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* ''VideoGame/SkiesOfArcadia'', pretty well-known for excessive random encounters, has a whoosh sound when you're about to fight coupled with a random special effect, including the screen breaking into pieces or spinning around. Also, on the Dreamcast version, you could hear it load before a fight would take place, at which point you could open the menu, change a weapon and it would prevent the fight... for a while. The Fight Woosh was shortened in the GameCube remake along with battle loading times, and a reduction in random battles was thrown in for good measure.

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* ''VideoGame/SkiesOfArcadia'', pretty well-known for excessive random encounters, has a whoosh sound when you're about to fight coupled with a random special effect, including the screen breaking into pieces or spinning around. Also, on the Dreamcast version, you could hear it load before a fight would take place, at which point you could open the menu, change a weapon and it would prevent the fight... for a while. The Fight Woosh was shortened in the GameCube UsefulNotes/NintendoGameCube remake along with battle loading times, and a reduction in random battles was thrown in for good measure.
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** Played straight in ''{{Chain of Memories}}'' and ''Re:Chain of Memories'', as the special fight zones are needed for cards to only be used then and there.

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** Played straight in ''{{Chain of Memories}}'' and ''Re:Chain of Memories'', as the special fight zones are needed for cards to only be used then and there. Unsurprisngly, the fight woosh features the heart from the logo flashing on screen.
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* ''HeroesOfMightAndMagic V'' uses a FightWoosh similar to ''Total War's'' one: The camera zooms to the battlefield, which (somewhat) resembles the environment.

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* ''HeroesOfMightAndMagic ''VideoGame/HeroesOfMightAndMagic V'' uses a FightWoosh similar to ''Total War's'' one: The camera zooms to the battlefield, which (somewhat) resembles the environment.
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* Being that it was a parody of all things Fantasy, including DungeonsAndDragons, ''Discworld/TheColourOfMagic'' includes a random encounter, where a troll is whisked from its mountain home to the middle of a plain to attack the heroes, much to their--and its--confusion. The way it's described, it almost perfectly matches most of the effects described above, despite predating nearly all of them.

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* Being that it was a parody of all things Fantasy, including DungeonsAndDragons, ''TabletopGame/DungeonsAndDragons'', ''Discworld/TheColourOfMagic'' includes a random encounter, where a troll is whisked from its mountain home to the middle of a plain to attack the heroes, much to their--and its--confusion. The way it's described, it almost perfectly matches most of the effects described above, despite predating nearly all of them.



* Also mocked in ''RPGWorld,'' where one character becomes dizzy and disoriented and the other calls it "almost as much fun as the fight!"
* Seen in {{Homestuck}} when John is attacked by an imp [[http://www.mspaintadventures.com/?s=6&p=002292 here]].

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* Also mocked in ''RPGWorld,'' ''Webcomic/RPGWorld,'' where one character becomes dizzy and disoriented and the other calls it "almost as much fun as the fight!"
* Seen in {{Homestuck}} Webcomic/{{Homestuck}} when John is attacked by an imp [[http://www.mspaintadventures.com/?s=6&p=002292 here]].
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* A variant occurs in the Turn-Based-Real-Time-Strategy hybrid ''TotalWar'' series (From ''Rome'' onward). When two (or more) enemy armies engage on the Turn-Based campaign map, a top-down FightWoosh zooms down to the block where the fighting takes place; after the loading screen, an exact replica of the block, but with much more details and massively upsized, will be used for the Real-Time battle.

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* A variant occurs in the Turn-Based-Real-Time-Strategy hybrid ''TotalWar'' ''VideoGame/TotalWar'' series (From ''Rome'' ''VideoGame/RomeTotalWar'' onward). When two (or more) enemy armies engage on the Turn-Based campaign map, a top-down FightWoosh zooms down to the block where the fighting takes place; after the loading screen, an exact replica of the block, but with much more details and massively upsized, will be used for the Real-Time battle.

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blatant natter.


