to be absolutely brutal. In VideoGame/RockBand and GuitarHero, its one of both franchise's most infamous BonusBoss and has ThatOneAttack [[OhCrap as its intro]] and some nasty solos throughout. In VideoGame/MusicTimes, its a 10+ chart.\\

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* If you see [[DragonForce "Through the Fire and Flames"]] in a music game (especially a guitar based one) expect it to be absolutely brutal. In VideoGame/RockBand and GuitarHero, its one of both franchise's most infamous BonusBoss and has ThatOneAttack [[OhCrap as its intro]] and some nasty solos throughout. In VideoGame/MusicTimes, its a 10+ chart. In ''VideoGame/{{GITADORA}}'', the abundance of other end-level charts kind of makes the song lose its status, but they are still no slouches on Extreme and [[HarderThanHard Master]] difficulties: In the "classic" series, its Drum, Guitar, and Open Extreme charts are rated 92, 94, and 95 (out of 99), respectively, and in the ''XG'' games and later its Guitar Master chart is rated a 9.55 (out of 10.00).

to:

* If you see [[DragonForce "Through the Fire and Flames"]] in a music game (especially a guitar based one) expect it to be absolutely brutal. In VideoGame/RockBand and GuitarHero, its one of both franchise's most infamous BonusBoss and has ThatOneAttack [[OhCrap as its intro]] and some nasty solos throughout. In VideoGame/MusicTimes, its a 10+ chart. In ''VideoGame/{{GITADORA}}'', the abundance of other end-level charts kind of makes the song lose its status, but they are still no slouches on Extreme and [[HarderThanHard Master]] difficulties: \\
\\
In the ''VideoGame/{{GITADORA}}'' "classic" series, games, its Drum, Guitar, and Open Extreme charts are rated 92, 94, and 95 (out of 99), respectively, and in the ''XG'' games and later its Guitar Master chart is rated a 9.55 (out of 10.00). However, there are many other songs with charts this difficult so the song loses some of its TOB status.
Is there an issue? Send a MessageReason:
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* If you see [[DragonForce "Through the Fire and Flames"]] in a music game (especially a guitar based one) expect it to be absolutely brutal. In VideoGame/RockBand and GuitarHero, its one of both franchise's most infamous BonusBoss and has ThatOneAttack [[OhCrap as its intro]] and some nasty solos throughout. In VideoGame/MusicTimes, its a 10+ chart.

to:

* If you see [[DragonForce "Through the Fire and Flames"]] in a music game (especially a guitar based one) expect it to be absolutely brutal. In VideoGame/RockBand and GuitarHero, its one of both franchise's most infamous BonusBoss and has ThatOneAttack [[OhCrap as its intro]] and some nasty solos throughout. In VideoGame/MusicTimes, its a 10+ chart. In ''VideoGame/{{GITADORA}}'', the abundance of other end-level charts kind of makes the song lose its status, but they are still no slouches on Extreme and [[HarderThanHard Master]] difficulties: In the "classic" series, its Drum, Guitar, and Open Extreme charts are rated 92, 94, and 95 (out of 99), respectively, and in the ''XG'' games and later its Guitar Master chart is rated a 9.55 (out of 10.00).
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[[folder:Songs That Are Consistently That One Boss Across Multiple Games]]
* If you see ''FREEDOM [=DiVE=]↓'' by xi in a rhythm game or rhythm game simulator, expect it to have extremely difficult charts featuring 16th notes running at 222.22 BPM[[note]]In other words, the game expects you to tap at a rate of ''888 times per second.''[[/note]]. Clearing its "[[IdiosyncraticDifficultyLevels FOUR]] [[HarderThanHard DIMENSIONS]]" charts in ''Lunatic Rave 2'' and ''osu!'' is something of a rite of passage. In ''VideoGame/{{Cytus}}'', it is one of the "big three" charts alongside ''Codename : Zero''[='=]s and ''L2 (Ver.B)''[='=]s Hard charts, being exceptionally difficult even by level 9 standards, it is the ''first'' song of Chapter 10, the final main chapter of the game, and just to add salt on top of the already-existing salt in the wound, it has a hidden Hard chart with 2,000 notes over the course of 2 1/2 minutes that makes every player wonder if whoever designed the chart had a really bad day. In ''VideoGame/{{CHUNITHM}}'', not only does it have a level 13+ Master chart, it also has a [[GimmickLevel World's End]] chart. Except, unlike other World's End charts, "FREEDOM [=DiVE=]"'s sole gimmick is "this is what its BMS charts looks like and now you're going to die."
* If you see [[DragonForce "Through the Fire and Flames"]] in a music game (especially a guitar based one) expect it to be absolutely brutal. In VideoGame/RockBand and GuitarHero, its one of both franchise's most infamous BonusBoss and has ThatOneAttack [[OhCrap as its intro]] and some nasty solos throughout. In VideoGame/MusicTimes, its a 10+ chart.
[[/folder]]



