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* "Crackdown" is normal enough until the final section, where you start to hear police sirens. After enough time, a SWAT team will burst through the door, killing anyone inside, including you. And they're [[InvincibleMinorMinion immune to all damage and can only be knocked down.]] This is bad enough, but if you're going for the alternate ending, it's even ''worse'' because the puzzle piece for this level is ''directly next to the door they enter through.'' You basically have to speedrun this section to have any hope of getting it and getting out.

to:

* "Crackdown" is normal enough until the final section, where you start to hear police sirens. After enough time, a SWAT team will burst through the door, killing anyone inside, including you. And they're [[InvincibleMinorMinion immune to all damage and can only be knocked down.]] This is bad enough, but if you're going for the alternate ending, it's even ''worse'' because the puzzle piece for this level is ''directly next to the door they enter through.'' You basically have to speedrun this section to have any hope of getting it and getting out.out (or just use the Brandon mask... which is an EleventhHourSuperpower that isn't unlocked until the latter part of the game).



* Most of Evan Wright's levels can be this, because given [[{{Pacifist}} his character]], [[DoesntLikeGuns he'll instantly unload any gun he picks up]], and he won't pick up any sharp weapons like knives; he'll only grab [[TechnicalPacifist blunt weapons]]. Because of this, Evan is practically [[NeverBringAKnifeToAGunFight useless at long ranges]], making any open-ended level with him a '''nightmare'''. Although he can use any weapon upon activating his rage mode, getting the best score possible is only feasible if you stick with his normal mode.
* All of Beard's levels can count too, due to the fact that you can't pick other guns once your starting one runs out of ammo, instead having to look for ammo boxes to refill it, which, depending on the gun you chose, can give you less than half of the ammo you started with. The standout, however, is "Casualties", with absolutely huge areas full of places to be shot from.
* Hard Mode, obviously, turns a lot of levels into this - and makes all of the ones mentioned below ''worse''.

to:

* Most of Evan Wright's levels can be this, this because given [[{{Pacifist}} his character]], [[DoesntLikeGuns he'll instantly unload any gun he picks up]], and he won't pick up any sharp weapons like knives; he'll only grab [[TechnicalPacifist blunt weapons]]. Because of this, Evan is practically [[NeverBringAKnifeToAGunFight useless at long ranges]], making any open-ended level with him a '''nightmare'''. Although he can use any weapon upon activating his rage mode, getting the best score possible is only feasible if you stick with his normal mode.
* All of Beard's levels can count too, due to the fact that because you can't pick other guns once your starting one runs out of ammo, instead having to look for ammo boxes to refill it, which, depending on the gun you chose, can give you less than half of the ammo you started with. The standout, however, is "Casualties", with absolutely huge areas full of places to be shot from.
* Hard Mode, obviously, Mode turns a lot of levels into this - and makes all of the ones mentioned below ''worse''.



* "[[MarathonLevel Dead Ahead]]" is the longest level in the game, spanning a total of five floors, brutal and filled to the ''[[PrecisionFStrike fucking]] brim'' with gunmen and later on, Thugs.
* "Demolition" isn't particularly frustrating overall, but its first floor consists of an open area with a group of melee mooks, a gunman, a Thug and no cover whatsoever. You have to quickly kill the melee mooks, take down the gunman, and then rush to get his gun to use on the Thug; in Hard Mode, you also have to deal with two Dodgers who appear in the same place as the Thug. There's very little room for error. It can be a major pain in the arse for anyone used to playing more sedately and cautiously.

to:

* "[[MarathonLevel Dead Ahead]]" is the longest level in the game, spanning a total of five floors, brutal and filled to the ''[[PrecisionFStrike fucking]] brim'' with gunmen and later on, Thugs.
Thugs. And since you're playing as Pardo (whose unarmed executions are on the slower side when compared to other characters, making racking up combos difficult), be prepared to spend ''a lot'' of time on this one.
* "Demolition" isn't particularly frustrating overall, but its first floor consists of an open area with a group of melee mooks, a gunman, a Thug Thug, and no cover whatsoever. You have to quickly kill the melee mooks, take down the gunman, and then rush to get his gun to use on the Thug; in Hard Mode, you also have to deal with two Dodgers who appear in the same place as the Thug. There's very little room for error. It can be a major pain in the arse for anyone used to playing more sedately and cautiously.
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* "Trauma". Not only is it a sudden unarmed stealth mission in the middle of a game as frantic as ''Hotline Miami'', but it features massive amounts of InterfaceScrew too.

