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Wick swap


* ''VideoGame/KidIcarus'': There's the Reapers and their Reapettes, the Mono-eyes and other flying enemies, and the jumping crabs, which are a major pain in stage 1-3.

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* ''VideoGame/KidIcarus'': ''VideoGame/KidIcarus1986'': There's the Reapers and their Reapettes, the Mono-eyes and other flying enemies, and the jumping crabs, which are a major pain in stage 1-3.
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* ''[[VideoGame/GoldenAxe Golden Axe Warrior]]'', a Zelda clone produced late in the life of the [[UsefulNotes/SegaMasterSystem Sega Master System]], had several enemies with flitting movement patterns that made them difficult to hit with a point weapon like the short sword you begin the game with, but the painfully short MercyInvincibility meant that they verged on DemonicSpiders territory from sheer repetition.

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* ''[[VideoGame/GoldenAxe Golden Axe Warrior]]'', a Zelda clone produced late in the life of the [[UsefulNotes/SegaMasterSystem [[Platform/SegaMasterSystem Sega Master System]], had several enemies with flitting movement patterns that made them difficult to hit with a point weapon like the short sword you begin the game with, but the painfully short MercyInvincibility meant that they verged on DemonicSpiders territory from sheer repetition.
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* ''VideoGame/{{Yakuza}}'' throws a random encounter at you almost every block. It wouldn't be so bad except they're hard to pick out in the game's massive crowds, they tend to approach you when you're right on top of them, and you don't usually have time to avoid them. If you're sharp, you do run notably faster than them, so getting away can be easy on occasion. ''Yakuza 2'' seems to have toned down the random attack rate.

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* ''VideoGame/{{Yakuza}}'' ''VideoGame/LikeADragon'' throws a random encounter at you almost every block. It In [[VideoGame/Yakuza1 the first game]], it wouldn't be so bad except they're hard to pick out in the game's massive crowds, they tend to approach you when you're right on top of them, and you don't usually have time to avoid them. If you're sharp, you do run notably faster than them, so getting away can be easy on occasion. ''Yakuza 2'' seems to have ''VideoGame/Yakuza2'' toned down the random attack rate.rate, but subsequent games like ''VideoGame/Yakuza3'' and ''[[VideoGame/Yakuza4 4]'' made it harder to spot the enemies, and they will always quickly run up to the player from a hard-to-spot area. Games following ''VideoGame/Yakuza0'' made enemies easier to spot and avoid.
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* A game referencing many {{tropes}} and classics itself by design, ''[[VideoGame/ScottPilgrim Scott Pilgrim vs. The World - The Game]]'' features hordes of flying bats that [[LedgeBats intentionally spawn when least convenient]]. This is most evident during tricky platforming sequences. Hilariously {{lampshade|Hanging}}d, as the bats are called G. D. Bats. At least blocking prevents them from pushing you off platforms but the [[Franchise/{{Castlevania}} Medusa Heads]] are even worse as they constantly spawn on your way to very small platforms.

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* A game referencing many {{tropes}} and classics itself by design, ''[[VideoGame/ScottPilgrim Scott Pilgrim vs. The World - The Game]]'' ''VideoGame/ScottPilgrimVsTheWorldTheGame'' features hordes of flying bats that [[LedgeBats intentionally spawn when least convenient]]. This is most evident during tricky platforming sequences. Hilariously {{lampshade|Hanging}}d, as the bats are called G. D. Bats. At least blocking prevents them from pushing you off platforms but the [[Franchise/{{Castlevania}} Medusa Heads]] are even worse as they constantly spawn on your way to very small platforms.
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* Most of the enemies in the original ''VideoGame/TeenageMutantNinjaTurtles'' are bats, and many of those are DemonicSpiders as well.
** To a lesser extent, the robotic Mousers in ''VideoGame/TeenageMutantNinjaTurtles 2''.

