Demonic Spiders are known for providing more action than the player bargained for.
Hawks were ubiquitous in the later levels of the NES Ninja Gaiden games. They would take away three of Ryu's life chunks (represented by squares), more than bazookas and some bosses. They were small enough to require incredibly precise sword work and would often mob the player. Ninja Gaiden also had a wonderful quirk: If one was hit, one had to sit idly by with a thumb placed somewhere convenient until Ryu landed. This means that, if a player got hit by a hawk when attempting one of the games' innumerable deadly jumps, he was dead meat. And with other enemies to distract the player, they became the cause of no few thrown controllers.
Even worse, the NES games had no Mercy Invincibility, and enemies could respawn if the screen scrolled far enough forwards or backwards. Imagine getting hit by the aforementioned hawk, and being knocked back, causing another hawk to spawn and attack, causing the original hawk to spawn and attack...Juggled to death doesn't even being to describe the infuriating circumstances.
The dreaded Stage 6-2 from the original had the Demonic Flying Ninjas who throw hard-to-see shurikens at you, in collaboration with the Goddamned Hawks. That One Level has been the cause of many broken controllers and TVs.
The Boogie Men in ToeJam & Earl. Invisible, faster than you, and they take off a good deal of health. Even worse in the sequel, where you have to catch them all, and they often come in packs of 3-4. Still invisible, meaning you'll think you've caught them all and then you'll walk forwards and suddenly hear "BOOGIE BOOGIE BOOGIE."
The ice cream truck is fairly rare and technically outmaneuverable, but is normally much faster than you and can take half your health or more (depending on your max health) in one squish.
Or the Lawnmower Guys. They're fast, they're smart, and thanks to the lack of Mercy Invincibility, one hit and you're dead, no questions asked. As if that wasn't bad enough, they'll still follow you after you die, so once your after-death invincibility wears off, 9 out of 10 times you'll be dead again. Cue several Genesis controllers being thrown against the wall in pure frustration.
The Shivan Dragon-class fighter, whose raw statistics, while fairly impressive off the bat, tell you next to nothing about how truly preposterously annoying it is. Oh, sure, it has a top speed comparable to most space superiority fighters, five gunpoints, and more shields than an Ursa heavy bomber, but surely that's balanced out by its thin hull... right? Right? Not a chance. The thing is tiny to the point of having practically no profile at all, is so agile that getting a lock onto it with missiles is next to impossible, mounts twin linked Shivan heavy lasers and tri-linked Shivan mega lasers (which combined mean that between two and four direct hits on any ship you can fly in either game will kill you), and to top it all off it has the most overcharged reactor of any fighter, meaning that its weapons, afterburners and shields recharge at a rate that makes it next to impossible to punch through its shields to hit its hull. It appears in wings of two or three most of the time, but they are occasionally introduced into the battlefield for the sole purpose of making you suffer. One Descent: Freespace mission asked you to protect weak, defenseless escape pods from a wing of Dragons, while you were equipped with Phoenix V missiles designed to kill bombers, with lock on times that made them useless even for that role, let alone hunting the fastest fighter in the game. Another Descent: Freespace mission tasked you with capturing one, the only way to do so is to use a very slow and energy hungry weapon. You had to do it solo, too, because the AI wingmen in FS1 interpret "Disable my target's engines" as "switch to Disruptors... then unload all of your missiles on the target." Fortunately, the Dragon's shields didn't regenerate in that mission. Afterwards you got to fly one... downgraded to be comparable to the shit-bucket you were flying before, with the maneuverability of a sack of potatoes and shields comparable to chicken wire. Finally, in a Freespace 2Failure Is the Only Option mission, if you managed to defend the crippled rebel cruiser from the regular Manticore and Basilisk fighters, an entire squadron of respawning Dragons will appear. If you actually manage to kill all those Dragons (probably by cheating, because there's no way you'll be able to stop long enough to reload), nothing will happen—the return to base order only appears when the rebel cruiser is destroyed.
The Dragon sort of loses its scaryness in Freespace 2 however, since they can be easily destroyed with Harpoon missiles.
While the ones featured in the Freespace 2 singleplayer campaign pretty much always appear in the losing side of a One Sided Battle (be it a friendly or enemy ship), the Aeolus-class Terran cruiser is a theoretical Demonic Spider with all of those flak cannons and 180-degree AAA beam lasers. No, wait, in multiplayer, they actually are, especially since you didn't have any long range anti-cruiser weapons in many of the multiplayer missions where this is featured. According to the tech database, only two dozen of these ships were ever produced because it was supposedly very expensive to produce. Which is unfortunate actually—while this means you don't see many rebel Aeoluses, the friendly ones you encounter later in the game when you most need them on your side are all crippled. (Take note that the rebels in this game are actually evil racist bastards and not the usual "good" rebels of fiction—it's good they don't have many Aeoluses.)
