History Main / RespawningEnemies

11th Jun '16 10:21:11 PM Prfnoff
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* In ''VideoGame/HolyUmbrella'', enemies will respawn as soon as their spawn point is offscreen.
9th Jun '16 2:54:41 PM StFan
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* ''VideoGame/{{La-Mulana}}'' has these. Considering that most of the enemies in that game are classified as GoddamnedBats and main character can get easily kicked back to the other screen, it can cause frustration quite frequently.

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* ''VideoGame/{{La-Mulana}}'' ''VideoGame/LaMulana'' has these. Considering that most of the enemies in that game are classified as GoddamnedBats and main character can get easily kicked back to the other screen, it can cause frustration quite frequently.
29th Apr '16 7:16:09 AM Drope
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Compare PuzzleReset, which applies to more than just enemies. Contrast RevivingEnemy, in which an enemy gets back up rather than replaced.

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Compare PuzzleReset, which applies to more than just enemies. Contrast RevivingEnemy, in which an enemy gets back up rather than replaced. See also MookMaker.
19th Nov '15 5:08:28 PM nombretomado
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* In the ''RuneFactory'' series, the monsters are re-created every few seconds, unless you destroy the generators in each room.

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* In the ''RuneFactory'' ''VideoGame/RuneFactory'' series, the monsters are re-created every few seconds, unless you destroy the generators in each room.
18th Oct '15 8:33:53 AM StFan
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* ''[[VideoGame/{{Banjo-Kazooie}} Banjo-Tooie]]'' had every foe respawning, save bosses. This was both a blessing and a curse compared to the previous game, as you had to deal with the mostly 1-hit-kill foes again and again, but it also meant Honeycombs were unlimited, unlike the predecessor with limited foes on each stage and therefore limited life.

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* ''[[VideoGame/{{Banjo-Kazooie}} Banjo-Tooie]]'' ''VideoGame/BanjoTooie'' had every foe respawning, save bosses. This was both a blessing and a curse compared to the previous game, as you had to deal with the mostly 1-hit-kill foes again and again, but it also meant Honeycombs were unlimited, unlike the predecessor with limited foes on each stage and therefore limited life.
16th Oct '15 7:57:20 AM Sunflorazumarill
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* ''VideoGame/SuperStarWars'' also has these, most prominently on the 3rd level, where you need to get to the top of the Sandcrawler. If you fall down, you will find that all the Jawas you have killed are there again, and even the various mounted guns on the side of the vehicle have been mysteriously repaired.
** In fact, the ''VideoGame/SuperStarWars'' games in general have enemies that respawn after a second or two ''on screen''.

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* ''VideoGame/SuperStarWars'' also has these, most prominently on the 3rd level, where you need to get to the top of the Sandcrawler. If you fall down, you will find that all the Jawas you have killed are there again, and even the various mounted guns on the side of the vehicle have been mysteriously repaired.
**
repaired. In fact, the ''VideoGame/SuperStarWars'' ''Super Star Wars'' games in general have enemies that respawn after a second or two ''on screen''.
16th Oct '15 7:55:10 AM Sunflorazumarill
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Added DiffLines:

** In fact, the ''VideoGame/SuperStarWars'' games in general have enemies that respawn after a second or two ''on screen''.
16th Oct '15 7:54:22 AM Sunflorazumarill
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* The ''VideoGame/SuperStarWars'' games have enemies that respawn after a second or two ''on screen''.
12th Sep '15 6:27:38 PM nombretomado
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* Also applies to the NES series of ''NinjaGaiden''. If you position yourself just right, you can literally see an enemy respawn after you killed it and can just stand around all day killing enemies that just keep coming.

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* Also applies to the NES series of ''NinjaGaiden''.''VideoGame/NinjaGaiden''. If you position yourself just right, you can literally see an enemy respawn after you killed it and can just stand around all day killing enemies that just keep coming.
12th Sep '15 10:40:20 AM Sunflorazumarill
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** In ''[[VideoGame/TheLegendOfZeldaTheWindWaker Wind Waker]]'', the Miniblins in the second visit to the Forsaken Fortress do this endlessly in the rooms they appear in, making it so that the room can never be emptied of enemies, although it makes those areas great for Rupee and Spoils grinding.



* Other ''Franchise/SuperMarioBros'' series games usually avoid this; the respawning enemies are either part of an EternalEngine (or an enemy-spawning device in general) and you only get items from the first few, or they respawn when they provide a way to progress through a level to prevent an [[Unwinnable]] situation.

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* Other ''Franchise/SuperMarioBros'' series games usually avoid this; the respawning enemies are either part of an EternalEngine (or an enemy-spawning device in general) and you only get items from the first few, or they respawn when they provide a way to progress through a level to prevent an [[Unwinnable]] {{Unwinnable}} situation.




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* The ''VideoGame/SuperStarWars'' games have enemies that respawn after a second or two ''on screen''.
* An area of Silver's Kingdom Valley level in ''VideoGame/SonicTheHedgehog2006'' has two enemies that you can down, only for two more to come down onto the opposite side. Defeat those and two more will come down on the opposite side of them and so on and so forth.



* In ''Literature/TheHungerGames'', [[spoiler: the dead tributes are returned as half-human, half-wolf "muttations" to attack the surviving players (Or they are simply modified to look like them, it is never truly explained).]] In ''Catching Fire'', the Quarter Quell course sends fresh monsters at the tributes for one specific hour per day.

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* In ''Literature/TheHungerGames'', [[spoiler: the dead tributes are returned as half-human, half-wolf "muttations" "mutations" to attack the surviving players (Or they are simply modified to look like them, it is never truly explained).]] In ''Catching Fire'', the Quarter Quell course sends fresh monsters at the tributes for one specific hour per day.
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