Follow TV Tropes

Following

History ThatOneLevel / RhythmGame

Go To

OR

Is there an issue? Send a MessageReason:
None


** [[Music/TheRollingStones Jumping Jack Flash]], which is bad enough as it is, but in the harder difficulties you practically have to get every beat perfect, just to keep the [[GoshDangItToHeck darn]] meter in the 'Yes' zone.

to:

** [[Music/TheRollingStones [[Music/TheRollingStonesBand Jumping Jack Flash]], which is bad enough as it is, but in the harder difficulties you practically have to get every beat perfect, just to keep the [[GoshDangItToHeck darn]] meter in the 'Yes' zone.
Is there an issue? Send a MessageReason:
None


* ''Just Dance 4'' has unlockable extreme versions of various songs. One of these, an extreme version of the One direction hit, "You Don't Know You're Beautiful" is particularly cruel, even if you like the song. It requires rapid move transitions the pictograms don't make readily apparent, as well as a great deal of technical skill. it also likes to pop up in the otherwise simple Just Sweat mode.

to:

* ''Just ''[[VideoGame/JustDance Just Dance 4'' 4]]'' has unlockable extreme versions of various songs. One of these, an extreme version of the One direction hit, "You Don't Know You're Beautiful" is particularly cruel, even if you like the song. It requires rapid move transitions the pictograms don't make readily apparent, as well as a great deal of technical skill. it also likes to pop up in the otherwise simple Just Sweat mode.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''[[https://www.youtube.com/watch?v=9slffp7R170 Miiro]]'' on Expert is a non-stop barrage of notes, sometimes accompanying random flick notes here and there, where it makes you feel like you're having a sprinting race with your thumbs/fingers. The kicker is its difficulty rating is 26, but it feels way more like a 27.
** "HELL! or HELL?" finally made its appearance in Girls Band Party, with its Special map being the game's first 30* level. Combining insanely fast taps with a maze of curved slides and directional flicks, you'll certainly have to choose between hell or hell as its 1,196 notes come at you at lightning-speed, not letting up for a second. Forget getting a Full Combo; just *clearing* this song is a massive challenge.
Is there an issue? Send a MessageReason:
None


* DDR Supernova's "Boss Rush episode IV". As if ten-footers weren't bad enough on their own (''especially'' the ones in Supernova), try doing SIX OF THEM in a row! To make matters worse, the really hard ones are right at the end, when you're exhausted... AND your health bar becomes MUCH more sensitive to misses! For anyone insane enough to try this, here's what you're up against:
** 1. MAX 300 (Super-Max-Me Mix) -- Expert. While not too bad for a ten-footer, the fact that it's the ''opener'' is basically a final warning that there is no way in hell you will make it through this course alive.
** 2. Chaos -- Expert. Again, not too bad... ''assuming'' that you've memorized all FORTY-TWO times when the song stops and starts again for no reason other than to piss you off.
** 3. Fascination MAXX -- Expert. The purpose of this one is to tire you out, so the second half of the course is just that much more brutal.
** 4. Xepher -- Challenge. Wait, what? Isn't this that pathetic excuse for a ten-footer? Yeah, but it's still tiring, especially since you just got done with [=FaXX=].
** 5. Healing-D-Vision -- Challenge. You just KNEW this one was coming. This song teases you with a steppable, but off the beat, first half... then all hell breaks loose when you launch into 360 BPM and are faced with relentless 8th note runs. And about that last one... hoo boy. To full combo it, you have to perform insanely fast crossovers, requiring you to turn your body a full 180 degrees THREE TIMES A SECOND without falling on your face. If you don't have a handbar, you're screwed.
** 6. Fascination (eternal love mix) -- Challenge. By this point, you will be close to passing out, and the final song's relatively tame intro (featuring steps with a maximum density of 400 per minute) will feel like a chore, but since HDV just did a hell of a number on your health meter, you'll NEED to hit every step to avoid failure. After the Chaos-esque middle section, it's all downhill, because you'll be faced with quarter-note streams at 400 BPM with jumps thrown EVERYWHERE. In the final stretch you'll be rapidly alternating between jumping three times in a row and complicated 8th-note patterns at 400 BPM. As you hear the end of the song starting, you get more and more anxious and afraid to screw up as you push yourself through those brutal jumps and onto that final freeze-jump, and... you forgot that there's a stop at the very end, so you get an NG and lose your last ounce of health.

to:

* DDR Supernova's SuperNOVA's "Boss Rush episode IV".IV" on PS2. As if ten-footers weren't bad enough on their own (''especially'' the ones in Supernova), try doing SIX OF THEM in a row! To make matters worse, the really hard ones are right at the end, when you're exhausted... AND your health bar becomes MUCH more sensitive to misses! For anyone insane enough to try this, here's what you're up against:
** 1. MAX 300 (Super-Max-Me Mix) -- Expert. While not too as bad for a ten-footer, as some other ten-footers, the fact that it's the ''opener'' is basically a final warning that there is no way in hell you will make it through this course alive.
alive. It's also draining, exactly how you want to start ten minutes of ten-footers.
** 2. Chaos -- Expert. Again, not too bad... ''assuming'' that assuming you've memorized all FORTY-TWO forty-two times when the song stops and starts again for no reason again. Nowhere near as physically hard as other than to piss tens or even some nines so it's a stamina break after Super-Max-Me Mix, but if you off.
go in blind you'll fail.
** 3. Fascination MAXX -- Expert. The purpose of this one is to tire you out, so the second half of Here's where the course is just that much more brutal.
really kicks in gear. FAXX has everything: 400 BPM streams (short and simple ones but still, and you have to turn a couple times at the end), 200 BPM gallops and stepjumps, reading slow, and if you're playing with the Note or Rainbow skins all the notes at the end are the same color.
** 4. Xepher -- Challenge. Wait, what? Isn't this that pathetic excuse for a ten-footer? Yeah, Much easier than FAXX or even Super-Max-Me Mix but it's still tiring, especially since the gallops are draining and you just got done with [=FaXX=].
played FAXX.
** 5. Healing-D-Vision -- Challenge. You just KNEW this one was coming. This song teases you with The start's not that bad for a steppable, but off 10, though it's not quantized properly (12ths in the beat, first half... music, 16ths in the chart). But then all hell breaks loose in the last third when you launch into 360 BPM and are faced with relentless 8th note runs. And about that last one...run... hoo boy. To full combo it, you have to perform Eight insanely fast crossovers, requiring you to turn your body a full 180 degrees THREE TIMES A SECOND without falling on your face. If face, and because the lifebar is much crueler than Game Mode's by now you don't have any wiggle room. This is rated an 18 on the current scale, 3 levels higher than Super-Max-Me Mix and roughly a handbar, you're screwed.
12 out of 10 on this scale, and because this song puts all its difficulty in a short section the hard lifebar is worse here than it would be on most 18's.
** 6. Fascination (eternal love mix) -- Challenge. By this point, you will be close to passing out, and the The final song's relatively tame 200 BPM (really 400 BPM quarter notes, most of the song's like that) intro (featuring steps with a maximum density of 400 per minute) will feel like a chore, but since HDV just did a hell of a number on your health meter, you'll NEED to hit every step to avoid failure. After the Chaos-esque middle section, it's all downhill, because you'll be faced with quarter-note streams at 400 200 BPM with jumps thrown gallops and stepjumps EVERYWHERE. In the final stretch you'll be rapidly alternating between jumping three times in a row and complicated 8th-note patterns at 400 BPM. As you hear the end of the song starting, you get more and more anxious and afraid to screw up as you push yourself through those brutal jumps and onto that final freeze-jump, and... you forgot that there's a stop at the very end, so you get an NG and lose your last ounce of health.
Is there an issue? Send a MessageReason:
None


