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* To an extent, Creepy Castle, simply for having [[UpToEleven two more instances of the Beaver Bother minigame even harder than the one in Frantic Factory.]]
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* 5-8, Muncher Marathon. A level with an [[AdvancingWallOfDoom Advancing Wall Of]] [[NightmareFuel Baby Spiders]] constantly after you throughout the level, [[CheckPointStarvation only one checkpoint]] (and by the time you reach it, the level is practically over; the rest is easy), lots of places to make mistakes and get behind, collectibles that are easy to find but range from mildly tricky to nearly impossible to get and still make it through...it may be one of the shortest levels in the game (the "Marathon" in the level's name refers to your constant running while keeping the wordplay, [[AvertedTrope not]] the [[MarathonLevel length]]) but it's definitely one of the most annoying.

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* 5-8, Muncher Marathon. A level with an [[AdvancingWallOfDoom Advancing Wall Of]] [[NightmareFuel Baby Spiders]] constantly after you throughout the level, [[CheckPointStarvation only one checkpoint]] (and by the time you reach it, the level is practically over; the rest is easy), lots of places to make mistakes and get behind, collectibles that are easy to find but range from mildly tricky to nearly impossible to get and still make it through...it may be one of the shortest levels in the game (the "Marathon" in the level's name refers to your constant running while keeping the wordplay, AddedAlliterativeAppeal, [[AvertedTrope not]] the [[MarathonLevel length]]) but it's definitely one of the most annoying.
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* 5-8, Muncher Marathon. A level with an [[AdvancingWallOfDoom Advancing Wall Of]] [[NightmareFuel Baby Spiders]] constantly after you throughout the level, [[CheckPointStarvation only one checkpoint]] (and by the time you reach it, the level is practically over; the rest is easy), lots of places to make mistakes and get behind, collectibles that are easy to find but range from mildly tricky to nearly impossible to get and still make it through...it may be one of the shortest levels in the game (the "Marathon" in the level's name refers to your constant running, [[AvertedTrope not]] the [[MarathonLevel length]]) but it's definitely one of the most annoying.

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* 5-8, Muncher Marathon. A level with an [[AdvancingWallOfDoom Advancing Wall Of]] [[NightmareFuel Baby Spiders]] constantly after you throughout the level, [[CheckPointStarvation only one checkpoint]] (and by the time you reach it, the level is practically over; the rest is easy), lots of places to make mistakes and get behind, collectibles that are easy to find but range from mildly tricky to nearly impossible to get and still make it through...it may be one of the shortest levels in the game (the "Marathon" in the level's name refers to your constant running, running while keeping the wordplay, [[AvertedTrope not]] the [[MarathonLevel length]]) but it's definitely one of the most annoying.
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* 5-8, Muncher Marathon. A level with an [[AdvancingWallOfDoom Advancing Wall Of]] [[NightmareFuel Baby Spiders]] constantly after you throughout the level, [[CheckPointStarvation only one checkpoint]] (and by the time you reach it, the level is practically over; the rest is easy), lots of places to make mistakes and get behind, collectibles that are easy to find but range from mildly tricky to nearly impossible to get and still make it through...it may be one of the shortest levels in the game ([[NonIndicativeName despite having]] "[[MarathonLevel Marathon]]" [[NonIndicativeName in the name]]) but it's definitely one of the most annoying.

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* 5-8, Muncher Marathon. A level with an [[AdvancingWallOfDoom Advancing Wall Of]] [[NightmareFuel Baby Spiders]] constantly after you throughout the level, [[CheckPointStarvation only one checkpoint]] (and by the time you reach it, the level is practically over; the rest is easy), lots of places to make mistakes and get behind, collectibles that are easy to find but range from mildly tricky to nearly impossible to get and still make it through...it may be one of the shortest levels in the game ([[NonIndicativeName despite having]] "[[MarathonLevel Marathon]]" [[NonIndicativeName (the "Marathon" in the name]]) level's name refers to your constant running, [[AvertedTrope not]] the [[MarathonLevel length]]) but it's definitely one of the most annoying.
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* Crowded Cavern, 4-5. It's a rocket barrel level filled to the brim with ''[[BatOutOfHell literal]]'' GoddamnedBats. Most of the time is spent dodging bats and various rocks, and one hit and you're ''dead''. The end is the worst, as you have to dodge a giant bat's sound wave weapons that have the horrible habit of appearing just as you go up. And if you don't move out of the way at the end? You have to do the giant bat's area ''again''!

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* Crowded Cavern, 4-5. It's a rocket barrel level filled to the brim with ''[[BatOutOfHell literal]]'' GoddamnedBats. Most of the time is spent dodging bats and various rocks, and one hit and you're ''dead''. The end is the worst, as you have to dodge a giant bat's sound wave weapons that have the horrible habit of appearing just as it'll aim at you go up.horizontally; sometimes he'll even try to anticipate where you'll be. And if you don't move out of the way at the end? You have to do the giant bat's area ''again''!
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* Fish Food Frenzy is a major pain of a level. In that level, a Nibbla follows your every move. He'll protect you by eating the fish in your way, but if he eats too many Lurchins in a row ("too many" usually meaning "two"), he'll turn on your Kongs instead. And the level is ''crawling'' with Lurchins. He'll also take a bite out of your Kongs if he goes too long without eating a regular fish, which is difficult because they're less common than the Lurchins, and getting him close enough to one without touching the fish yourself can be quite a pain; Lurchins, on the other hand, he'll eat even if he's not particularly close to.

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* Fish Food Frenzy is a major pain of a level. In that level, a Nibbla follows your every move. He'll protect you by eating the fish in your way, but if he eats too many Lurchins (spiked enemies) in a row ("too many" row, which usually meaning "two"), means two, he'll turn on your Kongs instead.instead. Even if he doesn't attack you right away then, you probably won't be able to get to a fish before he does. And the level is ''crawling'' with Lurchins. He'll also take a bite out of your Kongs if he goes too long without eating a regular fish, which is difficult because they're less common than the Lurchins, and getting him close enough to one without touching the fish yourself can be quite a pain; Lurchins, on the other hand, he'll eat even if he's not particularly close to.
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* Rocket Rush, ''the'' final non-boss level and the toughest level to get into (all 85 Bonus Coins in the SNES version, 98 in the GBA version). It's a descent down and rapid ascent to the top of a canyon in a rocket, the only time you use the rocket in the game, and the controls could be politely described as "wretched". The ascent is brutal to where screwing up '''two or three times at most''' means you won't make it out the other side, and you likely will screw up in the ascent since it requires you to [[TrialAndErrorGameplay know the course ahead of time]]. The GBA version makes this second half more lenient, but it makes up for it by making the first half a good deal worse; unlike before, the bees actually damage you if you ram the bottom of the rocket barrel into them, and the checkpoint barrel is removed. The Japanese version makes it obvious how bullshit this level is: The title of the level is instead ''Ponkotsu Rocket de Go'' (Go by Piece-of-Junk Rocket).

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* Rocket Rush, ''the'' final non-boss level and the toughest level to get into (all 85 Bonus Coins in the SNES version, 98 in the GBA version). It's a descent down and rapid ascent to the top of a canyon in a rocket, the only time you use the rocket in the game, and the controls could be politely described as "wretched". The ascent is brutal to where screwing up '''two or three times at most''' means you won't make it out the other side, and you likely will screw up in the ascent since it pretty much requires you to [[TrialAndErrorGameplay know the course ahead of time]]. The GBA version makes this second half more lenient, but it makes up for it by making the first half a good deal worse; unlike before, the bees actually damage you if you ram the bottom of the rocket barrel into them, and the checkpoint barrel is removed. The Japanese version makes it obvious how bullshit this level is: The title of the level is instead ''Ponkotsu Rocket de Go'' (Go by Piece-of-Junk Rocket).
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* Rocket Rush, ''the'' final non-boss level and the toughest level to get into (all 85 Bonus Coins in the SNES version, 98 in the GBA version). It's a descent down and rapid ascent to the top of a canyon in a rocket, the only time you use the rocket in the game, and the controls could be politely described as "wretched". The ascent is brutal to where '''screwing up twice''' means you won't make it out the other side, and you likely will screw up in the ascent since it requires you to [[TrialAndErrorGameplay know the course ahead of time]]. The GBA version makes this second half more lenient, but it makes up for it by making the first half a good deal worse; unlike before, the bees actually damage you if you ram the bottom of the rocket barrel into them, and the checkpoint barrel is removed. The Japanese version makes it obvious how bullshit this level is: The title of the level is instead ''Ponkotsu Rocket de Go'' (Go by Piece-of-Junk Rocket).