The Aeolus' big brother. The Deimos is basically a heavily armored Aeolus with more guns. Thankfully, most of the time they are either on your side, or if it shows up as an enemy, you will have the support of friendly ships capable of destroying it by themselves.
The Shivan Lilith cruiser class is arguably one in Freespace 2. Capital ships in Freespace 1 are generally sitting ducks after you've obtained shields (save for the Lucifer, but that was the Big Bad), and the Lilith, no matter how much HP it had, is no exception. However, the Freespace 2 version somehow managed to acquire a Disproportionate Destroyer-levelQuick Reloading Beam CannonOf Doom. Coupled with the said thick hull (more than twice the average HP for its ship class, and nearly as much HP as that of the corvette class which is one ship class larger), if you haven't got Stilettos or Trebuchets to take down the main gun, this will take out destroyer warships (two classes bigger) with relative ease, and will make total mincemeat of your cruisers. And it's not like it's because of those incompetent Terrans either —this thing tears apart the more common Rakshasa cruisers and Moloch corvettes from its own species! It's a good thing they're relatively rare, both according to the Tech Room Database and based on actual campaign appearances.
The most lovely thing about the Lilith's disproportionately large beam cannon, of course, is its endearing tendency to employ the highly destructive anti-capship beam in an anti-fighter role... against your fighter. Needless to say, being fried by a gigantic, undodgeable instant kill weapon halfway through a mission after you've somehow managed to scrape by with most of your hull integrity intact is very likely to ingratiate the Lilith with most players.
And on the highest difficulty levels, the Lilith can start charging up its beam cannon for a second shot before it's even stopped firing the first.
And it looks just like the damned Cain, which is made of paper, so the inattentive player is doubly screwed.
The "media VP" extensions to FreeSpace 2 change the Lilith's skin from gray to black to make it possible to distinguish visibly from the Cain. As for not getting blown up by its main gun, whatever you do, do not approach from the front, because if you do the beam is so wide that you will be caught in it and vaporized when it fires at a capital ship (heavy beams do not target fighters directly).
You could always distinguish it from the ominous scream of its Wave Motion Gun charging up.
The Lilith is not exactly deadly to you, it only has a pair of cluster missile launchers and a single anti fighter beam that can be easily destroyed. Its main claim to fame however it is because it is capable of destroying most friendly capital ships with ease.
One campaing mission briefing says you're going after a Rakshasa and a Lilith...with two corvettes for support. Play testing probably discovered the impossibility of that task as the actual mission contains a Cain instead.
The fetus enemies in the penultimate level of Splatterhouse were apparently the result of a Demonic Spider screwing a Goddamn Bat, seeing how they infinitely spawn from the floor and ceiling, love to hover down directly over Rick's head where he can't hit them or avoid them, attack in huge numbers, and need to be shaken off to prevent them from taking multiple points of damage if they grab you. Did we mention that Rick's default number of hitpoints is four?
In Kid Icarus, at the end of each world was a fortress level. To get to the ultimate boss always required passing through at least one room featuring the dreaded Eggplant Wizards, creatures who liberally tossed eggplants around the screen. Being hit with an eggplant would turn the player character into an eggplant with legs, unable to fire weapons. Of course you couldn't defeat the boss in this state. The only way to remove the curse was to travel about a dozen rooms out of your way to a "Hospital" room, dodging enemies all the way since you couldn't shoot them...and then go back to the boss room, hoping you could avoid the eggplants this time.
While Eggplant Wizards are the worst of the Demonic Spiders in Kid Icarus, they are by no means the only ones.
In the horizontal scrolling levels are thieves. They are Invincible Minor Minions, and if they touch you, you can say goodbye to one of your powerups. And since they come by the dozen, you need to be very good at dodging them or you'll lose them all. On the bright side, if they're stolen, you can buy them back at the black market if you're willing to pay up to 700 hearts.
Dark Castle had bats that would knock you off platforms to plummet to your death.
