History Main / ActuallyFourMooks

17th Jan '18 4:16:24 AM OrangenChan
Is there an issue? Send a Message

Added DiffLines:

* In ''VideoGame/FireEmblemGaiden'' and its [[VideoGameRemake remake]], ''Echoes: Shadows of Valentia'', enemy squads will simply be represented by their commanders on the world map. The same goes for random dungeon encounters; one enemy will suddenly be 2-4 once the battle starts.
** This is also done in ''VideoGame/FireEmblemTheSacredStones'' with the random monster encounters on the world map.
9th Jan '18 2:12:31 AM Cryoclaste
Is there an issue? Send a Message


* The first ''PhantasyStar'' showed only one monster on screen for all battles. You could only tell how many there actually were by their HitPoint counts. Also, one shot of Odin's guns or Noah's [[ShockAndAwe Thunder]] spell damaged them all, maybe they were really lined up... The final boss is actually two monsters as well, but in that battle the HP is not shown. (You can tell because it normally attacks twice per turn but towards the end of the battle it sometimes attacks just once because you killed the second monster.)

to:

* The first ''PhantasyStar'' ''VideoGame/{{Phantasy Star|I}}'' showed only one monster on screen for all battles. You could only tell how many there actually were by their HitPoint counts. Also, one shot of Odin's guns or Noah's [[ShockAndAwe Thunder]] spell damaged them all, maybe they were really lined up... The final boss is actually two monsters as well, but in that battle the HP is not shown. (You can tell because it normally attacks twice per turn but towards the end of the battle it sometimes attacks just once because you killed the second monster.)
7th Nov '17 4:25:41 PM jormis29
Is there an issue? Send a Message


* In ''Videogame/{{Starcrawlers}}'', enemies will appear on the exploration map as a single robot, soldier, or creature, but they could be anything from a single hapless mook to an entire squad of hardened soldiers when you transition to the battle map. Worse still, [[BossInMooksClothing they don't always display the most powerful unit in the group, meaning you think you'll be fighting a lowly robot walker and it's actually being flanked by a pair of hulking Xiphos war-mechs.]]

to:

* In ''Videogame/{{Starcrawlers}}'', ''Videogame/StarCrawlers'', enemies will appear on the exploration map as a single robot, soldier, or creature, but they could be anything from a single hapless mook to an entire squad of hardened soldiers when you transition to the battle map. Worse still, [[BossInMooksClothing they don't always display the most powerful unit in the group, meaning you think you'll be fighting a lowly robot walker and it's actually being flanked by a pair of hulking Xiphos war-mechs.]]
16th Oct '17 8:53:14 PM JMQwilleran
Is there an issue? Send a Message

Added DiffLines:

* This is standard in the ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'' games, though unlike the above example, the strongest enemy will generally appear.
28th Jul '17 4:34:32 AM SeptimusHeap
Is there an issue? Send a Message


* ''MasterOfMagic'' averts this for everything except overland map. Both in tactical combat and the unit status window, you can see the number of "figures" in the unit. The game even tracks health for each figure individually. On the overmap though, the trope is played straight. A single skeleton can mean nine six-strong units of undead, which can surprise you if you're not careful enough to check what's really there. In a more cruel way, the game also informs you only of the ''strongest'' unit type guarding a monster lair/node, omitting the packs of lesser (yet sometimes more dangerous) units that accompany it.

to:

* ''MasterOfMagic'' ''VideoGame/MasterOfMagic'' averts this for everything except overland map. Both in tactical combat and the unit status window, you can see the number of "figures" in the unit. The game even tracks health for each figure individually. On the overmap though, the trope is played straight. A single skeleton can mean nine six-strong units of undead, which can surprise you if you're not careful enough to check what's really there. In a more cruel way, the game also informs you only of the ''strongest'' unit type guarding a monster lair/node, omitting the packs of lesser (yet sometimes more dangerous) units that accompany it.
21st Jul '17 4:16:12 AM LucaEarlgrey
Is there an issue? Send a Message


* ''VideoGame/GrooveCoaster'' features a variation of this in the charts for "Good Night, Bad Luck." On Normal, the game will throw what appears to be a Dual Slide note (a diamond-shaped note with two arrows that indicate that both Boosters have to be hit in the indicated directions), only to [[CameraScrew pan the camera]] at the last split-second to reveal that they're actually two Slide notes (a single Slide means only one direction has to be hit with either Booster) that have to be hit separately. This gets worse on the Hard chart, where the game will throw out what appears to be a ''triple'' or even ''quadruple'' Slide note and then split it into separate single and Dual Slide notes accordingly; you ''know' that a ≥triple Slide would be impossible with the arcade controller, the real problem is that the reaction time to figure out the correct sequence is so short that this gimmick is effectively TrialAndErrorGameplay.

to:

* ''VideoGame/GrooveCoaster'' features a variation of this in the charts for "Good Night, Bad Luck." On Normal, the game will throw what appears to be a Dual Slide note (a diamond-shaped note with two arrows that indicate that both Boosters have to be hit in the indicated directions), only to [[CameraScrew pan the camera]] at the last split-second to reveal that they're actually two Slide notes (a single Slide means only one direction has to be hit with either Booster) that have to be hit separately. This gets worse on the Hard chart, where the game will throw out what appears to be a ''triple'' or even ''quadruple'' Slide note and then split it into separate single and Dual Slide notes accordingly; you ''know' ''know'' that a ≥triple Slide would be impossible with the arcade controller, the real problem is that the reaction time to figure out the correct sequence is so short that this gimmick is effectively TrialAndErrorGameplay.
21st Jul '17 4:13:30 AM LucaEarlgrey
Is there an issue? Send a Message