* If you see ''FREEDOM [=DiVE=]↓'' by xi in a rhythm game or rhythm game simulator, expect it to have extremely difficult charts featuring 16th notes running at 222.22 BPM[[note]]In other words, the game expects you to tap at a rate of ''888 times per second.''[[/note]]. Clearing its "[[IdiosyncraticDifficultyLevels FOUR]] [[HarderThanHard DIMENSIONS]]" charts in ''Lunatic Rave 2'' and ''osu!'' is something of a rite of passage. In ''VideoGame/{{Cytus}}'', it is one of the "big three" charts alongside ''Codename : Zero''[='=]s and ''L2 (Ver.B)''[='=]s Hard charts, being exceptionally difficult even by level 9 standards, it is the ''first'' song of Chapter 10, the final main chapter of the game, and just to add salt on top of the already-existing salt in the wound, it has a hidden Hard chart with 2,000 notes over the course of 2 1/2 minutes that makes every player wonder if whoever designed the chart had a really bad day. In ''VideoGame/{{CHUNITHM}}'', not only does it have a level 13+ Master chart, it also has a [[GimmickLevel World's End]] chart. Except, unlike other World's End charts, "FREEDOM [=DiVE=]"'s sole gimmick is "this is what its BMS charts looks like and now you're going to die."
* If you see [[DragonForce "Through the Fire and Flames"]] in a music game (especially a guitar based one) expect it to be absolutely brutal. In VideoGame/RockBand and GuitarHero, its one of both franchise's most infamous BonusBoss and has ThatOneAttack [[OhCrap as its intro]] and some nasty solos throughout. In VideoGame/MusicTimes, its a 10+ chart.
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** ''RockBand'' 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...

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** ''RockBand'' ''VideoGame/RockBand'' 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...



* RockBand 2: '''Battery''' on Guitar and Bass, almost reasonable compared to

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* RockBand VideoGame/RockBand 2: '''Battery''' on Guitar and Bass, almost reasonable compared to



* If you see [[DragonForce "Through the Fire and Flames"]] in a music game (especially a guitar based one) expect it to be absolutely brutal. In RockBand and GuitarHero, its one of both franchise's most infamous BonusBoss and has ThatOneAttack [[OhCrap as its intro]] and some nasty solos throughout. In VideoGame/MusicTimes, its a 10+ chart.

to:

* If you see [[DragonForce "Through the Fire and Flames"]] in a music game (especially a guitar based one) expect it to be absolutely brutal. In RockBand VideoGame/RockBand and GuitarHero, its one of both franchise's most infamous BonusBoss and has ThatOneAttack [[OhCrap as its intro]] and some nasty solos throughout. In VideoGame/MusicTimes, its a 10+ chart.
Is there an issue? Send a MessageReason:
None


* If you see ''FREEDOM [=DiVE=]↓'' by xi in a rhythm game or rhythm game simulator, expect it to have extremely difficult charts featuring 16th notes running at 222.22 BPM. Clearing its "[[IdiosyncraticDifficultyLevels FOUR]] [[HarderThanHard DIMENSIONS]]" charts in ''Lunatic Rave 2'' and ''osu!'' is something of a rite of passage. In ''VideoGame/{{Cytus}}'', it is one of the "big three" charts alongside ''Codename : Zero''[='=]s and ''L2 (Ver.B)''[='=]s Hard charts, being exceptionally difficult even by level 9 standards, it is the ''first'' song of Chapter 10, the final main chapter of the game, and just to add salt on top of the already-existing salt in the wound, it has a hidden Hard chart with 2,000 notes over the course of 2 1/2 minutes that makes every player wonder if whoever designed the chart had a really bad day. In ''VideoGame/{{CHUNITHM}}'', not only does it have a level 13+ Master chart, it also has a [[GimmickLevel World's End]] chart. Except, unlike other World's End charts, "FREEDOM [=DiVE=]"'s sole gimmick is "this is what its BMS charts looks like and now you're going to die."