* ''VideoGame/SkiesOfArcadia'', pretty well-known for excessive random encounters, has a whoosh sound when you're about to fight coupled with a random special effect, including the screen breaking into pieces or spinning around. Also, on the Dreamcast version, you could hear it load before a fight would take place, at which point you could open the menu, change a weapon and it would prevent the fight... for a while.
** The FightWoosh was shortened in the GameCube remake along with battle loading times, and a reduction in random battles was thrown in for good measure.
*** However, some would agree that the GameCube remake still has too many random battles.

to:

* ''VideoGame/SkiesOfArcadia'', pretty well-known for excessive random encounters, has a whoosh sound when you're about to fight coupled with a random special effect, including the screen breaking into pieces or spinning around. Also, on the Dreamcast version, you could hear it load before a fight would take place, at which point you could open the menu, change a weapon and it would prevent the fight... for a while.
**
while. The FightWoosh Fight Woosh was shortened in the GameCube remake along with battle loading times, and a reduction in random battles was thrown in for good measure.
*** However, some would agree that the GameCube remake still has too many random battles.
measure.
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* In ''{{Okage}}: Shadow King'', upon entering battle, the screen will blur and swirl, before fading into a battle sequence.

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* In ''{{Okage}}: ''VideoGame/{{Okage}}: Shadow King'', upon entering battle, the screen will blur and swirl, before fading into a battle sequence.
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*** However, on the SNES, they used a more generic woosh that was used during that time (and the FinalFantasyChronicles port of FFIV on the Playstation retained this). On the overworld, the character sprite would disappear, and the camera would quickly zoom in on the location that the character got attacked. In a dungeon, it was switched to the screen pixelating quickly before going to black. Both transitions were accompanied by a quick two woosh sound that the zoom and pixelation were in tune to. Was actually a memorable transition, but did provide some with jump scares if they weren't used to it.

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*** However, on the SNES, they used a more generic woosh that was used during that time (and the FinalFantasyChronicles ''[[Franchise/FinalFantasyCrystalChronicles Final Fantasy: Chronicles]]'' port of FFIV on the Playstation retained this). On the overworld, the character sprite would disappear, and the camera would quickly zoom in on the location that the character got attacked. In a dungeon, it was switched to the screen pixelating quickly before going to black. Both transitions were accompanied by a quick two woosh sound that the zoom and pixelation were in tune to. Was actually a memorable transition, but did provide some with jump scares if they weren't used to it.



* The reason for the jump scares over the FinalFantasy old school woosh? A PS1 game called ''VideoGame/BeyondtheBeyond'' used the zoom in woosh, as well, but the character remained visible, and the zoom never seemed to end (it continued to zoom in and out rapidly until the battle screen was loaded)! This resulted in seeing a rather ugly looking pixalated zoom in of the character at times. The sound was also a suddenly "PEAW!" sound that did decrease in volume, but the second you hear it, you also see a white flash while the screen is zooming in.

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* The reason for the jump scares over the FinalFantasy ''Franchise/FinalFantasy'' old school woosh? A PS1 game called ''VideoGame/BeyondtheBeyond'' used the zoom in woosh, as well, but the character remained visible, and the zoom never seemed to end (it continued to zoom in and out rapidly until the battle screen was loaded)! This resulted in seeing a rather ugly looking pixalated zoom in of the character at times. The sound was also a suddenly "PEAW!" sound that did decrease in volume, but the second you hear it, you also see a white flash while the screen is zooming in.
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* The reason for the jump scares over the FinalFantasy old school woosh? A PS1 game called ''Beyond the Beyond'' used the zoom in woosh, as well, but the character remained visible, and the zoom never seemed to end (it continued to zoom in and out rapidly until the battle screen was loaded)! This resulted in seeing a rather ugly looking pixalated zoom in of the character at times. The sound was also a suddenly "PEAW!" sound that did decrease in volume, but the second you hear it, you also see a white flash while the screen is zooming in.