to:

* "Trauma". Not only is it a sudden unarmed stealth mission StealthBasedMission in the middle of a game as frantic as ''Hotline Miami'', but it features massive amounts of InterfaceScrew too.
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* "Trauma". Not only is it a sudden unarmed stealth mission in the middle of a game as frantic as ''Hotline Miami'', but it's also a massive InterfaceScrew too.

to:

* "Trauma". Not only is it a sudden unarmed stealth mission in the middle of a game as frantic as ''Hotline Miami'', but it's also a it features massive amounts of InterfaceScrew too.
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The ''Hotline Miami'' series has a load of annoyingly difficult levels; after a certain point, pretty much any level can be one. The following are some notable examples.

to:

The ''Hotline Miami'' series has a load of [[ThatOneLevel annoyingly difficult levels; levels]]; after a certain point, pretty much any level can be one. The following are some notable examples.
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* "Crackdown" is normal enough until the final section, where you start to hear police sirens. After enough time, a SWAT team will burst through the door, killing anyone inside, including you. And they're [[InvincibleMinorMinion immune to all damage and can only be knocked down.]] This is bad enough, but if you're going for the alternate ending it's even ''worse'' because the puzzle piece for this level is ''directly next to the door they enter through.'' You basically have to speedrun this section to have any hope of getting it and getting out.

to:

* "Crackdown" is normal enough until the final section, where you start to hear police sirens. After enough time, a SWAT team will burst through the door, killing anyone inside, including you. And they're [[InvincibleMinorMinion immune to all damage and can only be knocked down.]] This is bad enough, but if you're going for the alternate ending ending, it's even ''worse'' because the puzzle piece for this level is ''directly next to the door they enter through.'' You basically have to speedrun this section to have any hope of getting it and getting out.



* The following level, "Assault", can qualify too. Loads of enemies, most of which have guns, very little opportunity to stealth through, and multiple Thugs.

to:

* The following level, "Assault", can qualify too. Loads "Assault" features a high density of enemies, most of which have guns, are either gunmen or Thugs, and the structure of its space gives very little opportunity to stealth through, and multiple Thugs.
through.
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Added DiffLines:

* "Crackdown" is normal enough until the final section, where you start to hear police sirens. After enough time, a SWAT team will burst through the door, killing anyone inside, including you. And they're [[InvincibleMinorMinion immune to all damage and can only be knocked down.]] This is bad enough, but if you're going for the alternate ending it's even ''worse'' because the puzzle piece for this level is ''directly next to the door they enter through.'' You basically have to speedrun this section to have any hope of getting it and getting out.
Is there an issue? Send a MessageReason:
None


* "Demolition" in general isn't particularly frustrating, but its first floor consists of an open area with a group of melee mooks, a gunman, a Thug and no cover whatsoever. You have to quickly kill the melee mooks, take down the gunman, and then rush to get his gun to use on the Thug; in Hard Mode, you also have to deal with two Dodgers who appear in the same place as the Thug. There's very little room for error. It can be a major pain in the arse for anyone used to playing more sedately and cautiously.

to:

* "Demolition" in general isn't particularly frustrating, frustrating overall, but its first floor consists of an open area with a group of melee mooks, a gunman, a Thug and no cover whatsoever. You have to quickly kill the melee mooks, take down the gunman, and then rush to get his gun to use on the Thug; in Hard Mode, you also have to deal with two Dodgers who appear in the same place as the Thug. There's very little room for error. It can be a major pain in the arse for anyone used to playing more sedately and cautiously.
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None


* "Release" is one of the longest levels in the game, beginning with a boss that's followed with four areas full of enemies. Each area is huge and full of windows where enemies with guns can shoot you miles away. This is also the first level on normal difficulty that introduces the Dodgers, who are immune to gunfire and thrown attacks. Not only can they only be killed by melee weapons, but the variants that appear here (cannibalistic prisoners known as "Psychos") run as fast as Dogs, and can [[JumpScare pop out of nowhere]].[[note]]Luckily, they're the only variants that can be knocked down with thrown weapons or punches, and doing so will make them stop dodging bullets and behave like regular enemies instead.[[/note]]

to:

* "Release" is one of the longest levels in the game, beginning with a boss that's followed with four areas full of enemies. Each area is huge and full of windows where enemies with guns can shoot you miles away. This is also the first level on normal difficulty that introduces the Dodgers, who are immune to gunfire and thrown attacks. Not only can they only be killed by melee weapons, but the variants that appear here (cannibalistic prisoners known as "Psychos") run as fast as Dogs, and can [[JumpScare pop out of nowhere]].[[note]]Luckily, they're also the only variants that can be knocked down with thrown weapons or punches, and doing so will make them stop dodging bullets and behave like regular enemies instead.[[/note]]
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* "Release" is one of the longest levels in the game, beginning with a boss that's followed with four areas full of enemies. Each area is huge and full of windows where enemies with guns can shoot you miles away. This is also the first level on normal difficulty that introduces the Dodgers, who are immune to gunfire. Not only can they only be killed by melee weapons, but the variants that appear here (cannibalistic prisoners known as "Psychos") run as fast as Dogs, and can [[JumpScare pop out of nowhere]].

to:

* "Release" is one of the longest levels in the game, beginning with a boss that's followed with four areas full of enemies. Each area is huge and full of windows where enemies with guns can shoot you miles away. This is also the first level on normal difficulty that introduces the Dodgers, who are immune to gunfire.gunfire and thrown attacks. Not only can they only be killed by melee weapons, but the variants that appear here (cannibalistic prisoners known as "Psychos") run as fast as Dogs, and can [[JumpScare pop out of nowhere]].[[note]]Luckily, they're the only variants that can be knocked down with thrown weapons or punches, and doing so will make them stop dodging bullets and behave like regular enemies instead.[[/note]]
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* All of Beard's levels can count, due to the fact that you can't pick other guns once your starting ones run out of ammo, instead having to look for ammo boxes to refill them, which, depending on the gun you chose, can give you less than half of the ammo you started with. The standout, however, is "Casualties", with absolutely huge areas full of places to be shot from.

to:

* All of Beard's levels can count, count too, due to the fact that you can't pick other guns once your starting ones run one runs out of ammo, instead having to look for ammo boxes to refill them, it, which, depending on the gun you chose, can give you less than half of the ammo you started with. The standout, however, is "Casualties", with absolutely huge areas full of places to be shot from.
Is there an issue? Send a MessageReason:
None


* "Take Over" has gigantic rooms with very little cover, filled with enemies armed to the teeth, Dogs, Thugs and worst of all, the aforementioned Dodgers, who get worse here because there are very few melee weapons. And let's not forget that this level is filled with windows, which will get you killed by offscreen enemies '''a lot'''. Hope you're not going for S or A+ grade, because you will smash the shit out of your keyboard/controller after many deaths.

to:

* "Take Over" has gigantic rooms with very little cover, filled with enemies armed to the teeth, Dogs, Thugs and worst of all, the aforementioned Dodgers, who get worse here because there are very few melee weapons. And let's not forget that this level is filled with windows, which will get you killed by offscreen enemies '''a lot'''. Hope you're not going for an S or A+ grade, because you will smash the shit out of your keyboard/controller after many deaths.
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None


* "Take Over" has gigantic rooms with very little cover, filled with enemies armed to the teeth, Dogs, Thugs and worst of all, the aforementioned Dodgers, who get worse here because there are very few melee weapons. And let's not forget that this level is filled with windows, which will get you killed by offscreen enemies '''a lot'''. Hope you're not going for S or A+ Rank, because you will smash the shit out of your keyboard/controller after many deaths.

to:

* "Take Over" has gigantic rooms with very little cover, filled with enemies armed to the teeth, Dogs, Thugs and worst of all, the aforementioned Dodgers, who get worse here because there are very few melee weapons. And let's not forget that this level is filled with windows, which will get you killed by offscreen enemies '''a lot'''. Hope you're not going for S or A+ Rank, grade, because you will smash the shit out of your keyboard/controller after many deaths.
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None


The ''Hotline Miami'' series has a load of annoyingly difficult levels; after a certain point, pretty much any level can be one. The following are some notable levels.

to:

The ''Hotline Miami'' series has a load of annoyingly difficult levels; after a certain point, pretty much any level can be one. The following are some notable levels.examples.
Is there an issue? Send a MessageReason:
None


* "Demolition" in general isn't particularly frustrating, but its first floor consists of an open area with a gunman, a Thug and no cover whatsoever. You have to quickly kill the melee mooks, take down the gunman, and then rush to get his gun to use on the Thug; in Hard Mode, you also have to deal with two Dodgers who appear in the same place as the Thug. There's very little room for error. It can be a major pain in the arse for anyone used to playing more sedately and cautiously.

to:

* "Demolition" in general isn't particularly frustrating, but its first floor consists of an open area with a group of melee mooks, a gunman, a Thug and no cover whatsoever. You have to quickly kill the melee mooks, take down the gunman, and then rush to get his gun to use on the Thug; in Hard Mode, you also have to deal with two Dodgers who appear in the same place as the Thug. There's very little room for error. It can be a major pain in the arse for anyone used to playing more sedately and cautiously.
Is there an issue? Send a MessageReason:
None


* "Demolition"'s very first room is an open area with a gunman, a Thug and no cover whatsoever. You have to quickly kill the melee mooks, take down the gunman, and then rush to get his gun to use on the Thug; in Hard Mode, you also have to deal with two Dodgers who appear in the same place as the Thug. There's very little room for error. It can be a major pain in the arse for anyone used to playing more sedately and cautiously.

to:

* "Demolition"'s very "Demolition" in general isn't particularly frustrating, but its first room is floor consists of an open area with a gunman, a Thug and no cover whatsoever. You have to quickly kill the melee mooks, take down the gunman, and then rush to get his gun to use on the Thug; in Hard Mode, you also have to deal with two Dodgers who appear in the same place as the Thug. There's very little room for error. It can be a major pain in the arse for anyone used to playing more sedately and cautiously.
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!!''VideoGame/HotlineMiami2WrongNumber':

to:

!!''VideoGame/HotlineMiami2WrongNumber':!!''VideoGame/HotlineMiami2WrongNumber'':

Added: 110

Changed: 398

Removed: 332

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* Pretty much all of Beard's levels, due to the fact that you can't pick other weapons once your starting ones run out of ammo, but the standout is "Casualties", with absolutely huge areas full of places to be shot from.




to:

* All of Beard's levels can count, due to the fact that you can't pick other guns once your starting ones run out of ammo, instead having to look for ammo boxes to refill them, which, depending on the gun you chose, can give you less than half of the ammo you started with. The standout, however, is "Casualties", with absolutely huge areas full of places to be shot from.
* Hard Mode, obviously, turns a lot of levels into this - and makes all of the ones mentioned below ''worse''.



** "[[MarathonLevel Dead Ahead]]" is the longest level in the game, spanning a total of five floors, brutal and filled to the ''fucking brim'' with gunmen and later on, Thugs.
** "Demolition"'s very first room is an open area with a gunman, a Thug and no cover whatsoever. You have to quickly kill the melee mooks, take down the gunman, and then rush to get his gun to use on the Thug; in Hard Mode, you also have to deal with two Dodgers who appear in the same place as the Thug. There's very little room for error. It can be a major pain in the arse for anyone used to playing more sedately and cautiously.
** "Release" is one of the longest levels in the game, beginning with a boss that's followed with four areas full of enemies. Each area is huge and full of windows where enemies with guns can shoot you miles away. This is also the first level on normal difficulty that introduces the Dodgers, who are immune to gunfire. Not only can they only be killed by melee weapons, but the variants that appear here (cannibalistic prisoners known as "Psychos") run as fast as Dogs, and can [[JumpScare pop out of nowhere]].
** "Seizure" is full of InterfaceScrew, and with several enemies that are hidden by the objects in the environment. It deserves special mention for you having to fight black mobsters in black clothes with black Dogs patrolling on a black background while the screen flashes red, green and blue. To say it's unpleasant on the eyes would be a massive {{Understatement}}.
** "Take Over" has gigantic rooms with very little cover, filled with enemies armed to the teeth, Dogs, Thugs and worst of all, the aforementioned Dodgers, who get worse here because there are very few melee weapons. And let's not forget that this level is filled with windows, which will get you killed by offscreen enemies '''a lot'''. Hope you're not going for S or A+ Rank, because you will smash the shit out of your keyboard/controller after many deaths.
** Hard Mode, obviously, turns a lot of levels into this - and makes all of the aforementioned levels ''worse''.

to:

** * "[[MarathonLevel Dead Ahead]]" is the longest level in the game, spanning a total of five floors, brutal and filled to the ''fucking ''[[PrecisionFStrike fucking]] brim'' with gunmen and later on, Thugs.
** * "Demolition"'s very first room is an open area with a gunman, a Thug and no cover whatsoever. You have to quickly kill the melee mooks, take down the gunman, and then rush to get his gun to use on the Thug; in Hard Mode, you also have to deal with two Dodgers who appear in the same place as the Thug. There's very little room for error. It can be a major pain in the arse for anyone used to playing more sedately and cautiously.
** * "Release" is one of the longest levels in the game, beginning with a boss that's followed with four areas full of enemies. Each area is huge and full of windows where enemies with guns can shoot you miles away. This is also the first level on normal difficulty that introduces the Dodgers, who are immune to gunfire. Not only can they only be killed by melee weapons, but the variants that appear here (cannibalistic prisoners known as "Psychos") run as fast as Dogs, and can [[JumpScare pop out of nowhere]].
** * "Seizure" is full of InterfaceScrew, and with several enemies that are hidden by the objects in the environment. It deserves special mention for you having to fight black mobsters in black clothes with black Dogs patrolling on a black background while the screen flashes red, green and blue. To say it's unpleasant on the eyes would be a massive {{Understatement}}.
** * "Take Over" has gigantic rooms with very little cover, filled with enemies armed to the teeth, Dogs, Thugs and worst of all, the aforementioned Dodgers, who get worse here because there are very few melee weapons. And let's not forget that this level is filled with windows, which will get you killed by offscreen enemies '''a lot'''. Hope you're not going for S or A+ Rank, because you will smash the shit out of your keyboard/controller after many deaths.
** Hard Mode, obviously, turns a lot of levels into this - and makes all of the aforementioned levels ''worse''.
deaths.
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Added DiffLines:

The ''Hotline Miami'' series has a load of annoyingly difficult levels; after a certain point, pretty much any level can be one. The following are some notable levels.
----
!!''VideoGame/HotlineMiami'':
* "Trauma". Not only is it a sudden unarmed stealth mission in the middle of a game as frantic as ''Hotline Miami'', but it's also a massive InterfaceScrew too.
* The following level, "Assault", can qualify too. Loads of enemies, most of which have guns, very little opportunity to stealth through, and multiple Thugs.

!!''VideoGame/HotlineMiami2WrongNumber':
!!!'''General:'''
* Pretty much all of Beard's levels, due to the fact that you can't pick other weapons once your starting ones run out of ammo, but the standout is "Casualties", with absolutely huge areas full of places to be shot from.
* Most of Evan Wright's levels can be this, because given [[{{Pacifist}} his character]], [[DoesntLikeGuns he'll instantly unload any gun he picks up]], and he won't pick up any sharp weapons like knives; he'll only grab [[TechnicalPacifist blunt weapons]]. Because of this, Evan is practically [[NeverBringAKnifeToAGunFight useless at long ranges]], making any open-ended level with him a '''nightmare'''. Although he can use any weapon upon activating his rage mode, getting the best score possible is only feasible if you stick with his normal mode.

!!!'''Specific levels:'''
* "Death Wish", an absolutely brutal 4-floor marathon of death involving all 5 of the Fans.
** Surprisingly, Corey's segment in this level, despite normally being fairly easy, turns incredibly difficult in Hard Mode, since most rooms now get a lot of windows.
** "[[MarathonLevel Dead Ahead]]" is the longest level in the game, spanning a total of five floors, brutal and filled to the ''fucking brim'' with gunmen and later on, Thugs.
** "Demolition"'s very first room is an open area with a gunman, a Thug and no cover whatsoever. You have to quickly kill the melee mooks, take down the gunman, and then rush to get his gun to use on the Thug; in Hard Mode, you also have to deal with two Dodgers who appear in the same place as the Thug. There's very little room for error. It can be a major pain in the arse for anyone used to playing more sedately and cautiously.
** "Release" is one of the longest levels in the game, beginning with a boss that's followed with four areas full of enemies. Each area is huge and full of windows where enemies with guns can shoot you miles away. This is also the first level on normal difficulty that introduces the Dodgers, who are immune to gunfire. Not only can they only be killed by melee weapons, but the variants that appear here (cannibalistic prisoners known as "Psychos") run as fast as Dogs, and can [[JumpScare pop out of nowhere]].
** "Seizure" is full of InterfaceScrew, and with several enemies that are hidden by the objects in the environment. It deserves special mention for you having to fight black mobsters in black clothes with black Dogs patrolling on a black background while the screen flashes red, green and blue. To say it's unpleasant on the eyes would be a massive {{Understatement}}.
** "Take Over" has gigantic rooms with very little cover, filled with enemies armed to the teeth, Dogs, Thugs and worst of all, the aforementioned Dodgers, who get worse here because there are very few melee weapons. And let's not forget that this level is filled with windows, which will get you killed by offscreen enemies '''a lot'''. Hope you're not going for S or A+ Rank, because you will smash the shit out of your keyboard/controller after many deaths.
** Hard Mode, obviously, turns a lot of levels into this - and makes all of the aforementioned levels ''worse''.
----

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