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* Most of the enemies in the original ''VideoGame/TeenageMutantNinjaTurtles'' ''VideoGame/TeenageMutantNinjaTurtles1989'' are bats, and many of those are DemonicSpiders as well.
** To a lesser extent, the robotic Mousers in ''VideoGame/TeenageMutantNinjaTurtles 2''.''VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame''.
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** Let's not forget surprise fish!

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** Let's not forget There is also surprise fish!fish found in the waterfall area that appears out of nowhere, often in platforming sections. Getting hit there can sent the player off the platform.
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** In a suitable ShoutOut to ''VideoGame/{{Castlevania}}'', La*Mulana ''also'' has a series of flying heads which move in a sine wave towards Lemeza while climbing the Tower of the Goddess. Oh yes. No matter what they may be called in the manual, they're Medusa Heads.

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** In a suitable ShoutOut to ''VideoGame/{{Castlevania}}'', ''Franchise/{{Castlevania}}'', La*Mulana ''also'' has a series of flying heads which move in a sine wave towards Lemeza while climbing the Tower of the Goddess. Oh yes. No matter what they may be called in the manual, they're Medusa Heads.
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Up To Eleven is being dewicked.


** Don't forget the '''Spiders'''. They're small and hard to hit, AND are fast; The giant ants are this DemonicSpiders UpToEleven.

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** Don't forget the '''Spiders'''. They're small and hard to hit, AND are fast; The giant ants are this DemonicSpiders UpToEleven.up to eleven.
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** The male sheargrubs. In ''VideoGame/Pikmin1'', these things are invulnerable while they eat your Pikmin. Due to this, they'll always kill at least one Pikmin, unless if you throw a Pikmin [[ImprobableAimingSkills directly on top of it]], or [[CherryTapping punch them to death]].

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** The male sheargrubs. In ''VideoGame/Pikmin1'', ''VideoGame/Pikmin2001'', these things are invulnerable while they eat your Pikmin. Due to this, they'll always kill at least one Pikmin, unless if you throw a Pikmin [[ImprobableAimingSkills directly on top of it]], or [[CherryTapping punch them to death]].
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* ''[[VideoGame/LegoAdaptationGame Lego Star Wars II: The Original Trilogy:: Episode V: The Empire Strikes Back]]'': Chapter 4: Dagobah -- the only stage to have Lego bats. And they are very annoying. Luke can kill them somewhat easily at the start of the stage with a blaster, but midway through the stage he starts his Jedi Training, and for some reason it's really darned hard to kill bats with a lightsaber.

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* ''[[VideoGame/LegoAdaptationGame Lego Star Wars ''VideoGame/LegoStarWars II: The Original Trilogy:: Trilogy'': Episode V: The Empire Strikes Back]]'': Back: Chapter 4: Dagobah -- the only stage to have Lego bats. And they bats, which are very '''''very''''' annoying. Luke can kill them somewhat easily at the start of the stage with a blaster, but midway through the stage he starts his Jedi Training, and for some reason it's really darned hard to kill bats with a lightsaber.
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* ''Rastan'' has some levels with Goddamned Bats that are hard to hit, suck out your life, and throw off the timing to the rope swing challenges. Very, very annoying.

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* ''Rastan'' ''VideoGame/{{Rastan}}'' has some levels with Goddamned Bats that are hard to hit, suck out your life, and throw off the timing to the rope swing challenges. Very, very annoying.
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* ''VideoGame/GodsEaterBurst'' has a few enemies that might qualify, but among the most widespread are the Zygotes, floating enemies that aren't particularly difficult to kill by mid-game, but often appear alongside stronger enemies and like to inflict status effects or generally distract you from the main threats.