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* Rocket Rush, ''the'' final non-boss level and the toughest level to get into (all 85 Bonus Coins in the SNES version, 98 in the GBA version). It's a descent down and rapid ascent to the top of a canyon in a rocket, the only time you use the rocket in the game, and the controls could be politely described as "wretched". The ascent is brutal to where '''screwing screwing up twice''' '''two or three times at most''' means you won't make it out the other side, and you likely will screw up in the ascent since it requires you to [[TrialAndErrorGameplay know the course ahead of time]]. The GBA version makes this second half more lenient, but it makes up for it by making the first half a good deal worse; unlike before, the bees actually damage you if you ram the bottom of the rocket barrel into them, and the checkpoint barrel is removed. The Japanese version makes it obvious how bullshit this level is: The title of the level is instead ''Ponkotsu Rocket de Go'' (Go by Piece-of-Junk Rocket).
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* Rocket Rush, ''the'' final non-boss level and the toughest level to get into (all 85 Bonus Coins in the SNES version, 98 in the GBA version). It's a descent down and rapid ascent to the top of a canyon in a rocket, the only time you use the rocket in the game, and the controls could be politely described as "wretched". The ascent is brutal to where a '''single''' slip-up means you won't make it out the other side, and you likely will screw up in the ascent since it requires you to [[TrialAndErrorGameplay know the course ahead of time]]. The GBA version makes this second half more lenient, but it makes up for it by making the first half a good deal worse; unlike before, the bees actually damage you if you ram the bottom of the rocket barrel into them, and the checkpoint barrel is removed. The Japanese version makes it obvious how bullshit this level is: The title of the level is instead ''Ponkotsu Rocket de Go'' (Go by Piece-of-Junk Rocket).

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* Rocket Rush, ''the'' final non-boss level and the toughest level to get into (all 85 Bonus Coins in the SNES version, 98 in the GBA version). It's a descent down and rapid ascent to the top of a canyon in a rocket, the only time you use the rocket in the game, and the controls could be politely described as "wretched". The ascent is brutal to where a '''single''' slip-up '''screwing up twice''' means you won't make it out the other side, and you likely will screw up in the ascent since it requires you to [[TrialAndErrorGameplay know the course ahead of time]]. The GBA version makes this second half more lenient, but it makes up for it by making the first half a good deal worse; unlike before, the bees actually damage you if you ram the bottom of the rocket barrel into them, and the checkpoint barrel is removed. The Japanese version makes it obvious how bullshit this level is: The title of the level is instead ''Ponkotsu Rocket de Go'' (Go by Piece-of-Junk Rocket).

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* Three words. TANKED. UP. [[PunctuatedForEmphasis TROUBLE!]] This level requires you to grab pretty hard-to-reach fuel tanks before the platform you're riding on collapses. Missing even one barrel can result in death, if those freakin' bees don't kill you first!

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* Three words. TANKED. UP. [[PunctuatedForEmphasis TROUBLE!]] Tanked Up Trouble. This level requires you to grab pretty hard-to-reach fuel tanks before the platform you're riding on collapses. Missing even one barrel can result in death, if those freakin' bees don't kill you first!



** While the igloo and cabin Golden Bananas involving all the Kongs can all be difficult, it's Donkey Kong's Golden Banana in the igloo that's truly heinous. The Golden Banana sits in the middle of the room, and is guarded by a spiral-shaped maze of ice. The shard-covered walls of this maze deal ''absurd'' amounts of damage if DK touches it -- namely ''one whole melon, '''a third of your maximum health''''', per hit! This maze is difficult enough to navigate, especially considering how much damage the maze's walls do, but then ''it moves.'' It rotates clockwise, pauses, then rotates counterclockwise, and then repeats. It's possible to make the maze not move, which is the only easy way to get this Golden Banana without extreme frustration.

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** While the igloo and cabin Golden Bananas involving all the Kongs can all be difficult, it's Donkey Kong's Golden Banana in the igloo that's truly heinous. The Golden Banana sits in the middle of the room, and is guarded by a spiral-shaped maze of ice. The shard-covered walls of this maze deal ''absurd'' amounts of damage if DK touches it -- namely ''one whole melon, '''a a third of your maximum health''''', health'', per hit! This maze is difficult enough to navigate, especially considering how much damage the maze's walls do, but then ''it moves.'' It rotates clockwise, pauses, then rotates counterclockwise, and then repeats. It's possible to make the maze not move, which is the only easy way to get this Golden Banana without extreme frustration.



* The Key Temple levels in this game do not slouch. The actual level design tends to be ''slightly'' more lenient than it was in Returns, but to make up for that and then some, they are ''longer'' and [[FakeDifficulty still]] [[CheckPointStarvation lack checkpoints]]. 1-K, Swinger Flinger, is full to the brim with [[SpikesOfDoom spikes]], [[VineSwing vines]], [[BreadEggsBreadedEggs spikes ON vines]], [[TemporaryPlatform collapsing platforms]], collapsing ''ceilings'' (with vines attached to them), and [[BottomlessPit almost no solid ground]].
* 2-K, Bopopolis, consists almost ''entirely'' of [[GoombaStomp bouncing off enemies]] to progress. Mistakes in timing are not an option.
* 5-K, Platform Problems, basically has the Donkey Kong Country equivalent of [[VideoGame/MegaMan1 Guts Man's lifts]] ''for an entire level''. In this case, though, it's not the ''difficulty'' that makes these [[TemporaryPlatform platforms]] a [[TitleDrop problem]] as much as the ''length'': 5-K is probably the longest K level in the game, and it does not give you many places to rest.
* On the non-temple side of things, we have 4-B, Shoal Atoll. What's worse than an [[UnderTheSea underwater level]] with an OxygenMeter and noticeably sparse air bubbles, a FetchQuest [[TheMaze maze]], or a level with [[CheckPointStarvation no checkpoints]] (the only one not to have any that isn't a bonus level or boss)? How about ''all three at once?!''

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* The Key Temple levels in this game do not slouch. The actual level design tends to be ''slightly'' more lenient than it was in Returns, ''Returns'', but to make up for that and then some, they are ''longer'' and [[FakeDifficulty still]] [[CheckPointStarvation lack checkpoints]]. checkpoints]].
**
1-K, Swinger Flinger, is full to the brim with [[SpikesOfDoom spikes]], [[VineSwing vines]], [[BreadEggsBreadedEggs spikes ON vines]], [[TemporaryPlatform collapsing platforms]], collapsing ''ceilings'' (with vines attached to them), and [[BottomlessPit almost no solid ground]].
* ** 2-K, Bopopolis, consists almost ''entirely'' purely of [[GoombaStomp bouncing off enemies]] to progress. Mistakes in timing are not an option.
* ** 5-K, Platform Problems, basically has the Donkey ''Donkey Kong Country Country'' equivalent of [[VideoGame/MegaMan1 Guts Man's lifts]] ''for an entire level''. In this case, though, it's not the ''difficulty'' that makes these [[TemporaryPlatform platforms]] a [[TitleDrop problem]] as much as the ''length'': 5-K is probably the longest K level in the game, and it does not give you many places to rest.
* On the non-temple side of things, we have there's 4-B, Shoal Atoll. What's worse than an [[UnderTheSea underwater level]] with an OxygenMeter and noticeably sparse air bubbles, a FetchQuest [[TheMaze maze]], or a level with [[CheckPointStarvation no checkpoints]] (the only one not to have any that isn't a bonus level or boss)? How about ''all three at once?!''
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* Low-G Labyrinth. [[ExactlyWhatItSaysOnTheTin The level's main gimmick is, obviously]], [[GravityScrew low gravity]]. Dodging the onslaught of Zingers is very tough considering you move slower than usual, and the moving ones aren't slowed down one bit. Then you have to navigate the place with the purple parrot, and that gets... tricky.