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* The reason for the jump scares over the FinalFantasy old school woosh? A PS1 game called ''Beyond the Beyond'' ''VideoGame/BeyondtheBeyond'' used the zoom in woosh, as well, but the character remained visible, and the zoom never seemed to end (it continued to zoom in and out rapidly until the battle screen was loaded)! This resulted in seeing a rather ugly looking pixalated zoom in of the character at times. The sound was also a suddenly "PEAW!" sound that did decrease in volume, but the second you hear it, you also see a white flash while the screen is zooming in.

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* Just about any ''Franchise/FinalFantasy'' game has one:

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* Just about any ''Franchise/FinalFantasy'' game has one:one:


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*** However, on the SNES, they used a more generic woosh that was used during that time (and the FinalFantasyChronicles port of FFIV on the Playstation retained this). On the overworld, the character sprite would disappear, and the camera would quickly zoom in on the location that the character got attacked. In a dungeon, it was switched to the screen pixelating quickly before going to black. Both transitions were accompanied by a quick two woosh sound that the zoom and pixelation were in tune to. Was actually a memorable transition, but did provide some with jump scares if they weren't used to it.


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* The reason for the jump scares over the FinalFantasy old school woosh? A PS1 game called ''Beyond the Beyond'' used the zoom in woosh, as well, but the character remained visible, and the zoom never seemed to end (it continued to zoom in and out rapidly until the battle screen was loaded)! This resulted in seeing a rather ugly looking pixalated zoom in of the character at times. The sound was also a suddenly "PEAW!" sound that did decrease in volume, but the second you hear it, you also see a white flash while the screen is zooming in.
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* ''VideoGame/SailorMoonAnotherStory'' for the SNES has a voice saying "Make Up" (the universal call for a Sailor Soldier to transform), and then for a large crescent moon zoom out as a fade to black effect before entering the battle scene. The make up line is somewhat justified, as sometimes the Sailors are on the field in their civilian form in the game when a battle occurs, so you would think they'd have to transform to be able to fight. Plus, it IS one of the most recognizable phrases in SailorMoon, so it's somewhat of fanservice, too.
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Added a new example of this trope under webcomics.



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* Used in the {{Shotgunshuffle}} strip titled [[http://shotgunshuffle.com/comic/fight-woosh/#.U5hpv_ldWSo 'Fight Woosh.']]
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** The fourth game lost the quips, but now there's five pictures used for the transaction: the star for when neither side has the upper hand, a hammer or a shoe for when Mario and Luigi hits an enemy in the overworld using a hammer or a jump, respectively, an exclamation mark for when the enemy manages to get the upper hand, and a picture of an angry skull for boss fights.

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** The fourth game lost the quips, but now there's five pictures used for the transaction: the star for when neither side has the upper hand, a hammer or a shoe for when Mario and Luigi hits an enemy in the overworld using a hammer or a jump, respectively, an exclamation mark for when the enemy manages to get the upper hand, and a picture of an angry skull starburst for boss fights.
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->"FIGHT IT OUT!"
->--'''''[[strike:OgreBattle]] CaptainSNES'''''

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->"FIGHT ->''"FIGHT IT OUT!"
->--'''''[[strike:OgreBattle]]
OUT!"''
-->-- '''''[[strike:OgreBattle]]
CaptainSNES'''''



* Just about any ''FinalFantasy'' game has one:

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* Just about any ''FinalFantasy'' ''Franchise/FinalFantasy'' game has one:



** ''VideoGame/PokemonBlackAndWhite'' have different Fight Wooshes for the different legendaries: Reshiram and Zekrom just have the screen pause and fade to black, Kyurem has some energy balls swirl into the center, the Raijin trio has a beam shoot across the screen and an energy swirl expands from the center, and the Musketeer trio have a sword that slashes across the screen a few times before it "shatters" and falls away to reveal the battle screen a la FinalFantasyX.