Good god, Dark Castle, where to start? The important thing to remember about this game is that you get paralyzed a lot. Run at a wall too quickly? You stand there teetering with stars in your eyes for ages. Walk off a half-foot ledge instead of hopping? You trip and end up flat on your face. Jump off a head-high platform? You're overcome with dizziness. While you're standing there wobbling around like an idiot, rats, snakes, imps and bats are happily chomping away at you every time they pass, and any larger enemies that were looking the other way or knocked out (you can't kill larger enemies) can kill you in a single shot. Plus, whenever you're in this state, you always have to stand up almost immediately and stay that way, regardless of the traps you are placing yourself in the path of. Honestly, Prince Duncan is HIS OWN demonic spider.
Not only does Odin Sphere have both the Goddamned Bats in the ice and fire stages and a heaping helping of Those Twelve (Give Or Take) Bosses, but there is one enemy in the Titania stage that is the bane of all existence: the red wizard. The standard wizards aren't that much of a problem; sure, they teleport around and can sometimes inflict status ailments, but just knock one of the floating swords from their sword spell back and you can finish them off quickly. Red wizards, however, are more resilient than that. They'll try to beat you down with every status effect under the sun, and because they teleport so much it can be hard to catch up with them before they use their sword spell or teleport again. Not to mention they can summon slimes, which only take one hit point damage from any attack that isn't magic-based and are capable of locking you in place and slowly draining your hit points until you are dead—and by the way, the first time you meet them, unless you've been warned in advance and stocked up on Napalms, you have no way to hurt them. Oh, and red wizards often show up in groups of three or more. Between this and the mini-bosses, Titania is pretty much That One Level.
The fire stage also has the lava monsters. Kill them and they explode. If you're caught in the explosion, you die instantly. And the boss of the same stage can also kill you instantly, and when he isn't doing that he summons lava monsters. Good luck not dying instantly.
Not to mention the Sorceress Fairies who show up in Ringford (any anywhere else you fight against the Vanir). Not only can they spam fireballs at you, they can heal anything nearby to full health in seconds, including themselves. Deadly when they're floating above hordes of ground enemies who make it difficult to take them out, but particularly bad during the boss battle between Mercedes and Oswald, where they can heal the boss while he's powered up and you're forced to continually run away without being able to retaliate.
Sonic the Hedgehog (2006) (the next-gen version for the 360 and the PS3), not content with being a game of bad controls, bad cameras, Bottomless Pits and game mechanics that seem designed to exploit these flaws to the max, ups the ante for The End Of The World, the final story level rush. Strange spheres with more than a passing resemblance to Sauron pop up all over the place. The purple ones act as black holes, sucking you towards them and causing instant death if you make contact with them. The orange ones throw boxes at you, often with pinpoint accuracy, causing you to lose your rings and stop momentarily—making you easier prey for the purple ones. How demonic and spidery is this? See here. And here, and here, and here, and here (these videos contain large amounts of swearing).
Pay special attention to the sandtrap in Silver's section. You'll see.
Bats showed up in later levels of the original Crash Bandicoot (1996) in one of those really tricky walls-coming-in-and-out and floor-disappearing-at-random-moments, side scrolling levels. Fortunately, these enemies were pretty much limited to the game's That One Level.
Crash Of The Titans has Sludges, which come in large groups, are fast, do tons of damage with their attacks, have exceptional reach, and have a counterattack (basically, they turn into an unhittable puddle of goo and do a Shoryuken-esque uppercut) which is nearly impossible to avoid that they use nearly every time you hit them. Your best chance against them is to frantically try to nab one yourself and spam that counterattack yourself.
Also Battlers, who constantly block, also come in large groups, and have a very painful special attack which they love to spam.
Crash Mind Over Mutant has TKs, which have ranged attacks that are impossible to avoid, a annoying melee attack which they are invincible while using and has a large area of effect, and can throw you off your titan, leaving you vulnerable while you try to re-jack your titan.
The Demon Dolls that show up in the third level. They're quick, hard to hit, have a projectile weapon, spawn like crazy, take several hits to kill, and have a 50% chance of lighting on fire and chasing you around after being killed.
Blobs that shoot jelly globs into the air that, if they hit you, drain three bars of health while leaving you unable to use weapons or items. And they are invincible to anything except popsicles and fire extingushers! Not even the Flamethrower/Monster Potion/Pandora's Box can touch them!
The Chainsaw Maniacs, durable enemies that can chop through most obstacles and actually track you across the screen. It's possible to kill one, but it takes obscene amounts of damage to do so and most of your weapons can only stun them. Unless you have a monster potion, it's best to not bother, because you'll be fighting several.
It's actually BETTER to kill them, they don't respawn, but they CAN and WILL carve their way to victims that you and other monsters can't hurt normally.
