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** ''Nukesweeper'' and ''Nukesweeper Revisited'' full stop. They are based off the infamously challenging ''VideoGame/{{Minesweeper}}'', and roughly follow the same rules. What makes these two iterations particularly frustrating though, is that because of the camera angle in this game you can't see the entire board at once, so you will constantly have to move around the field several times to make absolutely sure the square you're about to roll in is safe. If you've never played Minesweeper though, these levels are just massive TrialAndErrorGameplay stages.

to:

** ''Nukesweeper'' and ''Nukesweeper Revisited'' full stop. They are based off the infamously challenging ''VideoGame/{{Minesweeper}}'', and roughly follow minus the same rules. What makes these two iterations particularly frustrating though, is that because of the camera angle in this game you can't see the entire board at once, actual puzzle-solving elements, so you will constantly have to move around the field several times to make absolutely sure the square you're about to roll in is safe. If you've never played Minesweeper though, these levels are they just come off as massive TrialAndErrorGameplay stages.
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** ''Catwalk'' is a confusing maze made out of nothing but super thin, tightrope platforms. If you tip over the ledge even once then it's back to the last checkpoint, [[CheckpointStarvation]] or even just back to the beginning of the level.

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** ''Catwalk'' is a confusing maze made out of nothing but super thin, tightrope platforms. If you tip over the ledge even once then it's back to the last checkpoint, [[CheckpointStarvation]] [[CheckpointStarvation or even just back to the beginning of the level.]]
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Added example(s)


** ''Nukesweeper'' and ''Nukesweeper Revisited'' full stop. They are based off the infamously challenging ''VideoGame/{{Minesweeper}}'', and roughly follow the same rules. What makes these two iterations particularly frustrating though, is that because of the camera angle in this game you can't see the entire board at once, so you will constantly have to move around the field several times to make absolutely sure the square you're about to roll in is safe. If you've never played Minesweeper though, these levels are just massive TrialAndErrorGameplay stages.

to:

** ''Nukesweeper'' and ''Nukesweeper Revisited'' full stop. They are based off the infamously challenging ''VideoGame/{{Minesweeper}}'', and roughly follow the same rules. What makes these two iterations particularly frustrating though, is that because of the camera angle in this game you can't see the entire board at once, so you will constantly have to move around the field several times to make absolutely sure the square you're about to roll in is safe. If you've never played Minesweeper though, these levels are just massive TrialAndErrorGameplay stages.stages.
** ''Catwalk'' is a confusing maze made out of nothing but super thin, tightrope platforms. If you tip over the ledge even once then it's back to the last checkpoint, [[CheckpointStarvation]] or even just back to the beginning of the level.
** ''Space Station'' is easily one of the most confusing levels in the game, despite it also having one of the most unique level themes in the entire game. In addition to having very complicated platforming segments there's very little conveyance of what direction the player should be going in, and it's next to impossible to go back to where you just were.
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Spelling/grammar fix(es)


** Many engine quirks that would be optionally utilized in [=MarbleBlast Gold=] for speedrunning are often ''mandatory'' gimmicks in Platinum, making several levels a lot more frustrating as a result.
** Nukes. [[ExactlyWhatItSaysOnTheTin No. Really.]] They are jacked up versions of the mine hazards from the original [=MarbleBlast=]. Unlike the mines, which cause a small explosion and minor knockback when contacted with, touching a nuke will often send your marble flying off so far that you'll think it'll hit the skybox. What makes these particularly annoying is that they're used quite frequently in levels with tight spaces with not a lot of flexibility to move around in, to the point that so much as brushing up against one of them will ultimately cause you to fall out of bounds.

to:

** Many engine and platforming quirks that would be optionally utilized in [=MarbleBlast Gold=] for speedrunning are often ''mandatory'' gimmicks in Platinum, making several levels a lot more frustrating as a result.
** Nukes. [[ExactlyWhatItSaysOnTheTin No. Really.]] They are jacked up versions of the mine hazards from the original [=MarbleBlast=]. Unlike the mines, which cause a small explosion and minor knockback when contacted with, with (and often you'll be able to survive if you hit one by accident), touching a nuke will often send your marble flying off so far that you'll think it'll hit into the skybox. skybox, with zero chance of being able to recover. What makes these particularly especially annoying is that they're used quite frequently in levels with tight spaces with and not a lot of flexibility to move around in, to the point that so much as brushing up against one of them will ultimately cause you to fall out of bounds.