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* Low-G Labyrinth. [[ExactlyWhatItSaysOnTheTin The level's main gimmick is, [[ExactlyWhatItSaysOnTheTin obviously]], [[GravityScrew low gravity]]. Dodging the onslaught of Zingers is very tough considering you move slower than usual, and the moving ones aren't slowed down one bit. Then you have to navigate the place with the purple parrot, and that gets... tricky.
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* Low-G Labyrinth. The level's main gimmick is, obviously, [[GravityScrew low gravity]]. Dodging the onslaught of Zingers is very tough considering you move slower than usual, and the moving ones aren't slowed down one bit. Then you have to navigate the place with the purple parrot, and that gets... tricky.

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* Low-G Labyrinth. [[ExactlyWhatItSaysOnTheTin The level's main gimmick is, obviously, obviously]], [[GravityScrew low gravity]]. Dodging the onslaught of Zingers is very tough considering you move slower than usual, and the moving ones aren't slowed down one bit. Then you have to navigate the place with the purple parrot, and that gets... tricky.
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* Glimmer's Galleon. Seemingly long stage, entirely underwater with no Enguarde (which means no way to attack enemies) save for the very end, and very dark save for your animal buddy Glimmer providing a cone of light.

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* Glimmer's Galleon. Seemingly long stage, entirely underwater with no Enguarde (which means no way to attack enemies) save for the very end, and very dark save for your animal buddy Glimmer providing a cone of light.light, which, in the SNES version, makes the screen flash entirely white whenever you turn to face the other direction and so does he.
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* To elaborate on Toxic Tower, it's a level where poison keeps on rising at all times and you have to escape, taking the forms of the different animal buddies. The first part has you playing as Rattly the Snake, doing jumps that kill you if you miss them by an inch. The second part has you flying away as Squawks the Parrot, shooting bees that block your way and navigating through a dungeon labyrinth. The bonus area requires using Squitter to shoot web platforms up a long curving bramble-lined passageway to get the Kremkoin, and you don't have a lot of time to do it in. If the webs are not a skill you have thoroughly mastered by now, you're going to be in for some major headaches trying to get that magical 102% completion.

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* To elaborate on Toxic Tower, it's a level where poison keeps on rising at all times and you have to escape, taking the forms of the different animal buddies. The first part has you playing as Rattly the Snake, doing jumps that kill you if you miss them by an inch.them. The second part has you flying away as Squawks the Parrot, shooting bees that block your way and navigating through a dungeon labyrinth. The bonus area requires using Squitter to shoot web platforms up a long curving bramble-lined passageway to get the Kremkoin, and you don't have a lot of time to do it in. If the webs are not a skill you have thoroughly mastered by now, you're going to be in for some major headaches trying to get that magical 102% completion.
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* Three words. TANKED. UP. [[PunctuatedForEmphasis TROUBLE!]] This level requires you to grab almost impossible to reach fuel tanks before the platform you're riding on collapses. Missing even one barrel can result in death, if those freakin' bees don't kill you first!

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* Three words. TANKED. UP. [[PunctuatedForEmphasis TROUBLE!]] This level requires you to grab almost impossible to reach pretty hard-to-reach fuel tanks before the platform you're riding on collapses. Missing even one barrel can result in death, if those freakin' bees don't kill you first!
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Pretty much a case of Word Cruft


* Koindozer Klamber contains [[PaletteSwap pink versions of Koin]], an enemy which you get one of the PlotCoupons from. The only problem? You have to land pretty much exactly on top of them- if you land any other direction on them other than the top, they'll bump you to off a ledge to your doom. Dixie's gliding ability makes this a bit easier, but if you lose her, you'd better be good with Kiddy!

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* Koindozer Klamber contains [[PaletteSwap pink versions of Koin]], an enemy which you get one of the PlotCoupons from. The only problem? You have to land pretty much exactly on top of them- if you land any other direction on them other than the top, they'll bump you to off a ledge to your doom. Dixie's gliding ability makes this a bit easier, but if you lose her, you'd better be good with Kiddy!



* Honorable mention goes to the final bonus mission in the Krematoa level Stampede Sprint. To even ''get'' there, you have to [[EscortMission keep Parry the parallel bird safe through the level]], and it's the only one in the game [[CheckPointStarvation that doesn't have a midway point]]. He flies high above you, waiting to run into bees, and you can't stop! Once you get to the end, he turns into the bonus barrel. And ''there'' is where the trouble starts. It's a "collect 15 green bananas" mission. You have the bird in the bonus level, and a red bee hovers above. Some of the bananas appear ''above the bee'', which means you're going to need a running start to collect them safely. Hit the bee ([[NintendoHard and you will]]), and you have to retry the level to try again. At least this bonus got substantially toned down in the GBA remake by moving the bee down to where you no longer need to make a running jump to collect bananas above it. (Though the remake also added a couple ''more'' annoying bonus rooms, including one where you have to collect ''20'' bananas around a rope with a very fast enemy on it...in fact, Grab 15 Bananas/Collect X Bananas in general is pretty much That One Bonus.)

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* Honorable mention goes to the final bonus mission in the Krematoa level Stampede Sprint. To even ''get'' there, you have to [[EscortMission keep Parry the parallel bird safe through the level]], and it's the only one in the game [[CheckPointStarvation that doesn't have a midway point]]. He flies high above you, waiting to run into bees, and you can't stop! Once you get to the end, he turns into the bonus barrel. And ''there'' is where the trouble starts. It's a "collect 15 green bananas" mission. You have the bird in the bonus level, and a red bee hovers above. Some of the bananas appear ''above the bee'', which means you're going to need a running start to collect them safely. Hit the bee ([[NintendoHard and you will]]), and you have to retry the level to try again. At least this bonus got substantially toned down in the GBA remake by moving the bee down to where you no longer need to make a running jump to collect bananas above it. (Though Though the remake also added a couple ''more'' annoying bonus rooms, including one where you have to collect ''20'' bananas around a rope with a very fast enemy on it...in fact, Grab 15 Bananas/Collect X Bananas in general is pretty much That One Bonus.)it.



* 8-3, Roasting Rails. By itself, it's pretty much your usual [[MineCartMadness mine cart shenanigans]], which you're probably used to by this point. However, the level is infamous for being home to probably the single most frustrating puzzle pieces in the entire game. There's one point where you jump to a particular mine cart, and the second you land in it, you have to ''immediately'' jump out into another mine cart above you. The two tracks are placed so that your timing has to be absolutely spot-on or you won't make it. If you don't know about this one in advance, you'll always jump too late. And if you ''do'' know about it in advance, you'll almost certainly jump too soon.

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* 8-3, Roasting Rails. By itself, it's pretty much your usual [[MineCartMadness mine cart shenanigans]], which you're probably used to by this point. However, the level is infamous for being home to probably the single most a very frustrating puzzle pieces in the entire game. piece: There's one point where you jump to a particular mine cart, and the second you land in it, you have to ''immediately'' jump out into another mine cart above you. The two tracks are placed so that your timing has to be absolutely spot-on or you won't make it. If you don't know about this one in advance, you'll always jump too late. And if you ''do'' know about it in advance, you'll almost certainly jump too soon.
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* 8-3, Roasting Rails. By itself, it's pretty much your usual [[MineCartMadness mine cart shenanigans]], which you're probably used to by this point. However, the level is infamous for being home to probably the single most frustrating puzzle pieces in the entire game. There's one point where you jump to a particular mine cart, and the second you land in it, you have to ''immediately'' jump out into another mine cart above you. The two tracks are placed so that your timing has to be absolutely spot-on or you won't make it. If you don't know about this one in advance, you'll always jump too late. And if you ''do'' know about it in advance, you'll almost certainly jump too soon.
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* [[spoiler:[[BrutalBonusLevel World 7 (Secret Seclusion)]] in general. The world has only three levels, but all of them are longer and more difficult than the temple levels. And, of course, [[CheckPointStarvation no checkpoints]].

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* [[spoiler:[[BrutalBonusLevel World 7 (Secret Seclusion)]] in general. The world has only three levels, but all of them are longer and more difficult than the temple levels. And, of course, [[CheckPointStarvation no checkpoints]].checkpoints]]]].