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* ''VideoGame/GodsEaterBurst'' ''VideoGame/GodEater'' has a few enemies that might qualify, but among the most widespread are the Zygotes, floating enemies that aren't particularly difficult to kill by mid-game, but often appear alongside stronger enemies and like to inflict status effects or generally distract you from the main threats.
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* VideoGame/DMCDevilMayCry, despite being considered easier than its predecessor games, have quite a few examples:

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* VideoGame/DMCDevilMayCry, ''VideoGame/DMCDevilMayCry'', despite being considered easier than its predecessor games, have quite a few examples:

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* The decidedly unpleasant Fallen enemies in ''VideoGame/DevilMayCry 3''. Not only do they have a (respawning) shield in the form of their wings, which you must break before actually dealing damage, a fair amount of health, and strong attacks with a variable-length short sword, they also can phase through walls and tend to stay in the air. Because the game rewards based on combo level, and your combo ability is limited in the air, this means that after going through all the trouble to kill them you receive almost no reward.
** In the same game, you have the Dullahans, which are floating armor invincible except for a certain move and an AchillesHeel on the back. Not only are they almost fast enough to keep up with Dante or Vergil trying to circle around them, they can also turn while under attack, an upward thrust attack makes the vertical route difficult and they usually appear in tight quarters. On higher difficulties they never die in one hit.
** There also are the Soul Eaters, which do not appear unless Dante or Vergil has his back to them. Their dash attacks carry them in and out of the camera's view. They also do not die in one hit. And if they hit you, they drain your [[LimitBreak Devil Trigger]]. The best way to fight them is to keep your back turned until they solidify, wait for them to move (which prevents them disappearing), and then turn around and gun them to pieces. Of course, on higher difficulties, they become especially annoying... Especially on [[HarderThanHard Dante Must Die]], where they activate their [[SuperMode Devil Trigger]] and gain annoying amounts of vitality.

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* ''VideoGame/DevilMayCry1'': The Plasma. They literally ''are'' bats, split into and spawn more of itself (restoring its HP to full), shoot light beams from their eyes in both horizontal and vertical paths, render Alastor ineffective, and in Dante Must Die mode, are seemingly put there to screw the player over (or force them to use Ifrit, whichever is worse).
* ''VideoGame/DevilMayCry3DantesAwakening'':
**
The decidedly unpleasant Fallen enemies in ''VideoGame/DevilMayCry 3''.Fallen. Not only do they have a (respawning) shield in the form of their wings, which you must break before actually dealing damage, a fair amount of health, and strong attacks with a variable-length short sword, they also can phase through walls and tend to stay in the air. Because the game rewards based on combo level, and your combo ability is limited in the air, this means that after going through all the trouble to kill them you receive almost no reward.
** In the same game, you have the The Dullahans, which are floating armor invincible except for a certain move and an AchillesHeel on the back. Not only are they almost fast enough to keep up with Dante or Vergil trying to circle around them, they can also turn while under attack, an upward thrust attack makes the vertical route difficult and they usually appear in tight quarters. On higher difficulties they never die in one hit.
** There also are the The Soul Eaters, which do not appear unless Dante or Vergil has his back to them. Their dash attacks carry them in and out of the camera's view. They also do not die in one hit. And if they hit you, they drain your [[LimitBreak Devil Trigger]]. The best way to fight them is to keep your back turned until they solidify, wait for them to move (which prevents them disappearing), and then turn around and gun them to pieces. Of course, on higher difficulties, they become especially annoying... Especially on [[HarderThanHard Dante Must Die]], where they activate their [[SuperMode Devil Trigger]] and gain annoying amounts of vitality.



** ''VideoGame/DevilMayCry 4'' brings us the Gladius demons, which [[VoluntaryShapeshifting transform]] between a sword and a reptile form, and both fly. They love striking you out of combos, and they never come alone.
*** [=DMC4=] also has the particularly annoying Chimera enemies. Alone, they're not a problem, but they have the ability to latch on to other enemies. They're still not particularly dangerous, but they increase the health of whatever enemy they latch onto, and they can attack ''while their host is flinching,'' which is hell on your style meter. They can graduate to DemonicSpiders when possessing tougher enemies, like Assaults.
*** Let's not forget the Mephistos. They're immune to conventional damage AND they can fly through walls and floors, making attacking them a royal pain in the ass. They can literally attack you FROM ANYWHERE. Then there's the Faust...
** The first Devil May Cry game presents this trope with the Plasma enemies. They literally ''are'' bats, split into and spawn more of itself (restoring its HP to full), shoot light beams from their eyes in both horizontal and vertical paths, render Alastor ineffective, and in Dante Must Die mode are seemingly put there to screw the player over (or force them to use Ifrit, whichever is worse).