Fishmen that like to leap out of the water and land right next to victims, then kill them. They're also infinite respawners.
But worst of all are Werewolves. Not only do they pursue you across the level (which includes jumping through walls), but most Werewolves are actually transformed tourists, who you're trying to rescue. In levels that turn to night, you must rescue all Tourists before it becomes night-time or else they'll become Werewolves and you lose one of your victims. The time limit for this transformation tends to be frustratingly short as well.
At least you can one-shot Werewolves with the silverware. (In fact, 90% of all enemies in the game can be destroyed by one or two shots of the correct weapon). Vampires, however... Show up randomly, take obscene amounts of damage, and can pretty much kill you at will, if it chooses to fight you rather than stand and soak up your ammo. Not to mention their annoying habit of flying away before you can finish them, resulting in a massive loss in weaponry with no reward.
Don't forget that their bat attack is pretty much unavoidable. It says something about the game's difficulty when the Demonic Spiders can throw Goddamned Bats at you.
Giant ants climb over walls and can take a large amount of punishment from most weapons— only the rare bazooka and rarer Martian bubble gun can one-shot them. They can pick up unclaimed ammunition and carry it back to their ant holes, never to be seen again. And like most enemies, they respawn endlessly.
The enemies are still cake when compared to the bosses.
Ratchet & Clank: Going Commando features YETIs, giant, Wampa-esque critters that soak up tons of damage, go quite swift for their size, and hit like a freight train. A good example of enemies that start as demonic spiders but eventually become God Damn Bats as you get better at the game.
The beam turrets in Deadlocked. Tiny little laser turrets that drop in at random points, and are usually overlooked right until you get a laser beam in your back.
The giant antigrav robot roaches, aka LaserBacks (from Deadlocked), are a) infuriatingly hard to kill, b) have a psychotically high rate of fire, and c) are one of the few units that make life difficult for you even when you've turned them to your side with the right omega mod. (Usually, subverted enemies are kind enough to try and aim at the enemy; the laserbacks simply spam ammo everywhere, and Primus help you if you get in the way.) Pretty much the only way to keep them from reducing you to powder was to wait until they briefly stopped shooting, then spam them with a high-knockback weapon. Oh, and your helper-bots have no idea that these things are unspeakably annoying and will instantly get mowed down by them.
Their sorta-predecessors, the Guard bots from the third game, are this too. They have the same attack method—-that is, two guns that More Dakka you into the pavement—-and take buckets of damage.
Time Crisis has red soldiers. If one pops up, you better shoot it ASAP or prepare to hide, because their first shot will hit you if you don't hide. Fortunately, in Time Crisis II onwards, their killing shots have a distinct circular mark on them (known as a "Crisis Sighting"), are colored red, and, in Crisis Zone, are accompanied by a warning beep.
Even worse are the ninjas of the series, which jump around all over the place, stay behind cover half the time, sometimes throw knives, and tend to pop up at close range and give you a facelift before you have time to react, especially in Crisis Zone. And many times there's no warning before they attack.
Special mention to the cheap, hair-ripping hell that is Delicious Fruit. The fruit will defy gravity just to kill you. That's right, they will fall upward. On rare occasions, they'll fall horizontally.
Extra Special mention to the Medusa heads in the Castlevania section. You're trying to pass a platforming section that's hard enough as it is (though admittedly tame for "I Wanna be the Guy" standards) and Medusa heads pop up randomly and send you spiraling into a spike. Somehow, it would be less annoying if they just killed you on contact!
Trauma Center. The first game (either version) has the GUILT, Savato, who is literally one of these things. Combine one part Timed Mission (cutting the webs destroys your scalpel, so you have to wait, and if you take too long, the damn thing turns red and wrecks your patient's health—and sometimes, it goes too quick even from a fresh cut for you to even be able to pick up another scalpel) with ten parts Mook Maker (it creates mini versions of itself all throughout the battle, which can create a medium-sized version of themselves WHICH LIMITS YOUR HEALTH just by freakin' existing, and can make 10 of those little bastards by splitting) and all of those damn lacerations which the DS version simply cannot easily keep up with, gel or no (easily seen in X1, the general stopping point for players who've even S'ed all the standard missions), even with the Healing Touch you're barred from using until the very end, and you can see why Atlus decided on making an Easy Mode. He easily qualifies, even though he's a Nintendo HardFinal Boss.
