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* ''VideoGame/{{Spelunky}}'': Throughout all the areas, there's many examples of this trope. From the bats, to the moles of the first area, tikimen and rockdogs of the second, all the way to the Olmite of one of the final maingame areas.
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%% * ''Frankenstein's Monster'' for the [[UsefulNotes/{{Atari2600}} Atari]], as seen [[https://www.youtube.com/watch?v=a0G_8gHDsL8 here]], 9 minutes and 40 seconds in, "Look at all these goddamn bats!"

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%% * ''Frankenstein's Monster'' for the [[UsefulNotes/{{Atari2600}} [[Platform/{{Atari2600}} Atari]], as seen [[https://www.youtube.com/watch?v=a0G_8gHDsL8 here]], 9 minutes and 40 seconds in, "Look at all these goddamn bats!"
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* ''VideoGame/{{Bug}}'': With six worlds, each world is bound to have one:

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* ''VideoGame/{{Bug}}'': ''VideoGame/{{Bug|1995}}'': With six worlds, each world is bound to have one:
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* ''VideoGame/Kirby'' has Bombers, sentient bombs that walk off of ledges and explode when they hit the ground. While they're no more damaging than most other enemies, the problem is that their explosion radius is HUGE (about a quarter of the screen), and they tend to come in groups. It was especially bad in the early games, because sprite limits meant the entire range of their explosion wasn't visually depicted. By the time you noticed one falling, it was usually too late to get a safe distance away.

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* ''VideoGame/Kirby'' ''Franchise/{{Kirby}}'' has Bombers, sentient bombs that walk off of ledges and explode when they hit the ground. While they're no more damaging than most other enemies, the problem is that their explosion radius is HUGE (about a quarter of the screen), and they tend to come in groups. It was especially bad in the early games, because sprite limits meant the entire range of their explosion wasn't visually depicted. By the time you noticed one falling, it was usually too late to get a safe distance away.
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* ''VideoGame/Kirby'' has Bombers, sentient bombs that walk off of ledges and explode when they hit the ground. While they're no more damaging than most other enemies, the problem is that their explosion radius is HUGE (about a quarter of the screen), and they tend to come in groups. It was especially bad in the early games, because sprite limits meant the entire range of their explosion wasn't visually depicted. By the time you noticed one falling, it was usually too late to get a safe distance away.
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* 'VideoGame/{{Sparkster}}'': In level three, on your way to the robot caterpillar boss, you have to make it past robot bats (presumably the same ones from the original game on the Sega Genesis/Mega Drive) without getting hit when being launched from one robot ostrich to the one you battle the robot caterpillar with. As if that weren't enough, just before you fight the robot caterpillar, you have to avoid bomb-throwing robot monkeys (destroying them is optional). Both the robot bats and the robot monkeys are guaranteed to take away at least half a heart. When you do finally make it to the robot caterpillar, you're lucky if you have enough health left to survive while fighting it.

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* 'VideoGame/{{Sparkster}}'': ''VideoGame/{{Sparkster}}'': In level three, on your way to the robot caterpillar boss, you have to make it past robot bats (presumably the same ones from the original game on the Sega Genesis/Mega Drive) without getting hit when being launched from one robot ostrich to the one you battle the robot caterpillar with. As if that weren't enough, just before you fight the robot caterpillar, you have to avoid bomb-throwing robot monkeys (destroying them is optional). Both the robot bats and the robot monkeys are guaranteed to take away at least half a heart. When you do finally make it to the robot caterpillar, you're lucky if you have enough health left to survive while fighting it.
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* ''VideoGame/{{Bug}}!'' With six worlds, each world is bound to have one:

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* ''VideoGame/{{Bug}}!'' ''VideoGame/{{Bug}}'': With six worlds, each world is bound to have one:
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* Franchise/SuperMarioBros

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* Franchise/SuperMarioBros''Franchise/SuperMarioBros'':
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** Also in Super Mario 2 are the Green and Red Pansers. Green Pansers shoot fireballs straight up while Red Pansers shoot fireballs to the side depending on where the player is. They're tricky to get past without getting hit but what makes them mere bats however is that they cannot move, the ''blue'' ones on [[DemonicSpiders the other hand]]...

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** And finally, Chameleons, which could count as {{Demonic Spiders}} at first. They make themselves invisible, which makes them immune to all damage, and they have a dickish tendency to re-appear right on top of you, causing {{Collision Damage}}, followed by an attack which will cause you to lose another 10 hit points.

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** And finally, Finally, Chameleons, which could count as {{Demonic Spiders}} at first. They make themselves invisible, which makes them immune to all damage, and they have a dickish tendency to re-appear right on top of you, causing {{Collision Damage}}, followed by an attack which will cause you to lose another 10 hit points.