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removed example which is just generic complaining rather than an actual example.


* On the non-temple side of things, we have 4-B, Shoal Atoll. What's worse than an [[UnderTheSea underwater level]] with an [[OxygenMeter air]] [[ScrappyMechanic meter]] and noticeably sparse air bubbles, a FetchQuest [[TheMaze maze]], or a level with [[CheckPointStarvation no checkpoints]] (the only one not to have any that isn't a bonus level or boss)? How about ''all three at once?!''
* 3-5 (Twilight Terror) isn't ''difficult'', as the level becomes rather easy once you've played through it. However, if you're going for HundredPercentCompletion you will need to play through the level a minimum of ''three'' times. Both the secret exits require Dixie, so you'll also have to go through the entire level without dying (or just halfway for one of the secret exits). It can become very tedious after a while.

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* On the non-temple side of things, we have 4-B, Shoal Atoll. What's worse than an [[UnderTheSea underwater level]] with an [[OxygenMeter air]] [[ScrappyMechanic meter]] OxygenMeter and noticeably sparse air bubbles, a FetchQuest [[TheMaze maze]], or a level with [[CheckPointStarvation no checkpoints]] (the only one not to have any that isn't a bonus level or boss)? How about ''all three at once?!''
* 3-5 (Twilight Terror) isn't ''difficult'', as the level becomes rather easy once you've played through it. However, if you're going for HundredPercentCompletion you will need to play through the level a minimum of ''three'' times. Both the secret exits require Dixie, so you'll also have to go through the entire level without dying (or just halfway for one of the secret exits). It can become very tedious after a while.
once?!''



* 6-4 (Blurry Flurry). All the levels in the sixth world are icy versions of the previous worlds of ''Donkey Kong Country Returns'', so you'd probably expect the one based on the Cave world to be an awful Rocket Barrel level. And you'd be correct. The level is full of suddenly-appearing obstacles, sharp turns in corridors only slightly larger than the Rocket Barrel, puzzle pieces that require collecting bananas on a twisting trail during said obstacles (it's all one-way, by the way), and is capped with a trial-and-error segment in a giant rolling snowball. Your one relief is that the Rocket Barrel has two hit points this time.
* [[spoiler:[[BrutalBonusLevel World 7 (Secret Seclusion)]] in general. The world has only three levels, but all of them are longer and more difficult than the temple levels. And, [[ScrappyMechanic of course]], [[CheckPointStarvation no checkpoints]]. [[ArsonMurderAndJaywalking The lack of variety in the music and graphics doesn't add anything to the experience either.]]]]

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* 6-4 (Blurry Flurry). All the levels in the sixth world are icy versions of the previous worlds of ''Donkey Kong Country Returns'', so you'd probably expect the one based on the Cave world to be an awful a Rocket Barrel level. And you'd be correct. The level is full of suddenly-appearing obstacles, sharp turns in corridors only slightly larger than the Rocket Barrel, puzzle pieces that require collecting bananas on a twisting trail during said obstacles (it's all one-way, by the way), and is capped with a trial-and-error segment in a giant rolling snowball. Your one relief is that the Rocket Barrel has two hit points this time.
* [[spoiler:[[BrutalBonusLevel World 7 (Secret Seclusion)]] in general. The world has only three levels, but all of them are longer and more difficult than the temple levels. And, [[ScrappyMechanic of course]], course, [[CheckPointStarvation no checkpoints]]. [[ArsonMurderAndJaywalking The lack of variety in the music and graphics doesn't add anything to the experience either.]]]]checkpoints]].
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* [[spoiler:[[BrutalBonusLevel The Golden Temple]] (9-1 in the original Wii version and 9-9 in the 3DS version).]] It's only unlocked after beating all 8 other {{Brutal Bonus Level}}s, and has tiny platforms everywhere, some of which explode, sink, or are nearly impossible to judge when they're safe to jump on; [[GoddamnedBats Invincible enemies which lead their shots incredibly well and appear in groups]] and flying enemies only killed by the bombs they throw, and all of this [[CheckpointStarvation any checkpoints]]. Good luck on [[HarderThanHard Mirror Mode]].

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* [[spoiler:[[BrutalBonusLevel The Golden Temple]] (9-1 in the original Wii version and 9-9 in the 3DS version).]] It's only unlocked after beating all 8 other {{Brutal Bonus Level}}s, and has tiny platforms everywhere, some of which explode, sink, or are nearly impossible to judge when they're safe to jump on; [[GoddamnedBats Invincible enemies which lead their shots incredibly well and appear in groups]] and flying enemies only killed by the bombs they throw, and all of this [[CheckpointStarvation without any checkpoints]]. Good luck on [[HarderThanHard Mirror Mode]].

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* Ripsaw Rage, the tree-styled level where a giant saw rises up to kill you and you have to out run it. So they put in sections where you have to move laterally while the saw moves up. More frustrating than hard.

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* Ripsaw Rage, the tree-styled level where a [[RiseToTheChallenge giant saw rises up to kill you you]] and you have to out run it. So they put in sections where you have to move laterally while the saw moves up. More frustrating than hard.hard.
* Kong-Fused Cliffs is even worse. This time it's a burning rope with bees and other crap coming down from above that are [[TrialAndErrorGameplay nigh-impossible to anticipate]]. Good thing there are quite a few DK barrels along the way as well.
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* Tearaway Toboggan. A fun toboggan dash through the snow, and [[HiddenInPlainSight bees indiscernible from background]].

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Examples aren\'t checklists. Please refrain from adding examples this way


* Crystal Caves is overall a fairly easy level, however despite that it manages to have two of the hardest Golden Bananas in the game. The worst part of the level itself is the fact that you will frequently be assaulted by a rain of rocks falling from the ceiling. This will keep happening until you find the enemy responsible and beat them.
** The second Beetle race in the ice castle is a flat-out nasty thing. You have to do the entire thing with Lanky doing his Orangusprint, which doesn't help on the hairpin turns and narrow walkways that the Beetle himself has no trouble running. The fact that you'll get nothing if you don't collect a minimum number of coins again, even if you win, makes it even worse.
** While the igloo and cabin Golden Bananas involving all the Kongs can all be difficult, it's Donkey Kong's Golden Banana in the igloo that's truly heinous. The Golden Banana sits in the middle of the room, and is guarded by a spiral-shaped maze of ice. The shard-covered walls of this maze deal ''absurd'' amounts of damage if DK touches it -- we're talking ''one whole melon, '''a third of your maximum health''''', per hit! This maze is difficult enough to navigate, especially considering how much damage the maze's walls do, but then ''it moves.'' It rotates clockwise, pauses, then rotates counterclockwise, and then repeats. It's possible to make the maze not move, which is practically required to get this Golden Banana without extreme frustration.

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* Crystal Caves is overall a fairly easy level, however despite that it manages to have two of the hardest Golden Bananas whose only noticeable hazard in the game. The worst part of the level itself its mainland section is the fact that you will frequently be assaulted by a rain of rocks falling from the ceiling. This will keep happening ceiling (even then, that only lasts until you find the enemy responsible and beat them.
them). Despite that, the level manages to have two of the hardest Golden Bananas in the game.
** The second Beetle race in the ice castle (which is the second Beetle race in the game) is a flat-out nasty thing. You have to do the entire thing with Lanky doing his Orangusprint, which doesn't help on the hairpin turns and narrow walkways that the Beetle himself has no trouble running. The fact that you'll get nothing if you don't collect a minimum number of coins again, even if you win, makes it even worse.
** While the igloo and cabin Golden Bananas involving all the Kongs can all be difficult, it's Donkey Kong's Golden Banana in the igloo that's truly heinous. The Golden Banana sits in the middle of the room, and is guarded by a spiral-shaped maze of ice. The shard-covered walls of this maze deal ''absurd'' amounts of damage if DK touches it -- we're talking namely ''one whole melon, '''a third of your maximum health''''', per hit! This maze is difficult enough to navigate, especially considering how much damage the maze's walls do, but then ''it moves.'' It rotates clockwise, pauses, then rotates counterclockwise, and then repeats. It's possible to make the maze not move, which is practically required the only easy way to get this Golden Banana without extreme frustration.