* ''VideoGame/GrooveCoaster'' features a variation of this in the charts for "Good Night, Bad Luck." On Normal, the game will throw what appears to be a Dual Slide note (a diamond-shaped note with two arrows that indicate that both Boosters have to be hit in the indicated directions), only to [[CameraScrew pan the camera]] at the last split-second to reveal that they're actually two Slide notes (a single Slide means only one direction has to be hit with either Booster) that have to be hit separately. This gets worse on the Hard chart, where the game will throw out what appears to be ''triple'' or even ''quadruple'' Slide notes and then split them into separate single and Dual Slide notes accordingly; you ''know' that a ≥triple Slide would be impossible with the arcade controller, the real problem is that the reaction time to figure out the correct sequence is so short that this gimmick is effectively TrialAndErrorGameplay.

to:

* ''VideoGame/GrooveCoaster'' features a variation of this in the charts for "Good Night, Bad Luck." On Normal, the game will throw what appears to be a Dual Slide note (a diamond-shaped note with two arrows that indicate that both Boosters have to be hit in the indicated directions), only to [[CameraScrew pan the camera]] at the last split-second to reveal that they're actually two Slide notes (a single Slide means only one direction has to be hit with either Booster) that have to be hit separately. This gets worse on the Hard chart, where the game will throw out what appears to be a ''triple'' or even ''quadruple'' Slide notes note and then split them it into separate single and Dual Slide notes accordingly; you ''know' that a ≥triple Slide would be impossible with the arcade controller, the real problem is that the reaction time to figure out the correct sequence is so short that this gimmick is effectively TrialAndErrorGameplay.
21st Jul '17 4:13:09 AM LucaEarlgrey
Is there an issue? Send a Message


* ''VideoGame/GrooveCoaster'' features a variation of this in the charts for "Good Night, Bad Luck." On Normal, the game will throw what appears to be a Dual Slide note (a diamond-shaped note with two arrows that indicate that both Boosters have to be hit in the indicated directions), only to [[CameraScrew pan the camera]] at the last split-second to reveal that they're actually two Slide notes (a single Slide means only one direticon has to be hit with either Booster) that have to be hit separately. This gets worse on the Hard chart, where the game will throw out what appears to be ''triple'' or even ''quadruple'' Slide notes and then split them into separate single and Dual Slide notes accordingly; you ''know' that a ≥triple Slide would be impossible with the arcade controller, the real problem is that the reaction time to figure out the correct sequence is so short that this gimmick is effectively TrialAndErrorGameplay.

to:

* ''VideoGame/GrooveCoaster'' features a variation of this in the charts for "Good Night, Bad Luck." On Normal, the game will throw what appears to be a Dual Slide note (a diamond-shaped note with two arrows that indicate that both Boosters have to be hit in the indicated directions), only to [[CameraScrew pan the camera]] at the last split-second to reveal that they're actually two Slide notes (a single Slide means only one direticon direction has to be hit with either Booster) that have to be hit separately. This gets worse on the Hard chart, where the game will throw out what appears to be ''triple'' or even ''quadruple'' Slide notes and then split them into separate single and Dual Slide notes accordingly; you ''know' that a ≥triple Slide would be impossible with the arcade controller, the real problem is that the reaction time to figure out the correct sequence is so short that this gimmick is effectively TrialAndErrorGameplay.
21st Jul '17 4:12:56 AM LucaEarlgrey
Is there an issue? Send a Message

Added DiffLines:

[[folder:Rhythm Games]]
* ''VideoGame/GrooveCoaster'' features a variation of this in the charts for "Good Night, Bad Luck." On Normal, the game will throw what appears to be a Dual Slide note (a diamond-shaped note with two arrows that indicate that both Boosters have to be hit in the indicated directions), only to [[CameraScrew pan the camera]] at the last split-second to reveal that they're actually two Slide notes (a single Slide means only one direticon has to be hit with either Booster) that have to be hit separately. This gets worse on the Hard chart, where the game will throw out what appears to be ''triple'' or even ''quadruple'' Slide notes and then split them into separate single and Dual Slide notes accordingly; you ''know' that a ≥triple Slide would be impossible with the arcade controller, the real problem is that the reaction time to figure out the correct sequence is so short that this gimmick is effectively TrialAndErrorGameplay.
[[/folder]]
2nd Jul '17 12:22:40 PM WrexWrecks
Is there an issue? Send a Message


* VideoGame/{{Yakuza}} does this. Thugs and other yakuza you run into probably have a bunch more hiding somewhere for you to beat up (using [[GrievousHarmWithABody ''them'' as the weapon of choice]], potentially.

to:

* VideoGame/{{Yakuza}} ''VideoGame/{{Yakuza}}'' does this. Thugs and other yakuza you run into probably have a bunch more hiding somewhere for you to beat up (using [[GrievousHarmWithABody ''them'' ''them'']] [[GrievousHarmWithABody as the weapon of choice]], potentially.potentially).
This list shows the last 10 events of 238. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.ActuallyFourMooks