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* ''VideoGame/DevilMayCry4'':
** ''VideoGame/DevilMayCry 4'' brings us the Gladius demons, The Gladius, which [[VoluntaryShapeshifting transform]] between a sword and a reptile form, and both fly. They love striking you out of combos, and they never come alone.
*** [=DMC4=] also has the particularly annoying Chimera enemies.** The Chimera. Alone, they're not a problem, but they have the ability to latch on to other enemies. They're still not particularly dangerous, but they increase the health of whatever enemy they latch onto, and they can attack ''while their host is flinching,'' which is hell on your style meter. They can graduate to DemonicSpiders when possessing tougher enemies, like Assaults.
*** Let's not forget the ** The Mephistos. They're immune to conventional damage AND they can fly through walls and floors, making attacking them a royal pain in the ass. They can literally attack you FROM ANYWHERE. Then there's the Faust...
** The first Devil May Cry game presents this trope with the Plasma enemies. They literally ''are'' bats, split into and spawn more of itself (restoring its HP to full), shoot light beams from their eyes in both horizontal and vertical paths, render Alastor ineffective, and in Dante Must Die mode are seemingly put there to screw the player over (or force them to use Ifrit, whichever is worse).
Faust...
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* ''VideoGame/LegacyOfKain: Soul Reaver'' has its own {{Goddamned Bat|s}} in the FIRST BOSS LEVEL. On your way to defeat Melchiah, you meet his brood that have the same "abilities" as he. What's that mean? Simple: they [[HealingFactor heal REALLY quickly]] from just about any wounds you inflict, and if they are killed, but the soul not taken? They come back just as quickly. Oh, and the best part? They can dig underground and pop out at the worst possible time, thus making them invicible while you try to dodge their attack (and they almost always hit). Doesn't help that lethal weapons are kinda hard to come by in that level....