** The [[GaidenGame spinoff]], ''VideoGame/UmJammerLammy'', also has a notoriously disliked level as its sixth and, again, penultimate level, where Lammy is sent to Hell and must perform on-stage in a concert to come back to life (in the Japanese and European versions, at least; in the American version, [[{{Bowdlerisation}} she gets caught on a door and is slingshotted to an island instead]]). This song features some ''extremely'' long and cruel button patterns, where it's not uncommon that you'll have to both press all six possible buttons and alternate back and forth between the face/shoulder buttons in a single line. If that's not intimidating enough, the rhythm for Yoko's lyrics is very specific and finicky, only worsened by the rapid tempo - and like many other stages, you'll suddenly have to jump in mid-line during the home stretch. Depending on who you ask, the most grave sin that this [[{{Pun}} hellish]] stage commits is how forgettable its song is compared to the rest of the game's otherwise stellar soundtrack. Not even Easy mode can save you, as beating this stage on Easy [[NoFinalBossForYou will cut you off from moving on to the seventh and final stage]]. [[note]]Parappa's version is just as difficult, if not moreso, but since it's only unlocked after beating the game once, it falls into the category of a BrutalBonusLevel.[[/note]]

to:

** The [[GaidenGame spinoff]], ''VideoGame/UmJammerLammy'', also has a notoriously disliked level as its sixth and, again, penultimate level, where Lammy is sent to Hell and must perform on-stage in a concert to come back to life (in the Japanese and European versions, at least; in the American version, [[{{Bowdlerisation}} she gets caught on a door and is slingshotted to an island instead]]). This song features some ''extremely'' long and cruel button patterns, where it's not uncommon that you'll have to both press all six possible buttons and alternate back and forth between the face/shoulder buttons in a single line. If that's not intimidating enough, the rhythm for Yoko's lyrics is very specific and finicky, only worsened by the rapid tempo - and like many other stages, you'll suddenly have to jump in mid-line during the home stretch. Depending on who you ask, the most grave sin that this [[{{Pun}} hellish]] stage commits is how forgettable its song is compared to the rest of the game's otherwise stellar soundtrack. Not even Easy mode can save you, as beating this stage on Easy [[NoFinalBossForYou will cut you off from moving on to the seventh and final stage]]. [[note]]Parappa's version is just as difficult, if not moreso, but since it's only unlocked after beating the game once, it falls into the category of a BrutalBonusLevel.[[/note]]
Is there an issue? Send a MessageReason:
None


* ''VideoGame/KingdomHeartsMelodyOfMemory'': All for One. Between the impossibly fast tempo to the uneven measure throwing off any muscle memory you may have developed, there's a good chance you'll succumb to the darkness yourself after this level. It gets even worse if you try to beat the challenge that can only be beaten on Proud Mode.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/KingdomHeartsMelodyOfMemory'': All for One. Between the impossibly fast tempo to the uneven measure throwing off any muscle memory you may have developed, there's a good chance you'll succumb to the darkness yourself after this level. It gets even worse if you try to beat the challenge that can only be beaten on Proud Mode.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/FridayNightFunkin'':
** [[WebAnimation/SpookyMonth Skid and Pump]], the first of Week 2's two opponents, are tough to beat despite having only two songs, thanks to their [[SomeDexterityRequired unique style]] when compared to the previous opponent, Daddy Dearest.
*** "Spookeez" was infamous for its massive difficulty spike after "Dad Battle", being difficult even on Normal mode. The song ended up being made easier on Normal difficulty in version 0.2.5.
*** "South" is hard only on Easy and Normal modes, as it's less note-dense on Hard. It isn't that long, but the notes often have ridiculous patterns and are so tightly packed together, it will be more likely than not to mess up at trying to press the buttons correctly.
** "[[FunWithAcronyms MILF]]", the third and final song of Week 4. It's basically "Dad Battle", but UpToEleven given how it's faster, more aggresive and more note-heavy. The notes are much more varied too, with having to flip between fast-paced hold notes followed by storms of regular notes. You'll also be harmonizing with the opponent, Mommy Mearest, almost constantly, meaning there's hardly a moment to catch your breath. It's also the first playable song in the game to go on for ''[[MarathonBoss two minutes]]''. And we haven't even mentioned [[ThatOneAttack the beatdrop]] yet!
** "Roses", the second song of Week 6. One would thing the song is not so fast, with the beginning verses being easy, but it only gets harder from here. Each verse is becoming more note-dense than the last, to the point that getting all the notes right in the seventh and eight verses is near-impossible unless you've learned to play with both hands. And the very final verse is a repeat of the eight and hardest one.
** There is a good reason why WordOfGod called Week 7 [[ThatOneAttack the beatdrop in "MILF"]] [[UpToEleven but for three songs straight]]. However, "Guns" is easily the hardest song in the entire week, given that it gives zero mercy when compared to "Ugh" and "Stress". [[WebAnimation/{{Tankmen}} Tankman]] spits his bars like he was crazy on almost every single verse, and the song is one of the fastest in the entire game. The song's second half welcomes you with some of the longest verses in the entire game, and you might be hit with one or two notes [[KaizoTrap during Tankman's part]]. It's also [[MarathonBoss the single longest non-Monster song]] in the entire game, being two minutes and twenty seconds long. And to top it all off, when played on Hard, it has ''over 400 notes''.
Is there an issue? Send a MessageReason:
None