* Level 1-K, Platform Panic. Aside from being the first bonus level, meaning the largest difficulty spike in the game if you like to beat all the levels before moving on, you get no Diddy, you have to know ''exactly'' when to jump (or not) or you lose one of your valuable hearts or just outright die.
* If you liked 1-K, you'll love 2-K, Tumblin' Temple. It has whole platforming ''sections'' coming down and sinking into the lava, and they don't start coming until the previous one is ''just'' about to be completely submerged. There's even one covered with spikes that you have to let sink and wait for another, and one that comes down ''behind'' you. Oh, and LedgeBats. You do get a Diddy this time, though.
* Level 4-K, Jagged Jewels. Either you're dealing with invincible enemies, spike platforms that are very difficult to determine whether it's safe to pass, gyroscopic bladed rings, or tilting logs with more spike rings. It's so difficult that you get Diddy for it - most temple levels don't give him to you.
* Level 5-K, Blast and Bounce. There is no solid ground for the entire level, and it's either spent waiting for the perfect opportunity to go through or jumping on enemies and ''hoping'' you bounce off of them due to the [[SomeDexterityRequired tiny window of time the jump button registers as a "bounce"]].
* Level 6-K, Perilous Passage. It's a RiseToTheChallenge level with many chances to die, and about halfway through you're chased by invincible electric bees. To make things worse, ''[[CheckPointStarvation there's no checkpoint]]'', as with all Key Temples.
* 7-K, Treacherous Tracks. Let's take Tanked Up Trouble from the first game, replace the fuel barrels with switches that put retracted pieces of track back in place, make the platform faster, and remove the checkpoints. This means that if you miss even one switch, it's goodbye platform.

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* Many of the Temple levels become this for different reasons:
**
Level 1-K, Platform Panic. Aside from being the first bonus level, meaning the largest difficulty spike in the game if you like to beat all the levels before moving on, you get no Diddy, you have to know ''exactly'' when to jump (or not) or you lose one of your valuable hearts or just outright die.
* ** If you liked 1-K, you'll love 2-K, Tumblin' Temple. It has whole platforming ''sections'' coming down and sinking into the lava, and they don't start coming until the previous one is ''just'' about to be completely submerged. There's even one covered with spikes that you have to let sink and wait for another, and one that comes down ''behind'' you. Oh, and LedgeBats. You do get a Diddy this time, though.
* ** Level 4-K, Jagged Jewels. Either you're dealing with invincible enemies, spike platforms that are very difficult to determine whether it's safe to pass, gyroscopic bladed rings, or tilting logs with more spike rings. It's so difficult that you get Diddy for it - most temple levels don't give him to you.
* ** Level 5-K, Blast and Bounce. There is no solid ground for the entire level, and it's either spent waiting for the perfect opportunity to go through or jumping on enemies and ''hoping'' you bounce off of them due to the [[SomeDexterityRequired tiny window of time the jump button registers as a "bounce"]].
* ** Level 6-K, Perilous Passage. It's a RiseToTheChallenge level with many chances to die, and about halfway through you're chased by invincible electric bees. To make things worse, ''[[CheckPointStarvation there's no checkpoint]]'', as with all Key Temples.
* ** 7-K, Treacherous Tracks. Let's take Tanked Up Trouble from the first game, replace the fuel barrels with switches that put retracted pieces of track back in place, make the platform faster, and remove the checkpoints. This means that if you miss even one switch, it's goodbye platform.



* [[spoiler:[[BrutalBonusLevel The Golden Temple]] (9-1 in the original Wii version and 9-9 in the 3DS version).]] Only unlocked after beating all 8 other {{Brutal Bonus Level}}s? Check. Tiny platforms everywhere, some of which explode, sink, or are nearly impossible to judge when they're safe to jump on? Check. [[GoddamnedBats Invincible enemies which lead their shots incredibly well and appear in groups]] and flying enemies only killed by the bombs they throw? Check. [[CheckpointStarvation No checkpoint]]? Check. Good luck on [[HarderThanHard Mirror Mode]].

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* [[spoiler:[[BrutalBonusLevel The Golden Temple]] (9-1 in the original Wii version and 9-9 in the 3DS version).]] Only It's only unlocked after beating all 8 other {{Brutal Bonus Level}}s? Check. Tiny Level}}s, and has tiny platforms everywhere, some of which explode, sink, or are nearly impossible to judge when they're safe to jump on? Check. on; [[GoddamnedBats Invincible enemies which lead their shots incredibly well and appear in groups]] and flying enemies only killed by the bombs they throw? Check. throw, and all of this [[CheckpointStarvation No checkpoint]]? Check.any checkpoints]]. Good luck on [[HarderThanHard Mirror Mode]].
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[[folder:Donkey Kong 64]]
* [[EternalEngine Frantic Factory]]. Not only is it a very long and difficult level in its own right, it also has ThatOneBoss, unevenly difficult minigames (this is the first appearance of the dreaded Beaver Bother bonus game), and is also home to the original Donkey Kong arcade game: The trouble is, this version of the classic arcade game practically embodies NintendoHard; you only have one life to complete all four levels (though you get one extra life if your score hits 10,000), barrels come from everywhere, and you can't skip the cutscenes. Oh, and that's not the worst part. When you beat it, you get a Golden Banana, but then in comes Squawks who challenges you to play the game again for a unique prize. And the worst part isn't that when you go for that prize, you have to beat it on Level 2 difficulty; the worst part is that the prize in question, the Nintendo Coin, is ''crucial to opening the way to the final boss'', meaning that you ''have'' to beat the game twice.
* Crystal Caves is overall a fairly easy level, however despite that it manages to have two of the hardest Golden Bananas in the game. The worst part of the level itself is the fact that you will frequently be assaulted by a rain of rocks falling from the ceiling. This will keep happening until you find the enemy responsible and beat them.
** The second Beetle race in the ice castle is a flat-out nasty thing. You have to do the entire thing with Lanky doing his Orangusprint, which doesn't help on the hairpin turns and narrow walkways that the Beetle himself has no trouble running. The fact that you'll get nothing if you don't collect a minimum number of coins again, even if you win, makes it even worse.
** While the igloo and cabin Golden Bananas involving all the Kongs can all be difficult, it's Donkey Kong's Golden Banana in the igloo that's truly heinous. The Golden Banana sits in the middle of the room, and is guarded by a spiral-shaped maze of ice. The shard-covered walls of this maze deal ''absurd'' amounts of damage if DK touches it -- we're talking ''one whole melon, '''a third of your maximum health''''', per hit! This maze is difficult enough to navigate, especially considering how much damage the maze's walls do, but then ''it moves.'' It rotates clockwise, pauses, then rotates counterclockwise, and then repeats. It's possible to make the maze not move, which is practically required to get this Golden Banana without extreme frustration.
[[/folder]]
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* Level 5-K, Blast and Bounce. There is no solid ground for the entire level, and it's either spent waiting for the perfect opportunity to go through or jumping on enemies with the weird method of bouncing off them.

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* Level 5-K, Blast and Bounce. There is no solid ground for the entire level, and it's either spent waiting for the perfect opportunity to go through or jumping on enemies with and ''hoping'' you bounce off of them due to the weird method [[SomeDexterityRequired tiny window of bouncing off them.time the jump button registers as a "bounce"]].
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Grammar fix


* 7-K, Treacherous Tracks. Let's take Tanked Up Trouble from the first game, replace the fuel barrels with switches that puts retracted pieces of track back in place, make the platform faster, and remove the checkpoints. This means that if you miss even one switch, it's goodbye platform.

to:

* 7-K, Treacherous Tracks. Let's take Tanked Up Trouble from the first game, replace the fuel barrels with switches that puts put retracted pieces of track back in place, make the platform faster, and remove the checkpoints. This means that if you miss even one switch, it's goodbye platform.
Is there an issue? Send a MessageReason:
None


* 7-K, Treacherous Tracks. Let's take Tanked Up Trouble from the first game, replace the fuel barrels with switches that puts retracted pieces of tracks back in place, make the platform faster, and remove the checkpoints. This means that if you miss even one switch, it's goodbye platform.

to:

* 7-K, Treacherous Tracks. Let's take Tanked Up Trouble from the first game, replace the fuel barrels with switches that puts retracted pieces of tracks track back in place, make the platform faster, and remove the checkpoints. This means that if you miss even one switch, it's goodbye platform.