Dark Titans from Sonic Unleashed. These massive beasts are extremely strong, can attack with most any part of their bodies (including an almost unavoidable shockwave), have massive HP bars, and all their attacks not only send Sonic flying, but actually keep him stunned on the ground for several seconds (often setting him up for a shockwave move, which knocks you back again). Worst of all, they often appear with swarms of smaller enemies, in cramped quarters, or on guardless platforms just waiting to toss you into the void. The only good thing about them is that they often kill other enemies while trying to get you. The absolute worst is Empire City, as they fight you on the roofs of buildings. Very small roofs. Getting close means you're guaranteed to get pounded because there's no room to really maneuver. Staying back, on the other hand, will likely cause the Titan to send a shockwave at you, stun locking you and knocking you off the roof and killing you instantly.
Also immensely annoying to kill are Fire Masters, which are magician-type enemies that are, as their name implies, on fire. Trying to attack them will result in Sonic being set on fire and steadily losing health for about thirty seconds unless he can find some water to douse himself in. To attack them safely, you must hit them with barrels full of water. Also, the lock-on targeting system is kind of finicky and while there are a fair number of barrels, they are not infinite. Because Sonic will stop attacking as soon as he touches fire, it's impossible to use combos, forcing you to use repeated weak attacks, slowly chipping away their health.
And then... Heal Masters; capable of gifting their allies copious amounts of their health back. A Genre Savvy player will know to target them first. The only problem is that they can also heal themselves, very quickly. Seeing one of these in a group of enemies is an automatic Oh Crap moment.
Then they decided to pair Fire Masters and Heal Masters together.
Ace Combat: enemy ace squadrons are one thing, since at least in a fresh run (as opposed to a SP New Game) you won't have a comparable plane until the late-game... it's another when they're outmaneuvering you, consistently getting on your six o'clock and seriously threatening you in the late-game with a starting plane. (See Alberto Lopez, aka "Espada 1" in Ace Combat Zero.) A "late-game" version would be the fact that planes like the YF-23, the F-22A, the F-117, and the F-35C have fade-from-radar stealth that greatly increases their deadliness when flown by the enemy... but has no apparent effect when you pilot them.
Any planes that require more than the standard two missiles to shoot down. The most notable instance would be the C-50 cargo planes from Ace Combat 5's arcade mode, which require up to ten to shoot down and, unlike other similarly unarmed planes, don't give you any back for killing it.
The Su-37's from the 14th mission - highly agile and maneuverable planes that can avoid your missiles effortlessly and continue to launch at you, and then the mission's objective forces you to ignore them entirely and go fly a complicated pattern through a wall of anti-aircraft fire, all while the Su-37's are still chasing and firing at you.
Eversion, from World 4-5 onwards, has THE FUCKING DEVIL HANDS OF DOOM FROM OUT OF NOWHERE.
There are literal ones in Earth Defense Force 2017 (technically, they're aliens) but the giant spiders in the game are easily the most frustrating enemies. They like to Zerg Rush you and smother you in webbing, doing ridiculous amounts of damage (instantly killing you in many cases) while limiting your movement at the same time.
There are these Kremlings in Donkey Kong Country 2 that pop out of barrels and try bouncing into you. They're not so bad, but they have these undead-looking cousins that whenever they bounce into you, a life balloon appears. They come from your total. They can end your game if they bounce into you enough.
There's also the red ones with TNT barrels, which are a One-Hit Kill. The worst thing ever is the secret That One Level filled with both of these and annoying, long sections with spinning barrels over Spikes Of Doom.
The third game introduces Lurchins, sea urchins that absolutely blanket the underwater levels. In most cases, being underwater means you can't attack them at all, leaving you the sole option of getting out of the way (and in one level, they sweep upward from offscreen so fast that you have to know in advance where they are, or you will get hit). The only way to hit them is to ride/become Enguarde the Swordfish...and hit them at precisely the right moment; if you stab at them when their shell is closed, you get hurt, and their opening-and-closing speed varies from Lurchin to Lurchin.
Perhaps worst of all is the Metal Leo, which while it only appears in the last level, is a scaled-down version of the previous boss.
...or appear repeatedly in the second half of the game on higher difficulties, even before the real thing appears. Including on stages with time limits.
Special mention should go to Cromartys, the black-suited versions of normal mooks. They both have massive damage reduction and can roll away from your combos unless stunned, require dodging of a relatively difficult combo attack to stun (during which other enemies will also be attacking) and often appear in groups, armed with bazookas and non-deflectable homing missiles.