to:

* If you see ''FREEDOM [=DiVE=]↓'' by xi in a rhythm game or rhythm game simulator, expect it to have extremely difficult charts featuring 16th notes running at 222.22 BPM.BPM[[note]]In other words, the game expects you to tap at a rate of ''888 times per second.''[[/note]]. Clearing its "[[IdiosyncraticDifficultyLevels FOUR]] [[HarderThanHard DIMENSIONS]]" charts in ''Lunatic Rave 2'' and ''osu!'' is something of a rite of passage. In ''VideoGame/{{Cytus}}'', it is one of the "big three" charts alongside ''Codename : Zero''[='=]s and ''L2 (Ver.B)''[='=]s Hard charts, being exceptionally difficult even by level 9 standards, it is the ''first'' song of Chapter 10, the final main chapter of the game, and just to add salt on top of the already-existing salt in the wound, it has a hidden Hard chart with 2,000 notes over the course of 2 1/2 minutes that makes every player wonder if whoever designed the chart had a really bad day. In ''VideoGame/{{CHUNITHM}}'', not only does it have a level 13+ Master chart, it also has a [[GimmickLevel World's End]] chart. Except, unlike other World's End charts, "FREEDOM [=DiVE=]"'s sole gimmick is "this is what its BMS charts looks like and now you're going to die."
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* "Aurora no Kaze ni Notte" in ''MermaidMelodyPichiPichiPitch: Pichi Pichitto Live Start''. The song is one of the more difficult ones on its own, but what really drives you to insanity is that you can only play as Caren, whose singing voice is beyond HollywoodToneDeaf and genuinely [[DreadfulMusician terrible]]. Bound to distract anyone that doesn't play with the music off, which defeats the whole point of playing the game.

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* "Aurora no Kaze ni Notte" in ''MermaidMelodyPichiPichiPitch: ''Manga/MermaidMelodyPichiPichiPitch: Pichi Pichitto Live Start''. The song is one of the more difficult ones on its own, but what really drives you to insanity is that you can only play as Caren, whose singing voice is beyond HollywoodToneDeaf and genuinely [[DreadfulMusician terrible]]. Bound to distract anyone that doesn't play with the music off, which defeats the whole point of playing the game.
Is there an issue? Send a MessageReason:
None


* If you see ''FREEDOM [=DiVE=]↓'' by xi in a rhythm game or rhythm game simulator, expect it to have extremely difficult charts featuring 16th notes running at 222.22 BPM. Clearing its "[[IdiosyncraticDifficultyLevels FOUR]] [[HarderThanHard DIMENSIONS]]" charts in ''Lunatic Rave 2'' and ''osu!'' is something of a rite of passage. In ''VideoGame/{{Cytus}}'', it is one of the "big three" charts alongside ''Codename : Zero''[='=]s and ''L2 (Ver.B)''[='=]s Hard charts, being exceptionally difficult even by level 9 standards, it is the ''first'' song of Chapter 10, the final main chapter of the game, and just to add salt on top of the already-existing salt in the wound, it has a hidden Hard chart with 2,000 notes over the course of 2 1/2 minutes that makes every player wonder if whoever designed the chart had a really bad day. In ''CHUNITHM'', not only does it have a level 13+ Master chart, it also has a [[GimmickLevel World's End]] chart. Except, unlike other World's End charts, "FREEDOM [=DiVE=]"'s sole gimmick is "this is what its BMS charts looks like and now you're going to die."

to:

* If you see ''FREEDOM [=DiVE=]↓'' by xi in a rhythm game or rhythm game simulator, expect it to have extremely difficult charts featuring 16th notes running at 222.22 BPM. Clearing its "[[IdiosyncraticDifficultyLevels FOUR]] [[HarderThanHard DIMENSIONS]]" charts in ''Lunatic Rave 2'' and ''osu!'' is something of a rite of passage. In ''VideoGame/{{Cytus}}'', it is one of the "big three" charts alongside ''Codename : Zero''[='=]s and ''L2 (Ver.B)''[='=]s Hard charts, being exceptionally difficult even by level 9 standards, it is the ''first'' song of Chapter 10, the final main chapter of the game, and just to add salt on top of the already-existing salt in the wound, it has a hidden Hard chart with 2,000 notes over the course of 2 1/2 minutes that makes every player wonder if whoever designed the chart had a really bad day. In ''CHUNITHM'', ''VideoGame/{{CHUNITHM}}'', not only does it have a level 13+ Master chart, it also has a [[GimmickLevel World's End]] chart. Except, unlike other World's End charts, "FREEDOM [=DiVE=]"'s sole gimmick is "this is what its BMS charts looks like and now you're going to die."

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* The extra stage for DDR 2014's Replicant D-Ignition event, [[https://www.youtube.com/watch?v=oSfJIsozsiY ''Egoism 440'']]. Despite being a 17 on Expert, the chart features intense 8th note streams at a blistering 440 BPM, combined with BPM changes and stops throughout. A [[https://www.youtube.com/watch?v=TDggyBe-yuo challenge chart]] of the song became available for unlock via EXTRA ATTACK. Being the third 19 singles chart in all of DDR, ''Egoism 440'' on challenge features larger, more complicated 8th note streams, a notecount of 811, second only to ''Elemental Creation'' Challenge, and 440 BPM 16th notes at the end. For reference, 16th notes at 440 BPM are approximately 29 STEPS PER SECOND.

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* The extra stage for DDR 2014's Replicant D-Ignition event, [[https://www.youtube.com/watch?v=oSfJIsozsiY ''Egoism 440'']]. Despite being a 17 on Expert, Expert[[note]]Re-rated to a more fitting 18 on DDR A[[/note]], the chart features intense 8th note streams at a blistering 440 BPM, combined with BPM changes and stops throughout. A [[https://www.youtube.com/watch?v=TDggyBe-yuo challenge chart]] of the song became available for unlock via EXTRA ATTACK. Being the third 19 singles chart in all of DDR, ''Egoism 440'' on challenge features larger, more complicated 8th note streams, a notecount of 811, second only to ''Elemental Creation'' Challenge, and 440 BPM 16th notes at the end. For reference, 16th notes at 440 BPM are approximately 29 STEPS PER SECOND.SECOND.
* The true final boss of DDR 2014's Replicant D-Ignition event, [[https://www.youtube.com/watch?v=79bUj18lVkQ Over The "Period"]] upped the ante even further. When first released, it was an Encore Extra Stage exclusive, only accessible by clearing the gruelling MAX. (Period)'s Challenge charts with at least an AA. One had to ''perfect full combo'' its level 15 Difficult chart to clear it, or they would instantly fail. The catch - the song contains some of the most ridiculous BPM changes seen in any DDR chart, including starting on a ridiculously slow 32.5 BPM, abusing that slow speed to introduce a virtually imperceptible slowdown, a blistering 840 BPM segment making speed mods a very bad idea, and even oscillating BPMs during hold arrows. The Difficult chart was ''never'' cleared with the required PFC during the event.
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Fun fact: There's two different Expert Guitar charts for TTFAF in the Rock Band series now - the original and the harder Rivals version.


** Of course, there is the crowning king of difficult guitar segments...Through the Fire and the Flames on DLC.

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** Of course, there is the crowning king of difficult guitar segments...Through the Fire and the Flames on DLC. While the song was hard enough when released on Rock Band 3 (Operation Ground and Pound would end up being harder), the Rivals update to Rock Band 4 also brought with it a rechart for the guitar part, adding sextuplet tapping to the first solo and a 32nd-note tapping section (with green anchored) to the last solo, in addition to other adjustments like fixing forced strums and [[DamnYouMuscleMemory changing just enough notes to throw off people who learned the song prior to the update.]]

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