** Stage 5 is generally agreed to be the most difficult in the game, where [=PaRappa=], his [[PottyEmergency intestines nearly ready to burst]], has to out-rap all four of his previous teachers to get ahead of them in a line to the bathroom before [[PottyFailure disaster strikes]]. This essentially makes the level into a BossRush, as their input patterns are directly inspired by their stages of origin. The second half of the stage deserves special mention, as it's the first time in the game where a line can have two rows, making them twice as long and the requirement for successfully pulling them off twice as strict. Additionally, the second half is also home to both Prince Fleaswallow and Cheap Cheap Chicken's verses, the former having rapid-fire single inputs and the latter having an extremely specific rhythm. The [[InterfaceScrew distracting]] and [[EpilepticFlashingLights potentially dangerous]] lightning strikes that occasionally happen while at the "Awful" ranking don't help matters. Stage 5 has caused many players to give up hope on ever reaching the GrandFinale that is Stage 6.
** The [[GaidenGame spinoff]], ''VideoGame/UmJammerLammy'', also has a notoriously disliked level as its sixth and, again, penultimate level, where Lammy slips on a banana peel, breaks her skull and is sent to Hell, where she has to perform on-stage in a concert if she hopes to return to the realm of the living (in the Japanese and European versions, at least; in the American version, [[{{Bowdlerisation}} she gets caught on a door and is slingshotted to a deserted island instead]]). This song features some tricky button patterns as well, even moreso than in the previous examples, but its crippling flaw is how awful the level's background music is in comparison to that of the rest of the game.

to:

** Stage 5 is generally agreed to be the most difficult in the game, where [=PaRappa=], Parappa, his [[PottyEmergency intestines nearly ready to burst]], has to out-rap all four of his previous teachers to get ahead of them in a line to the bathroom before [[PottyFailure disaster strikes]]. This essentially makes the level into a BossRush, as their input patterns are directly inspired by their stages of origin. The second half of the stage deserves special mention, as it's the first time in the game where a line can have two rows, making them twice as long and the requirement for successfully pulling them off twice as strict. Additionally, the second half is also home to both Prince Fleaswallow and Cheap Cheap Chicken's verses, the former having rapid-fire single inputs and the latter having an extremely specific rhythm. The [[InterfaceScrew distracting]] and [[EpilepticFlashingLights potentially dangerous]] lightning strikes that occasionally happen while at the "Awful" ranking don't help matters. Stage 5 has caused many players to give up hope on ever reaching the GrandFinale that is Stage 6.
** The [[GaidenGame spinoff]], ''VideoGame/UmJammerLammy'', also has a notoriously disliked level as its sixth and, again, penultimate level, where Lammy slips on a banana peel, breaks her skull and is sent to Hell, where she has to Hell and must perform on-stage in a concert if she hopes to return come back to the realm of the living life (in the Japanese and European versions, at least; in the American version, [[{{Bowdlerisation}} she gets caught on a door and is slingshotted to a deserted an island instead]]). This song features some tricky ''extremely'' long and cruel button patterns as well, even moreso than in patterns, where it's not uncommon that you'll have to both press all six possible buttons and alternate back and forth between the previous examples, but its crippling flaw face/shoulder buttons in a single line. If that's not intimidating enough, the rhythm for Yoko's lyrics is very specific and finicky, only worsened by the rapid tempo - and like many other stages, you'll suddenly have to jump in mid-line during the home stretch. Depending on who you ask, the most grave sin that this [[{{Pun}} hellish]] stage commits is how awful the level's background music forgettable its song is in comparison compared to that of the rest of the game.game's otherwise stellar soundtrack. Not even Easy mode can save you, as beating this stage on Easy [[NoFinalBossForYou will cut you off from moving on to the seventh and final stage]]. [[note]]Parappa's version is just as difficult, if not moreso, but since it's only unlocked after beating the game once, it falls into the category of a BrutalBonusLevel.[[/note]]

Added: 701

Changed: 2562

Is there an issue? Send a MessageReason:
None


* Stage 5 in ''VideoGame/ParappaTheRapper'' is generally agreed to be the most loathed in the game, where the protagonist, his [[PottyEmergency intestines nearly ready to burst]], has to out-rap all his previous senseis to get ahead of them in line before he wets himself. Some brutally difficult note patterns, combined with the game's weird take on timing, particularly during the Cheep Cheep part, has caused many players to give up hope on ever reaching the sixth and final stage.
** Stage 4 is agreed to be the second most loathed in the game, where [=PaRappa=] has to make a seafood cake at Cheep Cheep's cooking show because Joe Chin, who has a very tall cake for the party, pushes the protagonist, making him fall and ruining the cheapest cake he could afford. While the note patterns aren't as bad as the following stage, the timing is really off, causing the player to do awfully, even if he pressed all the buttons on time.
** The spinoff, ''VideoGame/UmJammerLammy'', also has a scrappy level as its sixth and, again, penultimate level, where the player character slips on a banana peel, breaks her skull and is sent to Hell, where she has to perform on-stage in a concert if she hopes to return to the realm of the living. This song features some tricky button patterns as well, even moreso than in the previous example, but its crippling flaw is how awful the level's background music is in comparison to that of the rest of the game.

to:

* ''VideoGame/ParappaTheRapper'':
** Stage 4, the cooking show stage starring Cheap Cheap Chicken, is a notably harsh DifficultySpike after the [[BreatherLevel slow, easy-going reggae rhythm of Stage 3]]. The input patterns often require the player to jump from the face buttons to the shoulder buttons at a moment's notice (often in rapid succession, naturally), and the margin for error is extremely thin in a song that is already pretty long. To make matters worse, this level has a glitch in the [=PS4=] remaster where trying to press the buttons to the music as intended will almost always result in failure, so they must be pressed either earlier or later instead, [[SNKBoss completely defying the game's rules]].
**
Stage 5 in ''VideoGame/ParappaTheRapper'' is generally agreed to be the most loathed difficult in the game, where the protagonist, [=PaRappa=], his [[PottyEmergency intestines nearly ready to burst]], has to out-rap all four of his previous senseis teachers to get ahead of them in a line to the bathroom before he wets himself. Some brutally difficult note patterns, combined with [[PottyFailure disaster strikes]]. This essentially makes the game's weird take on timing, particularly during level into a BossRush, as their input patterns are directly inspired by their stages of origin. The second half of the Cheep Cheep part, stage deserves special mention, as it's the first time in the game where a line can have two rows, making them twice as long and the requirement for successfully pulling them off twice as strict. Additionally, the second half is also home to both Prince Fleaswallow and Cheap Cheap Chicken's verses, the former having rapid-fire single inputs and the latter having an extremely specific rhythm. The [[InterfaceScrew distracting]] and [[EpilepticFlashingLights potentially dangerous]] lightning strikes that occasionally happen while at the "Awful" ranking don't help matters. Stage 5 has caused many players to give up hope on ever reaching the sixth and final stage.
**
GrandFinale that is Stage 4 is agreed to be the second most loathed in the game, where [=PaRappa=] has to make a seafood cake at Cheep Cheep's cooking show because Joe Chin, who has a very tall cake for the party, pushes the protagonist, making him fall and ruining the cheapest cake he could afford. While the note patterns aren't as bad as the following stage, the timing is really off, causing the player to do awfully, even if he pressed all the buttons on time.
6.
** The spinoff, [[GaidenGame spinoff]], ''VideoGame/UmJammerLammy'', also has a scrappy notoriously disliked level as its sixth and, again, penultimate level, where the player character Lammy slips on a banana peel, breaks her skull and is sent to Hell, where she has to perform on-stage in a concert if she hopes to return to the realm of the living. living (in the Japanese and European versions, at least; in the American version, [[{{Bowdlerisation}} she gets caught on a door and is slingshotted to a deserted island instead]]). This song features some tricky button patterns as well, even moreso than in the previous example, examples, but its crippling flaw is how awful the level's background music is in comparison to that of the rest of the game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/BangDreamGirlsBandParty'':
** "[[Manga/AttackOnTitan Guren no Yumiya]]" is commonly considered one of the most difficult songs under "Hard" difficulty, with quick slide notes paired with non-slide notes, note-flick pairs, and a punishing pace (to the point where some consider a few Expert songs to be easier than Guren no Yumiya on hard).
** "[[Manga/KOn Don't say lazy]]" has a breakneck pace and a nearly nonstop barrage of slider notes ending in slider-flick pairs that can drain your life ''very'' quickly if you can't figure out the rhythm, even on Hard. It's considered more manageable than ''Guren no Yumiya'' because its pattern is relatively predictable, though.
** "[[Manga/BloodBlockadeBattlefront Sugar Song & Bitter Step]]" has a gigantic difficulty spike between Hard and Expert, to the point where it is avoided in Multi-Lives during events because players are forced to lower the difficulty just to consistently finish the song.
** "Worldwide Treasure"'s first half, which consists of Kokoro rapping over disc scratches, can be a nightmare to any player who has difficulty with slides, as it has a barrage of slides at strange angles followed by very short and fast slides interspersed with flick notes. If you can get through that, though, the more conventional second half of the song is much more straightforward.
** "[[Music/{{Vocaloid}} Roku chounen to Ichiya Monogatari]]" is the first song in the game to [[HarderThanHard have a rating of 29]] on Expert, and for good reason; the song starts off relatively intense before throwing an intense barrage of notes for the chorus and ending with a truly absurd storm of sliders and flick-slider pairs.
** "[[Music/{{Vocaloid}} Happy Synthesizer]]" on Expert might not have any sliders, but what it has is '''OVER 900''' notes on Expert, a fast pace, and it goes on for so long that it's literally a strain on the thumbs. [[MarathonLevel What it lacks in tricks it makes up for by wearing you out]].
** "Ringing Bloom" is rated a 23 in Hard and 28 in Expert for good reason. It has everything difficult in a fast-paced song: constant stream of notes, tricky slide notes, short slides into flicks, and the combination will probably wear out your thumbs, too.
** "Setsuna Trip"'s newest Level 29 special chart is a whole new level. The chart has the highest note count for any regular non-full song, at 1087 notes. Like Roku Chounen, it is extremely hard plus the addition of new note types contributed much to the difficulty spike.
Is there an issue? Send a MessageReason:
None


* At least these songs, if you're required to do them, are at or near the end of the songlist. Not so Rocks The 80's with Because It's Midnite, which is the encore song of the ''second'' venue. Actually, it's pretty managable...on Hard. On Expert, however, the solo has over a hundred notes crammed into the middle section, meaning that unless you have ''extremely'' fast fingers, you're going to see the meter plunge in a hurry. Worse, it's so long that even a full star power meter (which I most definitely recommend) might not be enough to save you. If you can get past this monstrosity, I guarantee that nothing in the next TWO venues will come close to threatening you.

to:

* At least these songs, if you're required to do them, are at or near the end of the songlist. Not so Rocks The 80's with [[WebAnimation/HomestarRunner Because It's Midnite, Midnite]], which is the encore song of the ''second'' venue. Actually, it's pretty managable...on Hard. On Expert, however, the solo has over a hundred notes crammed into the middle section, meaning that unless you have ''extremely'' fast fingers, you're going to see the meter plunge in a hurry. Worse, it's so long that even a full star power meter (which I most definitely recommend) might not be enough to save you. If you can get past this monstrosity, I guarantee that nothing in the next TWO venues will come close to threatening you.
Is there an issue? Send a MessageReason:
None


* ''RAVON'' doesn't have difficulty ratings for its charts, but nonetheless some charts still catch players off-guard. "We Alive" on Core difficulty, for example, has a note density of only 3.30, which is less than many other high-end charts, but it throws off many players with its tricky note rhythms.

to:

* ''RAVON'' doesn't have difficulty ratings for its charts, but nonetheless some charts still catch players off-guard. "We Alive" on Core difficulty, for example, has a an average note density (the closest to a difficulty rating in the game) of only 3.30, 30 notes/second, which is less than many other high-end charts, but it throws off many players with its tricky note rhythms.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''RAVON'' doesn't have difficulty ratings for its charts, but nonetheless some charts still catch players off-guard. "We Alive" on Core difficulty, for example, has a note density of only 3.30, which is less than many other high-end charts, but it throws off many players with its tricky note rhythms.
Is there an issue? Send a MessageReason:
None


** "Extreme Sports"[[note]]Appropriately labeled "Super Hard!"[[/note]]: Despite its location at roughly the middle of the game's set of challenges, this is one of the hardest challenges in the entire game. Playing Air Rally at double speed is insane enough, but there's Exhibition Match at the end. It's set under Monster conditions, meaning the stage [[InterfaceScrew slowly shrinks]] until it's small enough for the monster to eat (which is an automatic failure), but getting perfect timing on an input increases the size of the screen. Exhibition Match has the second fewest inputs of any stage in the game[[note]]after this game's version of The Clappy Trio, which has one fewer input[[/note]], and so you have the fewest chances to prevent the monster from eating the stage. "Extreme Sports" is also seven stages long[[note]]Spaceball, Rhythm Rally, Hole in One, Air Rally, Fruit Basket 2, Figure Fighter 2, and Exhibition Match, all of them at double speed[[/note]], so it's a huge uphill climb just to get to Exhibition Match.