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* Level 1-K, Platform Panic. Aside from being the first bonus level, meaning the largest difficulty spike in the game if you like to beat all the levels before moving on, you get no Diddy, you have to know ''exactly'' when to jump (or not) or you lose one of your valuable hearts or just outright die.
* If you liked 1-K, you'll love 2-K, Tumblin' Temple. It has whole platforming ''sections'' coming down and sinking into the lava, and they don't start coming until the previous one is ''just'' about to be completely submerged. There's even one covered with spikes that you have to let sink and wait for another, and one that comes down ''behind'' you. Oh, and LedgeBats. You do get a Diddy this time, though.



* Level 1-K, Platform Panic. Aside from being the first bonus level, meaning the largest difficulty spike in the game if you like to beat all the levels before moving on, you get no Diddy, you have to know ''exactly'' when to jump (or not) or you lose one of your valuable hearts or just outright die.
* If you liked 1-K, you'll love 2-K, Tumblin' Temple. It has whole platforming ''sections'' coming down and sinking into the lava, and they don't start coming until the previous one is ''just'' about to be completely submerged. There's even one covered with spikes that you have to let sink and wait for another, and one that comes down ''behind'' you. Oh, and LedgeBats. You do get a Diddy this time, though.

to:

* Level 1-K, Platform Panic. Aside 7-K, Treacherous Tracks. Let's take Tanked Up Trouble from being the first bonus level, meaning game, replace the largest difficulty spike fuel barrels with switches that puts retracted pieces of tracks back in place, make the game platform faster, and remove the checkpoints. This means that if you like to beat all the levels before moving on, you get no Diddy, you have to know ''exactly'' when to jump (or not) or you lose one of your valuable hearts or just outright die.
* If you liked 1-K, you'll love 2-K, Tumblin' Temple. It has whole platforming ''sections'' coming down and sinking into the lava, and they don't start coming until the previous one is ''just'' about to be completely submerged. There's
miss even one covered with spikes that you have to let sink and wait for another, and one that comes down ''behind'' you. Oh, and LedgeBats. You do get a Diddy this time, though.switch, it's goodbye platform.
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* Two words: Screech's Sprint. Just take that infamous Animal Antics Squawks part and replace the gusts of wind with a RACE THROUGH A MAZE OF THORNS AND BEES! At least you can glitch the level by taking damage to skip the race, if you mess that up though...

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* Two words: Screech's Sprint. Just take that infamous Animal Antics Squawks part and replace the gusts of wind with a RACE THROUGH A MAZE OF THORNS AND BEES! At least you can glitch the level by taking damage to skip the race, if you mess that up though...
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[[foldercontrol]]

[[folder:Donkey Kong Country]]
* Snow Barrel Blast combines poor visibility with barrel-shooting sequences requiring perfect timing, and a single miss resulting in instant death. Like Carnival Night Zone Act 2, this level had its own entry on the Automated Help Line -- and a shortcut which allowed most of the difficult sections to be easily skipped.
* Oil Drum Alley has the part where you need to time jumps on a shitload of tires and flaming oil drums. It doesn't help that the flames change their pattern of ignition halfway through the level. And if you're going for HundredPercentCompletion, there's an excellent chance you're going to miss one of the bonus rooms in the level, as the sadistic designers hid one ''inside another bonus room'', which happens nowhere else in this game or any other.
* Platform Perils is just long and brutal, complete with impregnable Krushas and collapsing platforms.
* There's a reason that BlackoutBasement earned its title as a trope namer. Mainly because the lights constantly flicker on and off, and if they're off you can't see ''anything'' except your playable characters. Not the enemies, not the platforms above the bottomless pit, absolutely nothing. There's a reason ''why'' most people automatically remember this level when this game is brought up.
* Three words. TANKED. UP. [[PunctuatedForEmphasis TROUBLE!]] This level requires you to grab almost impossible to reach fuel tanks before the platform you're riding on collapses. Missing even one barrel can result in death, if those freakin' bees don't kill you first!
* Stop and Go Station. Rock Krocs cannot be killed, move insanely fast in a constant back-and-forth motion, and you can only get past them by changing the lights from green (GO) to red (STOP). These switches never last long even at the beginning of the level, but by the end of it, they switch back on literally the same second you turn them off. And the end of the level is a gauntlet of at least half a dozen rockkrocs and switch barrels, maybe closer to 8-9. You are almost guaranteed to lose one of your Kongs before you finally dive into the exit. Thank ''all that is holy'' that rockkrocs ''only'' appear in this level. And this is in the ''second'' world of the game. Fortunately, there's an easy way to skip almost the entire level: [[spoiler: Turn around and head back "out" the same way you came in.]]
[[/folder]]

[[folder:Donkey Kong Country 2: Diddy's Kong Quest]]
* The bonus level Animal Antics is almost certainly the most difficult level in the game (even more than Toxic Tower), thanks to a specific part. You must transform into each of the various animal companions in the game. At one point, you turn into Squawks the Parrot, and must navigate a thorn-lined maze. There is no platform to sit and stop for a breather; you constantly have to keep flapping your wings to maintain altitude in a narrow space, as well as avoid deadly bees. Unfortunately, you also have to deal with ''gusting wind'' that will blow the parrot into the thorns, forcing you to constantly hold the opposite direction on the control pad. To say it's frustrating is an understatement, considering the rest of the level is a cakewalk. Oh, and the wind constantly shifts the direction it's going, forcing you to constantly adjust the direction you're flying to compensate. The GBA remake made Animal Antics ''slightly'' less frustrating by moving the Continue barrel further in the level (past Squitter's area, which was probably the easiest of that level) so you don't have to redo quite as much if you lose a life later.
* To elaborate on Toxic Tower, it's a level where poison keeps on rising at all times and you have to escape, taking the forms of the different animal buddies. The first part has you playing as Rattly the Snake, doing jumps that kill you if you miss them by an inch. The second part has you flying away as Squawks the Parrot, shooting bees that block your way and navigating through a dungeon labyrinth. The bonus area requires using Squitter to shoot web platforms up a long curving bramble-lined passageway to get the Kremkoin, and you don't have a lot of time to do it in. If the webs are not a skill you have thoroughly mastered by now, you're going to be in for some major headaches trying to get that magical 102% completion.
* Two words: Screech's Sprint. Just take that infamous Animal Antics Squawks part and replace the gusts of wind with a RACE THROUGH A MAZE OF THORNS AND BEES! At least you can glitch the level by taking damage to skip the race, if you mess that up though...
* Another one is Klobber Karnage. The second part of the map is entirely composed of parts where you are put in a rotating barrel and required to shoot yourself through bee-barriers, requiring ''the exact freaking timing''. Missing just slightly will lose you a hit, which you only have two to spend in one part. Even worse, this level is glitched if you play it on ZSNES -- the barrels you control on your own are supposed to stop when you let go, but on ZSNES, a glitch makes them rotate indefinitely no matter what. Thankfully other emulators like higan and [=Snes9x=] don't have this problem.
* Web Woods also qualifies. In addition to having to rely on Squitter's webs to traverse most of the level (a potentially frustrating feat in itself; see Toxic Tower above), the fact that the level's DK Coin is only available from the end-of-level roulette is capable of causing untold exasperation in itself: it's only shown for a brief moment, and your timing being even ''slightly'' off in hitting the target results in completely missing it and having to start the entire level over if you want to attempt to go back and get it.
* Bramble Scramble. Between the massive number of invincible [[GoddamnedBats Zingers]] and other crap rushing at you while you flop around riding Squawks, it's just pure insanity. The invincible Red Zingers are gone in [=DKL2=], but the level still manages to throw you off with how long it is and it's still a maze. With the lesser screen visibility, it makes it almost as hard as it was in the SNES/GBA version.
* Glimmer's Galleon. Seemingly long stage, entirely underwater with no Enguarde (which means no way to attack enemies) save for the very end, and very dark save for your animal buddy Glimmer providing a cone of light.
* Slime Climb. You must avoid falling into the [[RiseToTheChallenge rising water]], and not because of the water being damaging. Rather, it's because of [[InvincibleMinorMinion Snapjaw]] homing onto your Kong's movements. If you fall into the water and he catches you, kiss one of your Kongs goodbye because he will lunge and attack. (and no, he can't be killed. Good luck!) In addition, in ''Donkey Kong Land 2'', because they couldn't implement Snapjaw, the water instantly damages you. And the level is [[NintendoHard harder]] than Toxic Tower in ''either'' game.
* Also in [=DKL2=], it makes a level late in the game more frustrating - Clapper's Cavern. In a ridiculous example of damaging water, the water you just swam in Arctic Abyss, now hurts you for no apparent reason. Like in the Super NES version, you have to use Clapper to freeze the water to traverse over the icy waters, and master the slide to avoid getting hit by [[GoddamnedBats Zingers]].
* Bramble Blast. Just. Bramble. Blast. Let's put a very confusing maze of thorns (that hurt the Kongs if they touch them), shooting barrels that seemingly lead to an endless loop, [[GoddamnedBats goddamned Zingers]] and an awesome soundtrack in the same level. [[ArsonMurderAndJaywalking The DK coin is also in an obscure place]].
* For the players looking for OneHundredPercentCompletion, there's the Fiery Furnace Bonus Barrel. You have to get to the very end of the stage to even reach the barrel, and then, if you don't have both Kongs so you can do a team throw, you have to rely on a Cat-O-Nine-Tails to decide to throw you in the right direction to enter it. The bonus stage itself involves riding a directional barrel through a narrow bramble maze lined with Zingers, and you fail if a single pixel of the barrel touches an obstacle, or if the extremely short timer runs out. Finally, the exit drops you into a Barrel Cannon pointed directly at the level goal; that's right, you only get ''one chance'' to collect the DK Coin per level playthrough!
[[/folder]]