It got worse in the sequel, where they appeared as ninjas with even worse homing fireworks and a new firework bazooka which, unlike the old one, doesn't let you reflect the shell back for a free stun. So much for the Conservation of Ninjutsu
Escort Missions make normally not so bad enemies like Jalthis this trope in Wing Commander but Hhriss from the Expansion Pack are real Demonic Spiders with the agility of the Salthi, the firepower of the Raptor, and the armor of the Jalthi, only with a more balanced front/rear distribution. They are ridiculously powerful.
In Star Wars: TIE Fighter, the A-Wings. Here's a quote from Game FAQS: The A-wing was a nasty little foe and the hardest rebel starfighter you could come up against in the original TIE Fighter (sans expansion packs). For those not well-versed on their Star Wars lore, the A-wing is a Rebel interceptor, a fast, dagger-like ship armed with laser cannons and concussion missiles and with engines unmatched by anything in the Empire's basic arsenal. In TIE Fighter, these little monsters were blindingly fast and incredibly maneuverable, capable of outrunning and outflying every player ship until the TIE Advanced found its way into the storyline. This incredible speed, combined with its compact chassis, made the A-wing incredibly hard to destroy. Even the anti-starfighter concussion missiles, usually a guaranteed kill, were useless against the A-wings, which would nimbly evade the missiles until they self-destructed. Not only were the A-wings difficult to kill, they were also dangerous, as the concussion missiles THEY packed could shred your unshielded TIE faster than you can say, "I'm your father"!
Supaplex has Snik Skans. If the game wasn't hard enough as it was.
Practically every enemy in N is one of these. Except for Thwumps and Floorchasers. Those are Goddamned Bats. Everything else is a Demonic Spider. Granted, this game isNintendo Hard, you're a One-Hit-Point Wonder, and have no defenses (other than running). To elaborate:
Zap Drones patrol mindlessly, unless you bump into one, in which case, they'll shock you and kill you. Those are Goddamned Bats. There's the tracking version, which will chase you down if it sees you, or if you happen to be beside, directly above, or directly below one. Those are Demonic Spiders.
Laser Drones are like the Gauss Turrets (which are even worse), but can move (albeit slowly), and fire a laser beam which takes about half a second to charge, but actually lasts for a little while. A little while enough to screw you over.
Chaingun Drones are blessed with a rapid-fire chaingun and will activate if it senses you (which is basically "if it isn't blocked by a solid object")and let loose a hail of bullets. Often, while fleeing one, you may activate another, which means you're screwed in tight spaces.
Then there's the Homing Turret. It fires ninja-seeking missiles that turn somewhat fast and will become even worse when other enemies are nearby, like...
The Gauss Turret. Oh god, the Gauss Turret. You see that crosshair? That's not where it hits, that's where the angle of fire is. The shots travel instantly. Which, most of the time, will be you. Did I mention that the closer you are to one, the faster they'll shoot?
Near the end of Psi-Ops: The Mindgate Conspiracy, Aura Beasts begin appearing. These start out invisible and invincible, only becoming vulnerable when your character alerts them. They then appear at point-blank range and proceed to fly into your character's face at high speed while attracting a small swarm of others. While they are quite easy to kill, they have a grab attack which takes a massive chunk of health off your character.
The Sonic games have all had plenty. The most notable can be found in Sonic 3's Hydrocity Zone. If you are unfortunate enough to be hit with a Mega Chopper, you are as good as dead. These suckers leech one ring a second, while disabling jumping and spinning, trapping you in that section of the level to die a slow and painful death. Fortunately for those playing as a Sonic/Tails duo, Tails can just bust them open... if he doesn't have one on him as well.
Apparently you're completely unaware you can just shake them off. If one gets a hold of you, just run back and forth rapidly. Not demonic spiders.
Oh, and by the way, Hydrocity is the SECOND ZONE IN THE GAME.
Orbinauts. The floating balls surrounded by spike balls. Three varieties come to mind. The two in Sonic 1: The Orbinauts in Labyrinth Zone and Scrap Brain Zone Act 3 aren't particularly bad, because they shoot their spike balls forward, but their placement is occasionally awful where it's hard to dodge (especially underwater.) In Starlight Zone, they don't shoot the spikes, and while most are out of the way and easy to avoid, some are again placed in difficult places. These ones you have to hit at just the right angle to be able to destroy. In Sonic 3, the Launch Base Zone Orbinauts are designed similar to the Starlight Zone ones and are everywhere (when not locked on anyway). A couple in particular can corner you in a tight space. Made slightly easier by Sonic's flash-shield extented attack if you get good at timing and aren't wearing another shield, but otherwise you learn to stay cautious.