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* ''VideoGame/LegacyOfKain: Soul Reaver'' ''VideoGame/LegacyOfKainSoulReaver'' has its own {{Goddamned Bat|s}} in the FIRST BOSS LEVEL. On your way to defeat Melchiah, you meet his brood that have the same "abilities" as he. What's that mean? Simple: they [[HealingFactor heal REALLY quickly]] from just about any wounds you inflict, and if they are killed, but the soul not taken? They come back just as quickly. Oh, and the best part? They can dig underground and pop out at the worst possible time, thus making them invicible while you try to dodge their attack (and they almost always hit). Doesn't help that lethal weapons are kinda hard to come by in that level....
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* Ghost mooks from ''VideoGame/MonsterHunterPC'', if they weren't DemonicSpiders for novice players, can also be considered this to more experienced hunters. While they're introduced fairly early into the game (The Graveyard, Level 7) and can be easily killed via HolyWater, however thanks to their {{Intangibility}} ghosts will often take shortcuts and sneak around corners, forcing hunters to waste their medallion's MercyInvincibility. They also have a tendency to get into the way of hunters while they're trying to take down higher-ranked monsters, e.g. attempting to stake an approaching vampire from a corner, trying to land two consecutive strikes to defeat a FrankensteinsMonster, aiming for a second scarab wand while being pursued by a powerful {{mummy}}, only for a random ghost to suddenly barge in and screw up whatever strategy they're planning. When entering a level containing ghosts ''and'' higher-ranked monsters, most hunters will scramble for some HolyWater to take out the ghosts, ''first'', before dealing with the other enemies.
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** In a suitable ShoutOut to ''VideoGame/{{Castlevania}}'', La*Mulana ''also'' has a series of flying heads which move in a sine wave towards Lemeza while climbing the Tower of the Goddess. Oh yes. No matter what they may be called in the manual, they're Medusa Heads.
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** The Pygmy Bulborbs in ''Pikmin 2,'' and their close cousins the Water Dumples. While they'll die fairly quickly (and a single WHOOMP from a Purple Pikmin will kill them), they occur in large numbers, and the likelihood that at least one of them will manage to munch a 'min is high. Unfortunately, they tend to serve as only a distraction for a much larger, [[DemonicSpiders more dangerous enemy...]]
** The male sheargrubs. In ''Pikmin 1'', these things are invulnerable while they eat your Pikmin. Due to this, they'll always kill at least one Pikmin, unless if you throw a Pikmin [[ImprobableAimingSkills directly on top of it]], or [[CherryTapping punch them to death]].
** Puckering Blinnows are a type of small, fish-like AquaticMook introduced in ''Pikmin 3''. They attack by darting into your group, grabbing a Pikmin, and darting off a fair ways away to eat it before coming back for another. Their blue-and-silver coloration makes them difficult to spot in the water, and this combined with their quick movements can make it a pain to keep track of them -- both to avoid them and to chase them down to rescue your Pikmin in the small window of time before they're eaten. They'll whittle your squad down Pikmin by Pikmin if you let them, and if you do manage to kill them their remains won't net you more than a measly two Pikmin seeds for your trouble.

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** ''VideoGame/Pikmin2'': The Pygmy Bulborbs in ''Pikmin 2,'' Bulborbs, and their close cousins the Water Dumples. While they'll die fairly quickly (and a single WHOOMP from a Purple Pikmin will kill them), they occur in large numbers, and the likelihood that at least one of them will manage to munch a 'min is high. Unfortunately, they tend to serve as only a distraction for a much larger, [[DemonicSpiders more dangerous enemy...]]
** The male sheargrubs. In ''Pikmin 1'', ''VideoGame/Pikmin1'', these things are invulnerable while they eat your Pikmin. Due to this, they'll always kill at least one Pikmin, unless if you throw a Pikmin [[ImprobableAimingSkills directly on top of it]], or [[CherryTapping punch them to death]].
** ''VideoGame/Pikmin3'': Puckering Blinnows are a type of small, fish-like AquaticMook introduced in ''Pikmin 3''. They that attack by darting into your group, grabbing a Pikmin, and darting off a fair ways away to eat it before coming back for another. Their blue-and-silver coloration makes them difficult to spot in the water, and this combined with their quick movements can make it a pain to keep track of them -- both to avoid them and to chase them down to rescue your Pikmin in the small window of time before they're eaten. They'll whittle your squad down Pikmin by Pikmin if you let them, and if you do manage to kill them their remains won't net you more than a measly two Pikmin seeds for your trouble.
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** All of the various "Elemental" enemies, those obnoxious little crystaline-looking assholes who fly around and take pot shots at you. They're small targets, move fast, have no clear movement pattern and instead just nyoom around at complete random, and can pass through walls or even skank off-screen entirely and fire at from a safe vantage point. Pretty much the only nice thing to be said about them is they provide the very useful resist element passive shards, but of course ''that'' means fighing them over and over and over until they decide to drop them...