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** ''VideoGame/PokemonBlackAndWhite'' have different Fight Wooshes for the different legendaries: Reshiram and Zekrom just have the screen pause and fade to black, Kyurem has some energy balls swirl into the center, the Raijin trio has a beam shoot across the screen and an energy swirl expands from the center, and the Musketeer trio have a sword that slashes across the screen a few times before it "shatters" and falls away to reveal the battle screen a la FinalFantasyX.''VideoGame/FinalFantasyX''.



* ''VideoGame/TheLegendOfDragoon'' had a reeeeeally looooong FightWoosh, but it wasn't so bad, because random encounters were less frequent than in, say, ''FinalFantasy'' games. You probably know how close you are to a fight by the marker over Dart's head. If it's red when you first enter an area, then you have to collide with enemies on screen to fight. This is always so in places like [[spoiler:Hellena Prision or The Black Castle]]

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* ''VideoGame/TheLegendOfDragoon'' had a reeeeeally looooong FightWoosh, but it wasn't so bad, because random encounters were less frequent than in, say, ''FinalFantasy'' ''Franchise/FinalFantasy'' games. You probably know how close you are to a fight by the marker over Dart's head. If it's red when you first enter an area, then you have to collide with enemies on screen to fight. This is always so in places like [[spoiler:Hellena Prision or The Black Castle]]
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** ''BreathOfFire 4'' used this as well, with blue for normal, green if you got first hit, and red if the enemies did, although its prequel, ''BreathOfFire 3'', had no FightWoosh and RandomEncounters took place on the field.
** ''BarkleyShutUpAndJamGaiden'' has this effect too (and chooses randomly between a bunch of different patterns). Green if you have the advantage, gray if neutral, and red if enemy gets you from behind.

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** ''BreathOfFire 4'' ''VideoGame/BreathOfFireIV'' used this as well, with blue for normal, green if you got first hit, and red if the enemies did, although its prequel, ''BreathOfFire 3'', ''VideoGame/BreathOfFireIII'', had no FightWoosh and RandomEncounters took place on the field.
** ''BarkleyShutUpAndJamGaiden'' ''VideoGame/BarkleyShutUpAndJamGaiden'' has this effect too (and chooses randomly between a bunch of different patterns). Green if you have the advantage, gray if neutral, and red if enemy gets you from behind.



** ''{{Tales Of Xillia}}'' has the screen get "slashed" from the top right and left corners of the screen leaving a large "X" gash over the screen. It's ColourCodedForYourConvenience of course. Yellow (normal battle) , blue (caught enemy from behind) red (ambush) and turquoise (caught enemy from behind while they were unaware).

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** ''{{Tales Of Xillia}}'' ''VideoGame/TalesOfXillia'' has the screen get "slashed" from the top right and left corners of the screen leaving a large "X" gash over the screen. It's ColourCodedForYourConvenience of course. Yellow (normal battle) , blue (caught enemy from behind) red (ambush) and turquoise (caught enemy from behind while they were unaware).



* ''SuikodenV'' has a rather annoying fight woosh designed to mask the load times: The sun beams down on the screen while the transition to the battlefield occurs. It's much more interesting (and bearable) if you are playing the game off a hard drive.
* In ''TheLastRemnant'', there is a pretty energy-like Fight Woosh when you collide with a hostile. Unlike most {{RPG}}s, in this game, you have a button dedicated to starting a battle (complete with awesome pose), and when you enter a battle this way the playing field is even, and the Fight Woosh is a nice blue-white colour. If you allow the enemy to charge at you, your character cowers slightly and the Fight Woosh becomes a red-orange colour, and the enemy gets an advantage. Finally, boss battles begin with the screen dividing into several dozen little cubes that fly toward the screen.

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* ''SuikodenV'' ''VideoGame/SuikodenV'' has a rather annoying fight woosh designed to mask the load times: The sun beams down on the screen while the transition to the battlefield occurs. It's much more interesting (and bearable) if you are playing the game off a hard drive.
* In ''TheLastRemnant'', ''VideoGame/TheLastRemnant'', there is a pretty energy-like Fight Woosh when you collide with a hostile. Unlike most {{RPG}}s, in this game, you have a button dedicated to starting a battle (complete with awesome pose), and when you enter a battle this way the playing field is even, and the Fight Woosh is a nice blue-white colour. If you allow the enemy to charge at you, your character cowers slightly and the Fight Woosh becomes a red-orange colour, and the enemy gets an advantage. Finally, boss battles begin with the screen dividing into several dozen little cubes that fly toward the screen.