In Ninja-kun: Ashura no Shou, most enemies are like the ones usually found in the rest of the games. A short time you'll face larger "boss-like" enemies, including boss skeletons, which unlike the others can kill you if you aren't careful. However that's just the begining, as soon after you'll find bats that instead of being annoyances are one-hit kill, actual spiders that show up spontaneously in the middle of a room and are ungodly fast and many other things that will kill you.
The original NES Teenage Mutant Ninja Turtles had a laundry list of examples, including Dive Bombers, Fire Freaks, Frogmen, Vulcan Bots, Splitters, and perhaps worst of all, the much-hated Laser Soldiers, which assault you in spades during the final approach to Shredder's lair.
Pretty much any enemy in The Legend of Kage is a demonic spider, due to the game's abundance of Fake Difficulty. Kage is a One-Hit-Point Wonder, has a near-zero range sword and hard-to-aim ninja stars, and enemies randomly drop from the sky, making it nearly impossible to avoid running into an offscreen enemy or their projectile attacks. Thus, the whole game is mainly a Luck-Based Mission.
The cougars in Red Dead Redemption. They're insanely fast, agile (making it hard to shoot them) and aggressive, seem to hunt in packs, and can kill you and your horse with ease. There's a reason some people refer to the cougars in this game as modern day velociraptors.
This is particularly notable due to the fact that cops and outlaws can put an entire magazine of Colt semi-auto bullets into you and you're still fighting fit, but one swipe from a cougar puts you on your ass, and one more has you seeingDEAD.
Also: the Mexican bobcats are cowards that more often run from Marston when you get close. But if they do decide to attack you...
in RoboCop 2 the arcade game, on the stage in the chemical plant, there are the mutants who run straight at you, electrocute you as soon as they touch you (so you can't "bodyslam" them like you can with other toughies), and take quite a few shots to kill, and appear with the same frequency of all mooks. Really the only thing that got me through that stage was lots of 20p pieces...
Alien Swarm has the Parasites, which are very small, very fast, and spawn in massive numbers. This is already a formula for a nasty enemy, but what really sets them apart is their method of attack: They attach to and drain your health very quickly, and the only way to get them off is for The Medic to spend some of their limited healing items on you. Did I mention there are loads of them? And they're so small and fast that hitting them is mostly down to luck? And there are like a million billion zillion of them? Well, it bears repeating. To make matters worse, being killed by a parasite release several more parasites upon your death, making the situation go downhill VERY fast for the rest of the team.
Once you unlocked the flamethrower and the telsa gun, the parasites get a bit easier to deal with, but not by a whole lot.
Streets of Rage 3 and the mohawked martial artists (Tiger/Leopard/Fabio). They move fast and hit hard with rapid series of kicks to the face and flying leaps. They sometimes arrive on the scene falling directly from above, feet poised to hit your face on the way down. They can (and often will) block almost any conventional attack you throw at them, including special attacks, with a mocking lack of visible effort. Their only weakness is their susceptibility to getting thrown or body slammed... if they are alone. When in groups, they exploit the stacking sprites as a team and form an unapproachable phalanx of forearm block and Rapid Fire Footwork that is immune to most tactics and retaliates without pity from beyond melee range using leap-kicks.
Big Eye in the first Mega Man has several times more health than every other enemy and deals nearly half of your health per hit. It hops toward you with either a slow high jump or a fast low jump, but you can only run under it during the high jump, and whether or not it even will is completely random. The one in Elec Man's stage appears in close quarters and will close the whole distance with 3 jumps. If the second and third jumps are both low, you WILL get hit.
Also in the first game are Bladers, those horrible grinning flying nightmares. They float in, above jumping height, swoop down to strike, and swoop back up, out of reach. They follow you, they look at you. They grin as they plink away. If you try to run, more may spawn and swarm.
The Haunted Mansion had the gargoyles, which were really big enemies that could only be harmed with a fully Charged Attack. Which was hard, because they were also Enemy Summoners, and said enemies were much faster than you, and when they hit you your charge stopped. Luckily, the Beacon of Souls gets more powerful, lowering the demonicness.
Archers in Prinny: Can I Really Be the Hero?. They have two attacks, depending on where you are in relation to them. If you're trying to jump over, they'll aim high and shoot a very hard-to-dodge wave attack. If you're at the same level or lower, they'll just duck and fire three arrows in rapid succession. It doesn't sound too bad...except the game loves to place them with or behind pits, obstacles, hordes of lesser Mooks, and in narrow alcoves where you can't jump over or stun them. And if you get too close, they'll jump far out of range and start firing away.