[[folder:Donkey Kong Country 3: Dixie Kong's Double Trouble]]
* Lightning Look-Out. If you find constantly running from deadly and extremely annoying lightning bolts that not only track where you are but ''anticipate'' where you will be to be fun, then you will have a masochistic blast with this level. It's even worse the first time you play it because [[DepthPerplexion the lightning strike warnings look like nothing more than background effects]]. And just to mock you, it blocks your way to the next save point!
* Poisonous Pipeline, to an insane degree considering the the fact that it's a ''very'' long swimming level with ''tons'' of enemies in it. That wasn't the [[SarcasmMode "best"]] part about this level, oh no, not by a long shot. The [[NintendoHard "greatest"]] feature in this level is that ''the controls are reversed'', so have fun getting through a tough level, with incredibly tough bonus stages with reversed controls. It probably didn't help that if you were jumping out of the water (to get the DK coin, the level goal, etc.), your controls would quickly transition from reversed to normal, resulting in the Kong plunging back into the water instead of landing onto the platform. It's no wonder that this is the last level before the K. Rool boss fight.
* Ripsaw Rage, the tree-styled level where a giant saw rises up to kill you and you have to out run it. So they put in sections where you have to move laterally while the saw moves up. More frustrating than hard.
* Low-G Labyrinth. The level's main gimmick is, obviously, [[GravityScrew low gravity]]. Dodging the onslaught of Zingers is very tough considering you move slower than usual, and the moving ones aren't slowed down one bit. Then you have to navigate the place with the purple parrot, and that gets... tricky.
* Koindozer Klamber contains [[PaletteSwap pink versions of Koin]], an enemy which you get one of the PlotCoupons from. The only problem? You have to land pretty much exactly on top of them- if you land any other direction on them other than the top, they'll bump you to off a ledge to your doom. Dixie's gliding ability makes this a bit easier, but if you lose her, you'd better be good with Kiddy!
* Tyrant Twin Tussle contains extremely muscular enemies who come in pairs, Kuff n' Klout. They'll jump in a certain pattern, then sometimes run. If you don't know how to get [[PowerupMount Squitter]], who is the only one that can kill them, good luck! ''And you lose him halfway.'' Oh, then there's the bonus game [[spoiler: behind the flagpole]]! Here, you must collect 15 randomly-appearing green bananas while a set of the twins jump super-fast. At least you spawn right before the flagpole once leaving (meaning you can keep trying again immediately until you succeed), and have 50 seconds during the challenge.
* Honorable mention goes to the final bonus mission in the Krematoa level Stampede Sprint. To even ''get'' there, you have to [[EscortMission keep Parry the parallel bird safe through the level]], and it's the only one in the game [[CheckPointStarvation that doesn't have a midway point]]. He flies high above you, waiting to run into bees, and you can't stop! Once you get to the end, he turns into the bonus barrel. And ''there'' is where the trouble starts. It's a "collect 15 green bananas" mission. You have the bird in the bonus level, and a red bee hovers above. Some of the bananas appear ''above the bee'', which means you're going to need a running start to collect them safely. Hit the bee ([[NintendoHard and you will]]), and you have to retry the level to try again. At least this bonus got substantially toned down in the GBA remake by moving the bee down to where you no longer need to make a running jump to collect bananas above it. (Though the remake also added a couple ''more'' annoying bonus rooms, including one where you have to collect ''20'' bananas around a rope with a very fast enemy on it...in fact, Grab 15 Bananas/Collect X Bananas in general is pretty much That One Bonus.)
* Rocket Rush, ''the'' final non-boss level and the toughest level to get into (all 85 Bonus Coins in the SNES version, 98 in the GBA version). It's a descent down and rapid ascent to the top of a canyon in a rocket, the only time you use the rocket in the game, and the controls could be politely described as "wretched". The ascent is brutal to where a '''single''' slip-up means you won't make it out the other side, and you likely will screw up in the ascent since it requires you to [[TrialAndErrorGameplay know the course ahead of time]]. The GBA version makes this second half more lenient, but it makes up for it by making the first half a good deal worse; unlike before, the bees actually damage you if you ram the bottom of the rocket barrel into them, and the checkpoint barrel is removed. The Japanese version makes it obvious how bullshit this level is: The title of the level is instead ''Ponkotsu Rocket de Go'' (Go by Piece-of-Junk Rocket).
* Fish Food Frenzy is a major pain of a level. In that level, a Nibbla follows your every move. He'll protect you by eating the fish in your way, but if he eats too many Lurchins in a row ("too many" usually meaning "two"), he'll turn on your Kongs instead. And the level is ''crawling'' with Lurchins. He'll also take a bite out of your Kongs if he goes too long without eating a regular fish, which is difficult because they're less common than the Lurchins, and getting him close enough to one without touching the fish yourself can be quite a pain; Lurchins, on the other hand, he'll eat even if he's not particularly close to.
* Swoopy Salvo. You spend the entire level going up and down and in and out of tree trunks while being constantly besieged by dive-bombing hummingbird enemies called Swoopies. Part of the time you're Squawks trying to fly through the lines of Swoopies, and part of the time you're the Kongs, having to either dodge them while you climb ropes or dodging them laterally while you go through openings on the sides of the trees. And to make it extra painful, there are certain sections you have to enter while going directly through a line of Swoopy traffic in the opposite direction, and in other places, you have to bounce off the dive-bombing enemies to reach higher ledges.
* Ripcurl Reef in the GBA version. You know the aforementioned Animal Antics with its windy, bramble-filled torture chamber? Well... how about a WHOLE LEVEL with such a gimmick? This level has you swimming underwater rather than being in the air with Squawks, and instead of brambles, you have lots of palette-swapped Lurchins to get around. The current here does not change directions constantly as the wind does in Animal Antics, which is a double-edged sword: you don't have to worry about keeping track of which way you're being blown, but on the other hand, you don't have a consistent pattern to keep track of. Unless you've memorized the level, you have no way of knowing whether the current will be blowing left, right, or not at all.
* Speaking of the GBA version, it actually added a number of minigames that weren't in the original. Now, these could practically be here as a whole (or at least under ScrappyMechanic), because ''all'' of them are annoying, and you need to complete them to get [[HundredPercentCompletion 103%]] and the secret ending, but Funky's fourth challenge deserves special mention. It's a racing minigame where you must use the Turbo Ski to beat four Kremlings on a 3-lap race around a river. Getting into first place isn't ''that'' hard, but you also have to avoid hitting the Kremlings or any of the walls, because taking too many hits causes you to fail automatically, even if you were a mile ahead of the pack. And the vehicle's controls are iffy at best, especially at full speed, which isn't much of an issue when using it on the world map but becomes very noticeable when not being quite accurate enough with your steering has actual negative consequences.
[[/folder]]