* Averted in ''RogueGalaxy'', where the beginning of battle is simply a flashing warning message, and the battle occurs on the field map in realtime. Boss battles tend to be a bit whooshy sometimes, however.

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* Averted in ''RogueGalaxy'', ''VideoGame/RogueGalaxy'', where the beginning of battle is simply a flashing warning message, and the battle occurs on the field map in realtime. Boss battles tend to be a bit whooshy sometimes, however.



* In ''EndlessFrontier'', the music stops abruptly and there's an almost sub-audible "CRASH!" as bits of glass rain down the screen.

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* In ''EndlessFrontier'', ''VideoGame/EndlessFrontier'', the music stops abruptly and there's an almost sub-audible "CRASH!" as bits of glass rain down the screen.
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* ''VideoGame/MSSagaANewDawn'' has the screen break into squares that fall away. They're color-coded for Random Encounter, Pre-Existing Encounter, or Boss Fight.
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Namespace


* ''CollegeSaga'' parodies this, along with many other tropes.

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* ''CollegeSaga'' ''WebVideo/CollegeSaga'' parodies this, along with many other tropes.
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Namespaces


* In ''TheGuardianLegend'', a siren sounds when a boss is about to appear, and in the overworld, the screen gets surrounded with blocks to prevent you from running away.
* ''{{Valis}} II''(PCEngine CD version): "Warning! A strong warrior, [boss name] is coming here!", accompanied by a klaxon.

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* In ''TheGuardianLegend'', ''VideoGame/TheGuardianLegend'', a siren sounds when a boss is about to appear, and in the overworld, the screen gets surrounded with blocks to prevent you from running away.
* ''{{Valis}} ''VideoGame/{{Valis}} II''(PCEngine CD version): "Warning! A strong warrior, [boss name] is coming here!", accompanied by a klaxon.klaxon.



* Occurs in ''{{Quest for Glory III}}'', where overland travel is performed via world map. A random encounter places you immediately on a "normal" savannah or jungle screen, with the opponent approaching rapidly before the melee begins. Most games in the series prefer keeping you moving between normal screens, requiring no transition.

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* Occurs in ''{{Quest ''VideoGame/{{Quest for Glory III}}'', where overland travel is performed via world map. A random encounter places you immediately on a "normal" savannah or jungle screen, with the opponent approaching rapidly before the melee begins. Most games in the series prefer keeping you moving between normal screens, requiring no transition.



* A couple of the [[LimitBreak EX Bursts]] in ''DissidiaFinalFantasy'' use the Fight Wooshes of their respective games (like [[VideoGame/FinalFantasyX Tidus]]'.) [[VideoGame/FinalFantasyIX Zidane's]] uses the card dealing animation from Tetra Master.

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* A couple of the [[LimitBreak EX Bursts]] in ''DissidiaFinalFantasy'' ''VideoGame/DissidiaFinalFantasy'' use the Fight Wooshes of their respective games (like [[VideoGame/FinalFantasyX Tidus]]'.) [[VideoGame/FinalFantasyIX Zidane's]] uses the card dealing animation from Tetra Master.
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* Due to its fully real-time battles, ''Project DotHack'' and ''DotHack Conglomerate'' games do not feature this. Instead, there's simply a warning sign where battle phase is taking place. In the second series, ''[[DotHackGU GU]]'', while not wooshing, a "wall" encircles the fight area and the characters pull their weapons out. Not the case in the first four games since their weapons are out all the time (and no wall either; running away from enemies is always a valid strategy, except in dungeons).

