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YMMV / Hammer Brother

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  • Difficulty Spike: This game rapidly ranks up the difficulty to unfair levels. A notable example would be in Demo 3 where a remake of Super Mario Frustration's first level called "Frustration Redo" is literally the third level in the game (not counting the Yellow Switch Palace)! At least you can preform a skip on it. How to do it?  Fortunately and unfortunately, it got removed as the third level from NES Final Version and replaced as the Red Switch Palace called "Rage Interlude" and the skip is impossible to preform. Plus, you have to press the switch if you want to play the final level.
    • In Infinity Road, you have to jump on a Koopa (reskinned as a Mettaur) and preform a shell jump, as you can't get past it otherwise. It's also placed at the very beginning of the level in the second screen, so you have to do it if you want to try to complete it.
  • Obvious Beta: While the Final Version and its English translation have some improvements, it's still unfinished, and it shows.
    • In Demo 3, this extended to the point of some levels being impossible to clear as they didn't even have a way to end the level! Thankfully most of these instances were fixed in NES Final Version.
    • In Demo 3 and the Overworld demo, beating Sandstorm Rage revealed an unchanged boss clear message from the vanilla Super Mario World.
    • In all three versions, the path transition graphics on the overworld glitch up as Henrique forgot to uninstall the Title Screen ASM.
    • In all three versions, Metal Man, the boss of the second world, is completely unbeatable unless you cheat the game or modify it.
  • Porting Disaster: A music-specific example; a lot of the music was basically taken from other peoples' ports, but the maker did try porting some songs himself. The results...aren't pretty, to say the least.
  • Special Effect Failure: A lot of the game has this, especially the levels "inspired" off of Brutal Mario which used ASM to create amazing effects, something that this game lacks.
    • The first notable appearance of this trope in the game would likely be the Mana Beast in Infinity Road. On top of appearing right out of nowhere, it's not really doing anything physically, instead being stuck as an invisble Mouser tries to lob out bombs at you but occasionally, those thrown bombs deflect right back into where it is, so it hurts itself. On top of that, sometimes Mouser will just jump right out of the image of the boss, pretty much breaking the battle. Heck, you don't even need to do that as if you touch the bottom side of its left foot, you're instantly teleported to the next section of the level. Later after that, it tries to attack you again with fire projectiles but they're just Fireballs and Firebars placed at random on it, also appearing randomly in the level.
  • That One Level:
    • Pretty much any level using the Rocket Barrel can qualify due to how hard it is to control and how fast you have to react to dodge blocks and other incoming enemies.
    • Entrance to Sorrow is a very long Kaizo level with no midpoints and awful music to boot.

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