** ''Nukesweeper'' and ''Nukesweeper Revisited'' full stop. They are based off the infamously challenging ''VideoGame/{{Minesweeper}}'', and roughly follow the same rules. What makes these two iterations particularly frustrating though, is that because of the camera angle in this game you can't see the entire board, so you will constantly have to move around the field several times to make absolutely sure the square you're about to roll in is safe. If you've never played Minesweeper though, these levels are just massive TrialAndErrorGameplay stages.

to:

** ''Nukesweeper'' and ''Nukesweeper Revisited'' full stop. They are based off the infamously challenging ''VideoGame/{{Minesweeper}}'', and roughly follow the same rules. What makes these two iterations particularly frustrating though, is that because of the camera angle in this game you can't see the entire board, board at once, so you will constantly have to move around the field several times to make absolutely sure the square you're about to roll in is safe. If you've never played Minesweeper though, these levels are just massive TrialAndErrorGameplay stages.
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Spelling/grammar fix(es)


* DifficultySpike: Happens distressingly early on, to the point that the latter half of the Beginner levels can catch uninitiated players off guard at first.

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* DifficultySpike: Happens distressingly early on, to the point that even the latter half of the Beginner levels can catch uninitiated players off guard at first.

Added: 1139

Changed: 4

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Added example(s)


* NarmCharm: The announcer, due to his noticeable accent and poor microphone quality. However the manner in which he speaks, especially for the "3, 2, 1" countdown, is so oddly calming you can't help but enjoy hearing it.



** Chavron Platforms are a new type of terrain introduced in Platinum. Rolling on top of them causes your marble to roll away at rapid speeds in seemingly random directions. It's often criticized by players for being a huge form of artificial difficulty.

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** Chavron Platforms Chevron platforms are a new type of terrain introduced in Platinum. Rolling on top of them causes your marble to roll away at rapid speeds in seemingly random directions. It's often criticized by players for being a huge form of artificial difficulty.difficulty.
* ThatOneLevel:
** ''Random Mayhem'' is a giant stadium shaped map that's full of nothing but chevron platforms. Although there are thankfully plenty of checkpoints to save your progress in between each gem grab, it is nothing but a giant headache to try and get your marble to go in the direction you want AND keep it from careening off the edge and into the pit.
** ''Nukesweeper'' and ''Nukesweeper Revisited'' full stop. They are based off the infamously challenging ''VideoGame/{{Minesweeper}}'', and roughly follow the same rules. What makes these two iterations particularly frustrating though, is that because of the camera angle in this game you can't see the entire board, so you will constantly have to move around the field several times to make absolutely sure the square you're about to roll in is safe. If you've never played Minesweeper though, these levels are just massive TrialAndErrorGameplay stages.

Added: 243

Changed: 139

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Added example(s), moved Nintendo Hard out of the main page to here.


* DifficultySpike: Platinum was built to be a much more challenging game than Gold ever could be, to the point that even the latter Beginner levels can prove challenging at first to uninitiated players.

to:

* DifficultySpike: Happens distressingly early on, to the point that the latter half of the Beginner levels can catch uninitiated players off guard at first.
* NintendoHard:
Platinum was built to be a much more challenging game than Gold [=MarbleBlast Gold=] ever could be, to the point that even the latter Beginner be. For example, many levels can prove challenging at first to uninitiated players.in the Intermediate level group in Platinum are roughly the same difficulty as the Advanced levels in Gold.
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Added example(s), some moved from the Marble Blast Gold page.

Added DiffLines:

* DifficultySpike: Platinum was built to be a much more challenging game than Gold ever could be, to the point that even the latter Beginner levels can prove challenging at first to uninitiated players.
* ScrappyMechanic:
** Many engine quirks that would be optionally utilized in [=MarbleBlast Gold=] for speedrunning are often ''mandatory'' gimmicks in Platinum, making several levels a lot more frustrating as a result.
** Nukes. [[ExactlyWhatItSaysOnTheTin No. Really.]] They are jacked up versions of the mine hazards from the original [=MarbleBlast=]. Unlike the mines, which cause a small explosion and minor knockback when contacted with, touching a nuke will often send your marble flying off so far that you'll think it'll hit the skybox. What makes these particularly annoying is that they're used quite frequently in levels with tight spaces with not a lot of flexibility to move around in, to the point that so much as brushing up against one of them will ultimately cause you to fall out of bounds.
** Chavron Platforms are a new type of terrain introduced in Platinum. Rolling on top of them causes your marble to roll away at rapid speeds in seemingly random directions. It's often criticized by players for being a huge form of artificial difficulty.

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