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* Due to its fully real-time battles, ''Project DotHack'' Franchise/DotHack'' and ''DotHack ''Franchise/DotHack Conglomerate'' games do not feature this. Instead, there's simply a warning sign where battle phase is taking place. In the second series, ''[[DotHackGU ''[[VideoGame/DotHackGU GU]]'', while not wooshing, a "wall" encircles the fight area and the characters pull their weapons out. Not the case in the first four games since their weapons are out all the time (and no wall either; running away from enemies is always a valid strategy, except in dungeons).
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** A rather quick one happens in ''{{Tales Of Graces}}'' where, due to the DynamicLoading, there's a very fast flash to the battle field followed by a quick wooshing sound.
** ''{{Tales Of Xillia}}'' has the screen get "slashed" from the top right and left corners of the screen leaving a large "X" gash over the screen. It's ColourCodedForYourConvenience of course. Yellow (normal battle) , blue (caught enemy from behind) red (ambush) and turquoise (caught enemy from behind while they were unaware).
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None


* In the SNES version of ''SimCity'', when a disaster occurs, a siren and ScareChord are heard, and a burning cityscape is shown with Dr. Wright describing the disaster.

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* In the SNES version of ''SimCity'', ''VideoGame/SimCity'', when a disaster occurs, a siren and ScareChord are heard, and a burning cityscape is shown with Dr. Wright describing the disaster.
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[[AC:SimulationGame]]
* In the SNES version of ''SimCity'', when a disaster occurs, a siren and ScareChord are heard, and a burning cityscape is shown with Dr. Wright describing the disaster.
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* ''{{Valis}} II''(PCEngine CD version): "Warning! A strong warrior, [boss name] is coming here!", accompanied by a klaxon.
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*** And for the last boss fight, there's a fifth; [[spoiler:the iconic silhouette of Bowser's face.]]

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*** And for the last boss fight, there's a fifth; sixth; [[spoiler:the iconic silhouette of Bowser's face.]]
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*** And for the last boss fight, there's a fifth; [[spoiler:the iconic silhouette of Bowser's face.]]
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** The fourth game lost the quips, but now there's five pictures used for the transaction: the star for when neither side has the upper hand, a hammer or a shoe for when Mario and Luigi hits an enemy in the overworld using a hammer or a jump, respectively, an exclamation mark for when the enemy manages to get the upper hand, and a picture of an angry skull for boss fights.
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While most games use a single transition sequence when fading from scenery to combat, some games may provide variations depending on context. Sometimes the FightWoosh occurs without interrupting the background music; sometimes the game may provide a different transition before a BossBattle, or the transition itself may hint that one side (either player or enemy) is going to get an advantage (such as a preemptive strike) at the start of battle.

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While most games use a single transition sequence when fading from scenery to combat, some games may provide variations depending on context. Sometimes the FightWoosh Fight Woosh occurs [[BGMOverride without interrupting the background music; music]]; sometimes the game may provide a different transition before a BossBattle, or the transition itself may hint that one side (either player or enemy) is going to get an advantage (such as a preemptive strike) at the start of battle.
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** In ''VideoGame/PokemonBlackAndWhite'', this happens when you face off against the Musketeer trio. After three slashes appear across the screen, no less.
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* ''LordOfTheRingsTheThirdAge'' had level specific fight wooshes where something would obscure the screen accompanied by a [[MostAnnoyingSound monstrous shriek]]. For example, the first area, a forest, would have leaves gather up from the ground and cover the screen. They would then fall away and reveal the battle at hand.

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* ''LordOfTheRingsTheThirdAge'' ''VideoGame/TheLordOfTheRingsTheThirdAge'' had level specific fight wooshes where something would obscure the screen accompanied by a [[MostAnnoyingSound monstrous shriek]]. For example, the first area, a forest, would have leaves gather up from the ground and cover the screen. They would then fall away and reveal the battle at hand.
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* In ''VideoGame/FireEmblemAwakening'', each fight starts with a blurry zoom-in woosh before switching from the 2D grid to the 3D fighting characters.

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