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Bonus Boss is a disambiguation


** The BonusBoss song "Spaztik" in ''Amplitude'' is one of these, being the only song in the game incorporating [=32nd=] notes, mainly in its drum tracks, as well as a relatively slow BPM compared to the rest of the song list.

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** The BonusBoss bonus song "Spaztik" in ''Amplitude'' is one of these, being the only song in the game incorporating [=32nd=] notes, mainly in its drum tracks, as well as a relatively slow BPM compared to the rest of the song list.

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* ThatOneLevel: ''[[NightmareFuel This is the End of Your World]]''. It most certainly is. Actually, several of the levels can qualify.

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* ThatOneLevel: ThatOneLevel:
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''[[NightmareFuel This is the End of Your World]]''. It most certainly is. Actually, several of the levels can qualify.




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** The BonusBoss song "Spaztik" in ''Amplitude'' is one of these, being the only song in the game incorporating [=32nd=] notes, mainly in its drum tracks, as well as a relatively slow BPM compared to the rest of the song list.
* UnintentionalPeriodPiece: The [=PS2=] ''Amplitude'' is one of these, featuring (and heavily advertising) several pop and rock musical acts that were either popular or on the rise when the game came out in 2003, such as Music/{{Garbage}}, Music/{{Weezer}}, Music/{{Pink}}, Music/{{PapaRoach}}, and Music/Blink182. This makes it stand out from ''[=FreQuency=]'' (whose most mainstream acts are Music/TheCrystalMethod and Music/{{BT}}) and ''Amplitude'' 2016 (which is mostly comprised of in-house and indie electronica).
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* ScrappyMechanic: In ''Frequency'', the tube design allowed you to loop around to a track you needed to hit rather efficiently and see it coming. In the original ''Amplitude'', however, the tracks all being laid out horizontally means it was all too easy to do something like fill out the drum section first, work all the way to the opposite end of the tracks- and then miss 100% track completion because by the time the drums came back, you had no plausible method to get all the way back over and hit the notes in time. Perhaps unsurprisingly, the 2016 game returned to the tube design in single-player ''and'' auto-skipped over completed tracks as a result.

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* ScrappyMechanic: In ''Frequency'', the tube design allowed you to loop around to a track you needed to hit rather efficiently and see it coming. In the original ''Amplitude'', however, the tracks all being laid out horizontally means it was all too easy to do something like fill out the drum section first, work all the way to the opposite end of the tracks- and then miss 100% track completion because by the time the drums came back, you had no plausible method to get all the way back over and hit the notes in time. Perhaps unsurprisingly, the 2016 game returned to the tube design in single-player single-player, has a wraparound function to the opposite end of the tracks in multiplayer, ''and'' auto-skipped over completed tracks as a result.
Is there an issue? Send a MessageReason:
None


* ScrappyMechanic: In ''Frequency'', the tube design allowed you to loop around to a track you needed to hit rather efficiently and see it coming. In the original ''Amplitude'', however, the tracks all being laid out horizontally means it was all too easy to do something like fill out the drum section first, work all the way to the opposite end of the tracks- and then miss 100% track completion because by the time the drums came back, you had no plausible method to get all the way back over and hit the notes in time. Perhaps unsurprisingly, the 2016 game returned to the tube design ''and'' auto-skipped over completed tracks as a result.

to:

* ScrappyMechanic: In ''Frequency'', the tube design allowed you to loop around to a track you needed to hit rather efficiently and see it coming. In the original ''Amplitude'', however, the tracks all being laid out horizontally means it was all too easy to do something like fill out the drum section first, work all the way to the opposite end of the tracks- and then miss 100% track completion because by the time the drums came back, you had no plausible method to get all the way back over and hit the notes in time. Perhaps unsurprisingly, the 2016 game returned to the tube design in single-player ''and'' auto-skipped over completed tracks as a result.
Is there an issue? Send a MessageReason:
None


* ScrappyMechanic: In ''Frequency'', the tube design allowed you to loop around to a track you needed to hit rather efficiently and see it coming. In the original ''Amplitude'', however, the tracks all being laid out horizontally means it was all too easy to do something like fill out the drum section first, work all the way to the opposite end of the tracks- and then miss 100% track completion because by the time the drums came back, you had no plausible method to get all the way back over and hit the notes in time. Perhaps unsurprisingly, the 2016 game returned to the tube design as a result.

to:

* ScrappyMechanic: In ''Frequency'', the tube design allowed you to loop around to a track you needed to hit rather efficiently and see it coming. In the original ''Amplitude'', however, the tracks all being laid out horizontally means it was all too easy to do something like fill out the drum section first, work all the way to the opposite end of the tracks- and then miss 100% track completion because by the time the drums came back, you had no plausible method to get all the way back over and hit the notes in time. Perhaps unsurprisingly, the 2016 game returned to the tube design ''and'' auto-skipped over completed tracks as a result.
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* ScrappyMechanic: In ''Frequency'', the tube design allowed you to loop around to a track you needed to hit rather efficiently and see it coming. In the original ''Amplitude'', however, the tracks all being laid out horizontally means it was all too easy to do something like fill out the drum section first, work all the way to the opposite end of the tracks- and then miss 100% track completion because by the time the drums came back, you had no plausible method to get all the way back over and hit the notes in time. Perhaps unsurprisingly, the 2016 game returned to the tube design as a result.
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* SugarWiki/AwesomeMusic: Bonus song ''Luge Crash'' qualifies.
* CultClassic: Mostly due to low sales and a unique song library.
* ThatOneLevel: ''[[NightmareFuel This is the End of Your World]]''. It most certainly is. Actually, several of the levels can qualify.
** In Amplitude: [[Music/PapaRoach "M-80"]] and [[Music/{{Slipknot}} "I Am Hated"]], for their incredibly fast strings of repeated notes, and [[Music/HerbieHancock Rockit (2.002 Remix)]] and Out The Box for their incredibly complex patterns, depending on which portion of the game you're better at.

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