to:

** "Extreme Sports"[[note]]Appropriately labeled "Super Hard!"[[/note]]: Despite its location at roughly the middle of the game's set of challenges, this is one of the hardest challenges in the entire game. Playing Air Rally at double speed is insane enough, but there's Exhibition Match at the end. It's set under Monster conditions, meaning the stage [[InterfaceScrew slowly shrinks]] until it's small enough for the monster to eat (which is an automatic failure), but getting perfect timing on an input increases the size of the screen. Exhibition Match has the second fewest inputs of any stage in the game[[note]]after game[[note]]at twelve, after this game's version of The Clappy Trio, which has one fewer input[[/note]], and so you have the fewest chances to prevent the monster from eating the stage. "Extreme Sports" is also seven stages long[[note]]Spaceball, Rhythm Rally, Hole in One, Air Rally, Fruit Basket 2, Figure Fighter 2, and Exhibition Match, all of them at double speed[[/note]], so it's a huge uphill climb just to get to Exhibition Match.
Is there an issue? Send a MessageReason:
None


** On guitar, the solo requires you to strum extremely fast for extended periods of time, which can actually cause strong physical pain and require you to pause several times. The live version of the AC/DC Track Pack is not only longer and faster, but also throws trills as fast as Satch Boogie mentioned above at the beginning of the final guitar solo.

to:

** On guitar, the solo requires you to strum extremely fast for extended periods of time, which can actually cause strong physical pain and require you to pause several times. The live version of on the AC/DC Track Pack is not only longer and faster, but also throws trills as fast as Satch Boogie mentioned above at the beginning of the final guitar solo.
Is there an issue? Send a MessageReason:
None


** On guitar, the solo requires you to strum extremely fast for extended periods of time, which can actually cause strong physical pain and require you to pause several times.

to:

** On guitar, the solo requires you to strum extremely fast for extended periods of time, which can actually cause strong physical pain and require you to pause several times. The live version of the AC/DC Track Pack is not only longer and faster, but also throws trills as fast as Satch Boogie mentioned above at the beginning of the final guitar solo.
Is there an issue? Send a MessageReason:
None


* "MAX 300" is That One Level in ''IIDX'' for the [[FakeDifficulty wrong reasons]]. It starts off at 50 BPM before shooting up to its actual BPM of 300, causing problems for players who use the "green number" (a number showing how long notes are visible for, influenced by the Hi-Speed and Sudden+ settings) feature since they have to mess around with modifiers ''just'' for this track.

to:

* "MAX 300" [[https://www.youtube.com/watch?v=c9eL3PrVgKU MAX 300]] is That One Level in ''IIDX'' for the [[FakeDifficulty wrong reasons]]. It starts off at 50 BPM for no real reason before shooting up to its actual BPM of 300, causing 300. This causes problems for players who use the "green number" "Green Number" (a number showing how long notes are visible for, influenced by the Hi-Speed and Sudden+ settings) feature since they the Green Number is based on the song's ''starting'' BPM. So players have to mess around with modifiers ''just'' their Hi-Speed and Sudden settings at the beginning just for this track.song. Fascination MAXX also has this problem, but at least that song actually starts at 100 BPM.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** It only gets worse from there.... "Zoku", the game's 13th stage, is decently hard on normal, with the notes feeling very offbeat, so you can imagine what the hard and insane versions are like. Lots of quick double taps which are hard to do consistently, insane reverse sliders, and notes placed on awkward spots on the screen. Good luck trying to do a no-miss run, let alone S-ranking it.
Is there an issue? Send a MessageReason:
None



to:

* "[[Music/AmonAmarth Twilight of the Thunder God]]"[[labelnote:*]]This song was DownloadableContent for ''Guitar Hero 5'', but all the DLC for this game, along with ''World Tour'' and ''Warriors of Rock'', are no longer available due to the DLC service being shut down[[/labelnote]] on Expert+ drums is nearly filled to the brim with bass notes that go so fast that you '''will''' need two bass pedals to even stand a chance. And [[JustForPun Thor]] help you if you even try to FC this chart.
Is there an issue? Send a MessageReason:
None


* Stage 5 in ''VideoGame/ParappaTheRapper'' is generally agreed to be the most loathed in the game, where the protagonist, his [[PottyEmergency bladder nearly ready to burst]], has to out-rap all his previous senseis to get ahead of them in line before he wets himself. Some brutally difficult note patterns, combined with the game's weird take on timing, particularly during the Cheep Cheep part, has caused many players to give up hope on ever reaching the sixth and final stage.

to:

* Stage 5 in ''VideoGame/ParappaTheRapper'' is generally agreed to be the most loathed in the game, where the protagonist, his [[PottyEmergency bladder intestines nearly ready to burst]], has to out-rap all his previous senseis to get ahead of them in line before he wets himself. Some brutally difficult note patterns, combined with the game's weird take on timing, particularly during the Cheep Cheep part, has caused many players to give up hope on ever reaching the sixth and final stage.

Added: 2604

Changed: 586

Is there an issue? Send a MessageReason:
None


* ''Arcaea''[='=]s "Anokumene" on Future difficulty was originally rated an 8 and most players strongly disagreed, with the chart having such fast patterns consisting of ground note + sky note chords that come so quickly at the player. Thankfully, it was rerated a 9 in the version 1.5 update.
** Imagine casually playing Axium Crisis on Future with the partner being Tairitsu. Halfway through the chart the screen glitches, the audio distorts. You wonder what's going on and then... "Grievous Lady". My god, as of writing this it's the only 10 in the entire game; and it sure is hard.

to:

* ''Arcaea''[='=]s ''VideoGame/{{Arcaea}}'':
** Level 8:
***
"Anokumene" on Future difficulty was originally rated an 8 8, and most many players strongly disagreed, disagreed with the chart it due to having such some surprisingly fast patterns consisting for a level 8 chart. The 1.5 update thankfully changed the difficulty to a 9.
*** "memoryfactory.lzh" is a slow track at 100 BPM and is one
of ground note + sky note chords a handful of tracks to limit the maximum scroll speed, making it very difficult to time hits. Many joke that come so quickly at the player. Thankfully, it was rerated a 9 in the version 1.5 update.
** Imagine casually playing Axium Crisis on Future with the partner being Tairitsu. Halfway through the chart the screen glitches, the audio distorts. You wonder what's going on and then...
it's even harder than [[FinalBoss "Grievous Lady". My god, as Lady"]].
*** Following "memoryfactory.lzh" from the same composer, "dropdead" chimes in at '''50'''BPM. Past reduces your scroll speed to 10%
of writing this your setting, but it only has 44 notes (that's an average density of about one note every ''two seconds'') so it's the no big deal. Present is level 9 but at least it has no effect on your speed setting. Future is level 8, so players may walk in expecting an easier chart than Present...only 10 to find that their speed is cut to 25% except during parts where the scroll skyrockets beyond 100%, so the chart is either a slow, unreadable mess or a nightmare of reaction times and nothing in betweem.
** Level 9:
*** [="SOUNDWiTCH"=] has hard patterns and also very difficult to time, making it hard to score well.
*** "Red and Blue" on Future. The "LEFT=BLUE RED=RIGHT"[[note]]replace RED with YELLOW if ColorblindMode is on[[/note]] phrase
in the entire game; chart credit is there for a very good reason: there are many segments where Arcs will start on the oppposite side as expected. You may, for example, [[DamnYouMuscleMemory reflexively]] hit a blue Arc that's on the right side with your right hand but now you can't hit that pink Arc that's even further on the right.
*** "Modelista" on Future routinely throws vertical chords
and other fast patterns that combine floor and Sky notes, as well as several sections with jackhammers that can easily drain your Recollection Rate, and a speed-up section that can catch unwary players off-guard. Many regard it sure as one of the hardest level 9 songs in the game, rivaling even ''level 9+'' charts. The developers seem to agree, as it is hard.one of four charts to have a "chart constant" (a hidden chart-specific value that determines Step gain and how playing the chart will affect your Potential) of 10.0, the highest for any level 9 chart, and the 10.0-10.9 range is typically reserved for level 9+ charts.
*** "Yosakura Fubuki" on Future has a lot of fast spiral and diagonal arch patterns that require you to be alert at all times. At the end is a bunch of diagonal Arcs to the left that require you to alternate hands, easily sending a slow player below 70% Recollection Rate at the last second.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/FreQuency'', Tony Trippi's Motomatic, Orbital's Weekend Ravers Mix, anything made by Komputer Kontroller or Symbion Project, and finally the last song, Robotkid vs. Intersekt with a punishing synth track that only masters could attempt.

to:

* In ''VideoGame/FreQuency'', ''VideoGame/{{Frequency|Harmonix}}'', Tony Trippi's Motomatic, Orbital's Weekend Ravers Mix, anything made by Komputer Kontroller or Symbion Project, and finally the last song, Robotkid vs. Intersekt with a punishing synth track that only masters could attempt.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* "MAX 300" is That One Level in ''IIDX'' for the [[FakeDifficulty wrong reasons]]. It starts off at 50 BPM before shooting up to its actual BPM of 300, causing problems for players who use the "green number" (a number showing how long notes are visible for, influenced by the Hi-Speed and Sudden+ settings) feature since they have to mess around with modifiers ''just'' for this track.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The ''[=SuperStar=]'' series
** ''[=SuperStar=] SMTOWN'' has "Kick" by f(x), which not only has the most notes out of any normal song in the game at 990, but also is one of the longer songs at almost two minutes. in addition, all of the hidden stages are pretty hard, but "Around" by Hitchhiker X Taeyong is notorious for its difficulty.
** ''[=SuperStar=] BTS'' has the Cyphers, all of which are fairly difficult, but "BTS Cypher 4 [SUGA]" takes the cake. Two minutes long and with triplets for days, the song was written off by some players as being so hard it wasn't enjoyable to play. The developers themselves even gifted all of the players 39 headphones two days after the song's release in the game with the message "We know! 'BTS Cypher 4 [SUGA]' is hard as hell! It's crazy! We see SOOOOOOOOOOO many users feel terrible pain to clear this song!"

Added: 616

Changed: 291

Is there an issue? Send a MessageReason:
None


* Guitar Hero emulator Clone Hero has pretty much made anyone capable of making this kind of level, but the one most infamous is [[https://www.youtube.com/watch?v=pVnWsRHJRf4& Soulless 4]]. How hard is it? It was released in 2015 and STILL HASN'T BEEN BEATEN.

to:

* Guitar Hero emulator Clone Hero has pretty much made anyone capable of making this kind of level, but the one most infamous is [[https://www.youtube.com/watch?v=pVnWsRHJRf4& Soulless 4]]. How hard is it? It was released in 2015 and STILL HASN'T BEEN BEATEN.it was only Full Comboed for the first time in January 2019!



* The US version of ''VideoGame/DonkeyKonga 2'' has "[[https://www.youtube.com/watch?v=sUYu5vvGFK0 Pieces]]" by Hoobastank, which featured a huge departure in handling claps. It gained infamy in ''Website/DKVine''[='=]s "The Slush Fun'd" due to Slush getting stuck on the song for nine months (during which he slowly lost his drive to actually play the game) until finally moving on to completing the rest of the songs before returning to "Pieces".

to:

* The US version of ''VideoGame/DonkeyKonga 2'' has "[[https://www.youtube.com/watch?v=sUYu5vvGFK0 Pieces]]" by Hoobastank, which featured a huge departure in handling claps. It gained infamy in ''Website/DKVine''[='=]s "The Slush Fun'd" due to Slush getting stuck on the song for nine months (during which he slowly lost his drive to actually play the game) until finally moving on to completing the rest of the songs before returning to "Pieces". The European and Japanese versions include the classical "William Tell Overture", with the first half of the song with constant relentless triple drum rolls that eventually slows down for the last hundred notes.
** The European version has one song harder: "Mansize Rooster" has the highest note count for any song in the Donkey Konga series at just over 450 notes, and after a slow intro it starts to get insane, with 5 drum barrages at a faster speed than the William Tell triple rolls. It stays the same for the rest of the song, but the second chorus contains a 13-note yellow note drum roll (and if you're using a controller, expect to lose your combo if you're using the joystick) before finally slowing down for the outro. Passing this song on Gorilla difficulty is considered one of the biggest achievements in the game.
Is there an issue? Send a MessageReason:


* If you thought any of the above stages was hard, try some of the beatmaps in the freeware PC game based on the series, ''VideoGame/{{osu}}!''. You've got some of the Insane/Expert beatmaps that users have made. To play in an advanced level, the time you take to move the cursor from one corner of the screen to the other shouldn't be more than about 200 milliseconds, and you should have total control of it to play on the beat. Also, some maps require aiming complex patterns rather quickly (for example, a 5-point star that covers the whole screen, with each circle about 125ms apart from each other; and then doing the same star but backwards and at an angle) . Also, maps where you have to press about 800 circles per minute are rather common, with some maps with 20-second parts that require pressing about 18.67 times per second. Needless to say, the only people who even have a chance of beating these types of levels are those with special (and usually [[CrackIsCheaper extremely pricy]]) equipment, which is exactly why ''osu!'' is not for everyone.

to:

* If you thought any of the above stages was hard, try some of the beatmaps in the freeware PC game based on the series, ''VideoGame/{{osu}}!''. You've got some of the Insane/Expert beatmaps that users have made. To play in an advanced level, the time you take to move the cursor from one corner of the screen to the other shouldn't be more than about 200 milliseconds, and you should have total control of it to play on the beat. Also, some maps require aiming complex patterns rather quickly (for example, a 5-point star that covers the whole screen, with each circle about 125ms apart from each other; and then doing the same star but backwards and at an angle) . Also, maps where you have to press about 800 circles per minute are rather common, with some maps with 20-second parts that require pressing about 18.67 times per second. Needless to say, the only people who even have a chance of beating these types of levels are those with special (and usually [[CrackIsCheaper extremely pricy]]) pricy) equipment, which is exactly why ''osu!'' is not for everyone.
Is there an issue? Send a MessageReason:
None


* "Shrimp Shuffle"'s tight timing and nasty pauses in the rhythm (1,2,3! 3,2.....1!) can prove irritating, especially since the game counts it out for you. And the 2 offbeat patterns in the game trip up even veterans of the series.

to:

* "Shrimp Shuffle"'s tight timing and nasty pauses in the rhythm (1,2,3! 3,2.....(1, 2, 3! 3, 2.....1!) can prove irritating, especially since the game counts it out for you. And the 2 offbeat patterns in the game trip up even veterans of the series.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Guitar Hero emulator Clone Hero has pretty much made anyone capable of making this kind of level, but the one most infamous is [[https://www.youtube.com/watch?v=pVnWsRHJRf4& Soulless 4]]. How hard is it? It was released in 2015 and STILL HASN'T BEEN BEATEN.

Changed: 1804

Removed: 1807

Is there an issue? Send a MessageReason:
None


* "[[Music/{{Slipknot}} Before I Forget]]" is considered one of the most annoying, as most of its difficulty comes from the chorus, a mess of three-note chords that probably shouldn't have been charted like that, making a large number of fans accuse it of FakeDifficulty.
** On real guitar, the chorus is by far the easiest part as the song is played in a Drop Tuning, meaning that those three note chords are actually played with just one finger and therefore are just as easy as single notes. However, the pre-chorus had pinch harmonics, a technique that is very difficult and can't be simulated on a Guitar Hero controller, so the chorus kinda makes up for it.
** ''Guitar Hero 2'' had similar songs, like "Freya," which was a repetitive hand-cramping chordfest, or "Psychobilly Freakout," which was very quick and random and could confuse the heck out of inexperienced players (or even veteran ones). And let's not even talk about "[[Music/{{Megadeth}} Hangar 18]]"...
** "Before I Forget" is charted considerably differently in ''Rock Band 3'' so this is definitely an example of Neversoft jerking the player around.

to:

* "[[Music/{{Slipknot}} Before I Forget]]" is considered one of the most annoying, as most annoying due to a large amount of its difficulty comes from FakeDifficulty that doesn't properly represent how the chorus, song is actually played on a real guitar. The chorus is a mess of three-note chords that probably shouldn't have been charted like that, making a large number of fans accuse it of FakeDifficulty.
** On real guitar,
but the chorus highlight is by far the easiest part as bridge, which is a long series of green + yellow, red + blue, and yellow + orange chords that can quickly cause severe hand cramps. Notably, the song is played also in a Drop Tuning, meaning that those three note ''Rock Band 3'' where the chart is vastly different, using single notes and two-note chords are actually played with just one finger for the chorus, and therefore are just as easy as single notes. However, notes in the pre-chorus had pinch harmonics, a technique that is very difficult and can't be simulated on a Guitar Hero controller, so the chorus kinda makes up for it.
**
bridge, making it much less physically painful to play.
*
''Guitar Hero 2'' had similar songs, like "Freya," which was a repetitive hand-cramping chordfest, or "Psychobilly Freakout," which was very quick and random and could confuse the heck out of inexperienced players (or even veteran ones). And let's not even talk about "[[Music/{{Megadeth}} Hangar 18]]"...
** "Before I Forget" is charted considerably differently in ''Rock Band 3'' so this is definitely an example of Neversoft jerking the player around.
18]]"...



** You'll notice the original ''Guitar Hero'' has no mention yet. It's because people are still trying to forget "[[Music/QueensOfTheStoneAge No One Knows]]" and "[[Music/{{Pantera}} Cowboys From Hell]]".
*** And "[[Music/{{Megadeth}} Symphony of Destruction]]". Yeah, thank you for tossing us our first solo with an impossibly bad HO/PO system, Harmonix. THANK YOU!
*** For the record, "No One Knows" was so difficult because of an odd triplet rhythm combined with some very awkward chords, just before a solo. Usually not a problem with the assistance of star power, but due to it happening two or three times, it took constant repetition.

to:

** %%* You'll notice the original ''Guitar Hero'' has no mention yet. It's because people are still trying to forget "[[Music/QueensOfTheStoneAge No One Knows]]" and "[[Music/{{Pantera}} Cowboys From Hell]]".
*** %%*** And "[[Music/{{Megadeth}} Symphony of Destruction]]". Yeah, thank you for tossing us our first solo with an impossibly bad HO/PO system, Harmonix. THANK YOU!
*** For the record, * "No One Knows" was so difficult because of has an odd triplet rhythm combined with some very awkward chords, just before a solo. Usually not a problem with the assistance of star power, but due to it happening two or three times, it took constant repetition.



** "[[Music/{{JoeSatriani}} Satch Boogie]]," anyone?

to:

** * "[[Music/{{JoeSatriani}} Satch Boogie]]," anyone? Boogie]]" is the final song ''World Tour'', and for a good reason. The song is loaded with crazy guitar solos that zig-zag all over the place, including a very fast set of trills that require good tapping skills to hit.