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** All of the various "Elemental" enemies, those obnoxious little crystaline-looking assholes who fly around and take pot shots at you. They're small targets, move fast, have no clear movement pattern and instead just nyoom around at complete random, and can pass through walls or even skank off-screen entirely and fire at from a safe vantage point. Pretty much the only nice thing to be said about them is they provide the very useful resist element passive shards, but of course ''that'' means fighing them over and over and over until they decide to drop them...them...
* ''VideoGame/GenshinImpact'' has Cicins, basically batlike enemies with elemental BreathWeapon, appearing in groups or as summons of a Cicin Mage. Their small hitbox, high speed and erratic flight patterns make them annoying to fight in melee or by bow, and they have tendency to fly off to inaccessible places, high up in the air, or even ''[[SuperNotDrowningSkills underwater]]''. Thankfully the game has the [[AlwaysAccurateAttack Always Accurate]] magical attacks, and their [[FragileSpeedster health pool is rather meager]].
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Disambiguating; deleting and renaming wicks as appropriate


* The unlicensed Famicom game ''Thunder Warrior'' is riddled with bats, especially literal bats, as well as {{WallMaster}}s, exacerbated by BottomlessPits, slippery controls, and the hero's hard-to-aim projectile attack.

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* The unlicensed Famicom game ''Thunder Warrior'' is riddled with bats, especially literal bats, as well as {{WallMaster}}s, {{Ambushing Enem|y}}ies, exacerbated by BottomlessPits, slippery controls, and the hero's hard-to-aim projectile attack.
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* In ''VideoGame/GodzillaMonsterOfMonsters'' there are the wall-cannons that block your path and fire three missiles in the base-style levels. Their hit detection is notoriously buggy, and trying to hit them boils down to "blindly swinging at them until the game decides to register a hit". It seems like you need to either punch just below them or kick just above them, but even this doesn't work sometimes and, infamously, even a direct hit from Godzilla's beam can inflict no damage on these things whatsoever.

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* In ''VideoGame/GodzillaMonsterOfMonsters'' there are the wall-cannons that block your path and fire three missiles in the base-style levels. Their hit detection is notoriously buggy, and trying to hit them boils down to "blindly swinging at them until the game decides to register a hit". It seems like you need to either punch just below them or kick just above them, but even this doesn't work sometimes and, infamously, even a direct hit from Godzilla's beam can inflict no damage on these things whatsoever.whatsoever.
* ''VideoGame/BloodstainedRitualOfTheNight''
** Poison Toads, true to their name, are almost ''guaranteed'' to poison you even if you have a fully augmented Resist Poison shard active, are difficult to hit with melee attacks, and have a quick abrupt movement pattern where they suddenly leap at you like a bat out of hell. Pretty much the only thing that keeps them off the outright DemonicSpiders page is they ''can'' be taken out easily with specific weapons and shards, which instead only adds to their annoyance factor if you don't typically keep them active since you need to keep pausing and switching your loadout around.
** All of the various "Elemental" enemies, those obnoxious little crystaline-looking assholes who fly around and take pot shots at you. They're small targets, move fast, have no clear movement pattern and instead just nyoom around at complete random, and can pass through walls or even skank off-screen entirely and fire at from a safe vantage point. Pretty much the only nice thing to be said about them is they provide the very useful resist element passive shards, but of course ''that'' means fighing them over and over and over until they decide to drop them...
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* ''[[VideoGame/GoldenAxe Golden Axe Warrior]]'', a Zelda clone produced late in the life of the [[UsefulNotes/SegaMasterSystem Sega Master System]], had several enemies with flitting movement patterns that made them difficult to hit with a point weapon like the short sword you begin the game with, but the painfully short MercyInvincibility meant that they verged on DemonicSpiders territory from sheer repetition.
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** While they only appeared in the last level of the first game, and sparsely in Tides of Darkness, Vortex.

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** While they only appeared in the last level of the first game, and sparsely in Tides Sea of Darkness, Vortex.Vortex drones.
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* ''VideoGame/LaMulana'' has a disgusting variety of enemies which fly or jump around erratically, and often through walls as well. The bats (two varieties, in fact; one of which moves faster and is more annoying) are especially noteworthy because they fly around in a completely random pattern, with no warning as to where they're going to turn next, and fly through walls as if they aren't there (and are invisible in water); the remake makes you immune to them if you get the Scripture. And ''then'' there are the magical staff-wielding monkeys, the singing witches and the FrickinLaserBeams-spamming blue imps. All can flood the screen with wall-penetrating projectiles in a matter of moments, and the monkeys are invincible except when firing, while the witches and imps fly around randomly in a similar fashion to the bats.