[[folder:Donkey Kong Country Returns]]
* Crowded Cavern, 4-5. It's a rocket barrel level filled to the brim with ''[[BatOutOfHell literal]]'' GoddamnedBats. Most of the time is spent dodging bats and various rocks, and one hit and you're ''dead''. The end is the worst, as you have to dodge a giant bat's sound wave weapons that have the horrible habit of appearing just as you go up. And if you don't move out of the way at the end? You have to do the giant bat's area ''again''!
* World 4, the Cave, could very well be one as a whole. ''All'' of its levels have minecarts and rocket barrels, are full of TrialAndErrorGameplay, and it's home to the aforementioned Crowded Cavern. Oh yeah, and a difficult boss (The Mole Train) is at the end.
* Level 4-K, Jagged Jewels. Either you're dealing with invincible enemies, spike platforms that are very difficult to determine whether it's safe to pass, gyroscopic bladed rings, or tilting logs with more spike rings. It's so difficult that you get Diddy for it - most temple levels don't give him to you.
* Level 5-K, Blast and Bounce. There is no solid ground for the entire level, and it's either spent waiting for the perfect opportunity to go through or jumping on enemies with the weird method of bouncing off them.
* Level 6-K, Perilous Passage. It's a RiseToTheChallenge level with many chances to die, and about halfway through you're chased by invincible electric bees. To make things worse, ''[[CheckPointStarvation there's no checkpoint]]'', as with all Key Temples.
* Level 1-K, Platform Panic. Aside from being the first bonus level, meaning the largest difficulty spike in the game if you like to beat all the levels before moving on, you get no Diddy, you have to know ''exactly'' when to jump (or not) or you lose one of your valuable hearts or just outright die.
* If you liked 1-K, you'll love 2-K, Tumblin' Temple. It has whole platforming ''sections'' coming down and sinking into the lava, and they don't start coming until the previous one is ''just'' about to be completely submerged. There's even one covered with spikes that you have to let sink and wait for another, and one that comes down ''behind'' you. Oh, and LedgeBats. You do get a Diddy this time, though.
* 5-8, Muncher Marathon. A level with an [[AdvancingWallOfDoom Advancing Wall Of]] [[NightmareFuel Baby Spiders]] constantly after you throughout the level, [[CheckPointStarvation only one checkpoint]] (and by the time you reach it, the level is practically over; the rest is easy), lots of places to make mistakes and get behind, collectibles that are easy to find but range from mildly tricky to nearly impossible to get and still make it through...it may be one of the shortest levels in the game ([[NonIndicativeName despite having]] "[[MarathonLevel Marathon]]" [[NonIndicativeName in the name]]) but it's definitely one of the most annoying.
* Gear Getaway (7-4). It's another rocket barrel level that forces you to maneuver around an array of machinery with ''exact precision''. Checkpoints are also inconveniently placed before the most difficult flying segments, assuring that you will drop a ludicrous amount of lives before finally getting to the end.
* 8-2, Hot Rocket. Volcanic rock slabs that crack and move inward or just drop off entirely, fireballs coming in from the left side, fiery dragon-like creatures going in circles with little room to maneuver around, and only one checkpoint. Trying to get all the collectibles? Have fun with that puzzle piece which requires you to grab an entire line of bananas ''while skimming the surface of the lava''. It might be easier to just say that ''all'' of the [[ScrappyMechanic rocket barrel]] levels, at least the first or second time through the game, belong in this category.
* [[spoiler:[[BrutalBonusLevel The Golden Temple]] (9-1 in the original Wii version and 9-9 in the 3DS version).]] Only unlocked after beating all 8 other {{Brutal Bonus Level}}s? Check. Tiny platforms everywhere, some of which explode, sink, or are nearly impossible to judge when they're safe to jump on? Check. [[GoddamnedBats Invincible enemies which lead their shots incredibly well and appear in groups]] and flying enemies only killed by the bombs they throw? Check. [[CheckpointStarvation No checkpoint]]? Check. Good luck on [[HarderThanHard Mirror Mode]].
[[/folder]]

[[folder:Donkey Kong Country Tropical Freeze]]

* The Key Temple levels in this game do not slouch. The actual level design tends to be ''slightly'' more lenient than it was in Returns, but to make up for that and then some, they are ''longer'' and [[FakeDifficulty still]] [[CheckPointStarvation lack checkpoints]]. 1-K, Swinger Flinger, is full to the brim with [[SpikesOfDoom spikes]], [[VineSwing vines]], [[BreadEggsBreadedEggs spikes ON vines]], [[TemporaryPlatform collapsing platforms]], collapsing ''ceilings'' (with vines attached to them), and [[BottomlessPit almost no solid ground]].
* 2-K, Bopopolis, consists almost ''entirely'' of [[GoombaStomp bouncing off enemies]] to progress. Mistakes in timing are not an option.
* 5-K, Platform Problems, basically has the Donkey Kong Country equivalent of [[VideoGame/MegaMan1 Guts Man's lifts]] ''for an entire level''. In this case, though, it's not the ''difficulty'' that makes these [[TemporaryPlatform platforms]] a [[TitleDrop problem]] as much as the ''length'': 5-K is probably the longest K level in the game, and it does not give you many places to rest.
* On the non-temple side of things, we have 4-B, Shoal Atoll. What's worse than an [[UnderTheSea underwater level]] with an [[OxygenMeter air]] [[ScrappyMechanic meter]] and noticeably sparse air bubbles, a FetchQuest [[TheMaze maze]], or a level with [[CheckPointStarvation no checkpoints]] (the only one not to have any that isn't a bonus level or boss)? How about ''all three at once?!''
* 3-5 (Twilight Terror) isn't ''difficult'', as the level becomes rather easy once you've played through it. However, if you're going for HundredPercentCompletion you will need to play through the level a minimum of ''three'' times. Both the secret exits require Dixie, so you'll also have to go through the entire level without dying (or just halfway for one of the secret exits). It can become very tedious after a while.
* 4-4 (Irate Eight). How do you turn an incredibly long level that has RiseToTheChallenge segments with little room for error from difficult to heinous? Put it all ''underwater''.
* 5-4 (Panicky Paddles) is one of those where just playing through the level is challenging but pretty reasonable, but getting all the collectibles is a huge exercise in patience. The level has a secret exit that requires Dixie to get into, and the G also requires Dixie unless you're ''really'' good at roll-jumping. The problem? The level is one of the longest in the game, the secret exit and G are at the very end of the level, and the only buddy barrel you get in the entire level is near the beginning. If you lose Dixie to a poorly-timed jump over spikes or that obnoxious underwater segment right after the last checkpoint (while we're at it, the N is in this section and is no picnic to get either), you're doing the entire long level over from the beginning. And considering getting both exits already requires playing through almost the entire level twice, it can easily overstay its welcome.
* 6-4 (Blurry Flurry). All the levels in the sixth world are icy versions of the previous worlds of ''Donkey Kong Country Returns'', so you'd probably expect the one based on the Cave world to be an awful Rocket Barrel level. And you'd be correct. The level is full of suddenly-appearing obstacles, sharp turns in corridors only slightly larger than the Rocket Barrel, puzzle pieces that require collecting bananas on a twisting trail during said obstacles (it's all one-way, by the way), and is capped with a trial-and-error segment in a giant rolling snowball. Your one relief is that the Rocket Barrel has two hit points this time.
* [[spoiler:[[BrutalBonusLevel World 7 (Secret Seclusion)]] in general. The world has only three levels, but all of them are longer and more difficult than the temple levels. And, [[ScrappyMechanic of course]], [[CheckPointStarvation no checkpoints]]. [[ArsonMurderAndJaywalking The lack of variety in the music and graphics doesn't add anything to the experience either.]]]]
[[/folder]]

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