** "Dyer's Eve" on bass also deserves special mention. While this song does give the guitarist short breaks in the verses, the bass line never lets up from its insanely fast pace, and the verses all have different rhythms with an abundance of open notes, constantly switching things up and keeping you on your toes. This song is a true testament to Jason Newsted's wasted talent on the "...And Justice For All" album, and your strumming arm will hurt at the end of it all if you manage to survive.

to:

** * "Dyer's Eve" on bass also deserves special mention. While this song does give the guitarist short breaks in the verses, the bass line never lets up from its insanely fast pace, and the verses all have different rhythms with an abundance of open notes, constantly switching things up and keeping you on your toes. This song is a true testament to Jason Newsted's wasted talent on the "...And Justice For All" album, and your strumming arm will hurt at the end of it all if you manage to survive.



** Speaking of Music/{{Megadeth}} and ''Warriors of Rock'', "This Day We Fight!" is also ridiculous on guitar with insane solos all over the place and a main riff that will cause all but the best players to fail on their first try.
** "[[Music/{{DragonForce}} Fury of the Storm]]": Think of it as "Through the Fire and Flames" turned UpToEleven. If you can beat this song, then you can surely beat anything else in the entire series.
** "[[Music/ChildrenOfBodom If You Want Peace... Prepare for War]]" isn't too bad on guitar. That is, if you survive the insanely fast HO/PO runs that are thrown at you during the first 20 seconds of the song.
*** "Speeding" also has a ridiculously fast intro. At least in the intro to this song, the notes can be tapped.
** "Black Widow of [=LaPorte=]" can easily be summed up as seven and a half minutes of nonstop shredding. It's so hard that you even get an achievement for beating the song on expert, which is appropriately called "Hand Mutilator".

to:

** * Speaking of Music/{{Megadeth}} and ''Warriors of Rock'', "This Day We Fight!" is also ridiculous on guitar with insane solos all over the place and a main riff that will cause all but the best players to fail on their first try.
** * "[[Music/{{DragonForce}} Fury of the Storm]]": Think of it as "Through the Fire and Flames" turned UpToEleven. If you can beat this song, then you can surely beat anything else in the entire series.
** * "[[Music/ChildrenOfBodom If You Want Peace... Prepare for War]]" isn't too bad on guitar. That is, if you survive the insanely fast HO/PO runs that are thrown at you during the first 20 seconds of the song.
*** * "Speeding" also has a ridiculously fast intro. At least in the intro to this song, the notes can be tapped.
** * "Black Widow of [=LaPorte=]" can easily be summed up as seven and a half minutes of nonstop shredding. It's so hard that you even get an achievement for beating the song on expert, which is appropriately called "Hand Mutilator".



** There's no real challenge on bass, it's just the same note [[DepartmentOfRedundancyDepartment over and over and over]] keeping your finger on the green fret till it goes numb.
** On drums, you get the most boring beat ever, for a LONG TIME. But, more importantly, we must remember the true scrappy song. The one, the only, [[Music/{{Abnormality}} "Visions."]] Which is widely hated by most people, you'd be hard-pressed to find someone who actually likes it.
** The Live rendition of "Let There Be Rock" on the AC/DC track pack is worse: it's much the same as its on-disc version, except it goes much faster (meaning that "boring beat" will now kill your main arm... and it'll still be boring) and it goes for over 8 minutes (not including a 1 1/2-minute Big Rock Ending).



* There's actually a SubduedSection long enough on "Jailbreak" for the guitarist to take a little bathroom break, with enough time left to wash his hands.
* "Green Grass And High Tides" by the Outlaws, from the first ''Rock Band''. Oh, a 10 minute long songs. Only it doesn't even get hard until the second solo where it gets ridiculous. And the drums throughout the second solo is one horrible repeated beat. And the vocals stop once it hits the second solo.
* "[[Music/{{L7}} Pretend We're Dead]]" on Vocals. The end of the song is simply singing 'Dead' in the same tone, 3-5 seconds long, a total of 16 times. Not hard, but more than once you ask yourself "Will this song END already?"
* "[[Music/TalkingHeads Psycho Killer]]," too. "Fuh-fuh-fuh-FAH fuh-fuh-fuh-fuh-fuh-FAAH-fuuh"
** "Psycho Killer" is also incredibly boring on drums. Really easy, but incredibly boring.
* And "[[Music/FaithNoMore Epic.]]" What is it, indeed.

to:

* There's actually a SubduedSection long enough on "Jailbreak" for ** On drums, the guitarist to take song has a little bathroom break, with enough time left to wash his hands.
simple drum beat that's boring, but easy enough. The live version from the AC/DC Track Pack, however, is much faster on top of the song being longer, meaning that not only is it boring, it'll kill your arm.
* "Green Grass And High Tides" by the Outlaws, from the first ''Rock Band''. Oh, a 10 minute long songs. Only it doesn't even get hard until the second solo where it gets ridiculous. And the drums throughout the second solo is one horrible repeated beat. And the vocals stop once it hits the second solo.\n* "[[Music/{{L7}} Pretend We're Dead]]" on Vocals. The end of the song is simply singing 'Dead' in the same tone, 3-5 seconds long, a total of 16 times. Not hard, but more than once you ask yourself "Will this song END already?"\n* "[[Music/TalkingHeads Psycho Killer]]," too. "Fuh-fuh-fuh-FAH fuh-fuh-fuh-fuh-fuh-FAAH-fuuh"\n** "Psycho Killer" is also incredibly boring on drums. Really easy, but incredibly boring.\n* And "[[Music/FaithNoMore Epic.]]" What is it, indeed.



* Inverted in "[[Music/RageAgainstTheMachine Testify]]". The song is a Tier 5 for vocals, but has zero pitches.



** There's also "Dead Black (Heart of Ice)", which is slow and easy for the first two minutes until, out of nowhere, it throws fast blasts at you which can drain your health bar instantly if you're not prepared. It's even worse about four minutes in, when you go from dead silence directly into a long blast section ''at a new tempo''... and if you ever lose the beat, it's back to four minutes of boringness to try again.

to:

** There's also * "Dead Black (Heart of Ice)", which Ice)" is slow and easy for the first two minutes until, out of nowhere, it throws fast blasts at you which can drain your health bar instantly if you're not prepared. It's even worse about four minutes in, when you go from dead silence directly into a long blast section ''at a new tempo''... and if you ever lose the beat, it's back to four minutes of boringness to try again.

Top