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* ''VideoGame/LaMulana'' has a disgusting variety of enemies which fly or jump around erratically, and often through walls as well. The bats (two varieties, in fact; one of which moves faster and is more annoying) are especially noteworthy because they fly around in a completely random pattern, with no warning as to where they're going to turn next, and fly through walls as if they aren't there (and are invisible in water); the remake makes you immune to them if you get the Scripture. And ''then'' there are the magical staff-wielding monkeys, the singing witches and the FrickinLaserBeams-spamming [[EnergyWeapon Frickin' Laser Beams]]-spamming blue imps. All can flood the screen with wall-penetrating projectiles in a matter of moments, and the monkeys are invincible except when firing, while the witches and imps fly around randomly in a similar fashion to the bats.
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* ''VideoGame/DynastyWarriorsGundam'', being made by Creator/{{Koei}} as the above games, gives us rocket-equipped grunts. Woe to you if the computer assigns suits such as the Rick Dom, Rick Dias, or Ball to the enemy. In a game where enemies were often reluctant to wade into melee with you, the AI mooks' tendency to hold back and fire at you was merely an annoyance when beam rifles and machine guns were plinking off your armor, but rockets delivered knockback--even the most powerful [[AMechByAnyOtherName Mobile Suit]] was liable to be knocked down by a barrage of rocket shots. Being assigned these enemies as {{mooks}} could make entire armies into a horde of Goddamned Suits.

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* ''VideoGame/DynastyWarriorsGundam'', being made by Creator/{{Koei}} Creator/{{Koei|Tecmo}} as the above games, gives us rocket-equipped grunts. Woe to you if the computer assigns suits such as the Rick Dom, Rick Dias, or Ball to the enemy. In a game where enemies were often reluctant to wade into melee with you, the AI mooks' tendency to hold back and fire at you was merely an annoyance when beam rifles and machine guns were plinking off your armor, but rockets delivered knockback--even the most powerful [[AMechByAnyOtherName Mobile Suit]] was liable to be knocked down by a barrage of rocket shots. Being assigned these enemies as {{mooks}} could make entire armies into a horde of Goddamned Suits.
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Removal of duplicate example


* In ''VideoGame/GodzillaMonsterOfMonsters'' there are the wall-cannons that block your path and fire three missiles in the base-style levels. Their hit detection is notoriously buggy, and trying to hit them boils down to "blindly swinging at them until the game decides to register a hit". It seems like you need to either punch just below them or kick just above them, but even this doesn't work sometimes and, infamously, even a direct hit from Godzilla's beam can inflict no damage on these things whatsoever.
* ''VideoGame/BlossomTalesTheSleepingKing'': Several enemies, particularly zombies and living fireballs, fulfill this role perfectly. Despite their utterly ridiculous numbers, they die in one hit from any weapon, and they only pose a real threat if they can continuously knock you into a pit, lava, or other environmental hazard.

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* In ''VideoGame/GodzillaMonsterOfMonsters'' there are the wall-cannons that block your path and fire three missiles in the base-style levels. Their hit detection is notoriously buggy, and trying to hit them boils down to "blindly swinging at them until the game decides to register a hit". It seems like you need to either punch just below them or kick just above them, but even this doesn't work sometimes and, infamously, even a direct hit from Godzilla's beam can inflict no damage on these things whatsoever.
* ''VideoGame/BlossomTalesTheSleepingKing'': Several enemies, particularly zombies and living fireballs, fulfill this role perfectly. Despite their utterly ridiculous numbers, they die in one hit from any weapon, and they only pose a real threat if they can continuously knock you into a pit, lava, or other environmental hazard.
whatsoever.

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