* ''Cave Run 3D'' has these annoying groups of purple bats which, while they don't actually harm you, crowd around you and slow you down just enough for your character to have a higher chance of missing the next jump and going splat.
* In level three of 'VideoGame/{{Sparkster}}'' for the SNES, on your way to the robot caterpillar boss, you have to make it past robot bats (presumably the same ones from the original game on the Sega Genesis/Mega Drive) without getting hit when being launched from one robot ostrich to the one you battle the robot caterpillar with. As if that weren't enough, just before you fight the robot caterpillar, you have to avoid bomb-throwing robot monkeys (destroying them is optional). Both the robot bats and the robot monkeys are guaranteed to take away at least half a heart. When you do finally make it to the robot caterpillar, you're lucky if you have enough health left to survive while fighting it.
* The roguelite platformer ''VideoGame/{{Downwell}}'' has literal bats that cling to walls until you're below them, then flutter slowly towards you. The problem is that this is a game where you only go down, and your weapons also only fire downwards. By themselves, they're fairly easy to dispatch by waiting and jumping on them, but mix in other enemies and they become a nightmare.
* ''[[VideoGame/{{Shantae}} Shantae and the Pirate's Curse]]'' has the ghosts on Spiderweb Island and Mud Bog Island, for their habit of spontaneously appearing right in your way mid-jump or right on you. The damage is minimal, but it's a cheap shot that's practically unavoidable and will send you reeling back to the bottom of the platform section you were going through. Worse is that while they appear in fixed areas, where they will appear in that are is random so you can't even memorize their spawn points.
* ''VideoGame/{{Psychonauts}}'' has the psychic rats that inhabit the twisted interior of the asylum. They swarm in large numbers and attempt to rush at Raz kamikaze-style, causing him to become confused if they manage to hit him. When confused, [[InterfaceScrew your screen is mirrored and your left/right controls are reversed.]] It also randomizes your equipped psychic powers, making it difficult to fight back. Even if you manage to take out the rats before they hit you, killing them leaves behind a confusion-inducing cloud of psychic energy that lingers for several seconds.

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* ''Cave Run 3D'' ''VideoGame/CaveRun3D'' has these annoying groups of purple bats which, while they don't actually harm you, crowd around you and slow you down just enough for your character to have a higher chance of missing the next jump and going splat.
* 'VideoGame/{{Sparkster}}'': In level three of 'VideoGame/{{Sparkster}}'' for the SNES, three, on your way to the robot caterpillar boss, you have to make it past robot bats (presumably the same ones from the original game on the Sega Genesis/Mega Drive) without getting hit when being launched from one robot ostrich to the one you battle the robot caterpillar with. As if that weren't enough, just before you fight the robot caterpillar, you have to avoid bomb-throwing robot monkeys (destroying them is optional). Both the robot bats and the robot monkeys are guaranteed to take away at least half a heart. When you do finally make it to the robot caterpillar, you're lucky if you have enough health left to survive while fighting it.
* The roguelite platformer ''VideoGame/{{Downwell}}'' has literal bats that cling to walls until you're below them, then flutter slowly towards you. The problem is that this is a game where you only go down, and your weapons also only fire downwards. By themselves, they're fairly easy to dispatch by waiting and jumping on them, but mix in other enemies and they become a nightmare.
* ''[[VideoGame/{{Shantae}} Shantae and the Pirate's Curse]]'' ''VideoGame/ShantaeAndThePiratesCurse'' has the ghosts on Spiderweb Island and Mud Bog Island, for their habit of spontaneously appearing right in your way mid-jump or right on you. The damage is minimal, but it's a cheap shot that's practically unavoidable and will send you reeling back to the bottom of the platform section you were going through. Worse is that while they appear in fixed areas, where they will appear in that are is random so you can't even memorize their spawn points.
* ''VideoGame/{{Psychonauts}}'' has the ''VideoGame/{{Psychonauts}}'':
** The
psychic rats that inhabit the twisted interior of the asylum. They swarm in large numbers and attempt to rush at Raz kamikaze-style, causing him to become confused if they manage to hit him. When confused, [[InterfaceScrew your screen is mirrored and your left/right controls are reversed.]] It also randomizes your equipped psychic powers, making it difficult to fight back. Even if you manage to take out the rats before they hit you, killing them leaves behind a confusion-inducing cloud of psychic energy that lingers for several seconds.
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Bee Afraid has been redefined. Moved to Scary Stinging Swarm.


** [[BeeAfraid Bees]] are only ever encountered near things the player wants, such as fruit or coins, or on narrow ledges that are easy to fall off of when the player is doing something like trying to avoid being stung by bees. Pianta Village combines these by putting a beehive next to a red coin on the edge of a cliff! Eating bees with Yoshi is the only way to combat them, and if you want blue coins, you must not only eat every bee outside of the hives but then knock the hives down and eat every bee that understandably comes after you. They're tiny, and thus harder to see as their numbers decrease.

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** [[BeeAfraid [[ScaryStingingSwarm Bees]] are only ever encountered near things the player wants, such as fruit or coins, or on narrow ledges that are easy to fall off of when the player is doing something like trying to avoid being stung by bees. Pianta Village combines these by putting a beehive next to a red coin on the edge of a cliff! Eating bees with Yoshi is the only way to combat them, and if you want blue coins, you must not only eat every bee outside of the hives but then knock the hives down and eat every bee that understandably comes after you. They're tiny, and thus harder to see as their numbers decrease.

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** The actors in the "tragedy" version of Gloria's Theater. The "flowers" spin at you, making them invincible for several seconds while they shred your health away, and the "dogs" set you on fire, preventing you from attacking.

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** The actors in the "tragedy" version of Gloria's Theater. The "flowers" spin at you, making them invincible for several seconds while they shred your health away, and the "dogs" set you on fire, preventing you from attacking. You better have gotten that Marksmanship upgrade...

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