The sequel keeps the Archers (and their faster palette swaps the Freischutzes) while introducing Liliths and King Specters. The former will teleport away from you if you so much as start to move in their direction, and if not stunned as soon as they rematerialize (which requires you to anticipate where they're going), release a swarm of Invincible Minor MinionGoddamned Bats from under their skirts. Also, they're invincible while doing this, and never appear by themselves. The latter surround themselves with their kids (which possess nearly as much health as the parents) before dive-bombing you repeatedly-and the approach to the last boss has you facing two of them at the same time.
Any enemy who can poison you in Tomb Raider III. If poisoned, you'll keep losing health until you use a medi-pack. The game has a good amount of enemies that can poison you, thus you may keep wasting your healing items just to cure poison. The future games still had poison effects, but done much less.
The literal spiders, particularly in II, are small and hard to hit, and typically come in swarms in dark areas, so you will often get nibbled within inches of death.
Similarly to the poison example, any enemy that can set you on fire. Unlike poison, burning is a death sentence unless there's water in the immediate vicinity. Again, II has by far the highest amount of these, and they like to quietly sneak up on you with deceptively long range flamethrowers.
The upper floor of the Thorney Towers Home For The Disturbed level in Psychonauts features psychic, mutated rats which scamper directly at Raz and explode, not only causing impact damage but also leaving a cloud of harmful Confusion Gas. They come in swarms which home in on Raz wherever he happens to be, and by the time you hear the distinctive squeaking and scampering noise they're usually right on top of you. Shooting at them causes a chain of dangerous explosions and fills the screen with Confusion Gas. Since the gas messes up Raz's powers, it's almost impossible to stay shielded during a rat attack. On top of this the sound is glitchy, so half the time the warning sounds can be heard when there are no rats present, which is Nightmare Fuel in itself. Plus, they're deformed, kamikaze, exploding rats.
In Ys Book I and II, many of the monsters in the lower levels of the mine and upper levels of Darm Tower fit this trope. Especially bad in the mine with limited visibility. Also bad is the second mirror warp maze in Darm Tower, which is full of Elite Mooks which can kill you in two hits even if you have the Battle Armor.
In Book II, the Mine doesn't have limited visibility, but there's now way of knowing if there's a crowd of monsters on the other side of a doorway, which can lead to unavoidable deaths. Better Save Scum.
Hobbledy in Folklore, especially when it appears in groups. It uses a continuous stream of electricity to damage you. This can also paralyse you, leaving you frozen in place and helpless as the group take turns blasting you, effectively keeping you paralysed and making it so all you can do is watch while your HP drops like a stone. Even if you manage to get one of their ids out, the others WILL NOT let you absorb it, standing in your way and blasting you if you even so much as THINK of pressing R1.
The Ascidia and Agar-Agar have the distinction of being some of the odd folk that can both regenerate their own health and multiply if given enough time (thankfully capping at 4). While some players like to bring out their toughest Folk to deal with most situations, these things require constant attention with from smaller attacks lest they start regenerating again. This is far worse for Keats, who requires some SIXAXIS tricks to absorb their Ids, creating a pretty high chance of being interrupted (Ellen can just absorb them normally). They also appear to take massive damage from Keats' Fire folk, when in reality this will rarely be enough to kill them.
The Bougainvaillea that Keats fights in the Netherworld Core are some of the most unforgiving Folk the game has to offer. Just one of them throws out a high-damaging, quick-moving, bouncing ball of fire that practically homes in on the player with sadistic accuracy, and they tend to appear in packs. More dangerously, their bodies will often project 3 of these projectiles when they've take enough damage, cheap-shotting you during your own offensive. No matter your skill at dodging, it's rare to walk away from an encounter with these creatures without losing at least some health.
The Gladiolus, also found in the Netherworld Core can be exceptionally terrifying for the simple fact that when they come after you, nothingyou throw out can stop them, and their damage-output is monstrous.
The "Gas Zombies" in Dead Rising 2 only miss sweeping the list by one factor - they can't take away levels. They have everything else. They can stun you. Their grapple attack has twice the reach of conventional zombies - and is undodgeable. They are everywhere, and you will not notice them among the mobs of zombies until they are right on top of youchewing your face off. They draw every other Gas Zombie within earshot when they attack. They can attack multiple times once they grab you, forcing you to consume healing items faster. They are twice as tough as normal zombies. They can charge right through mobs of zombies. Queens only stun them. Oh, and that stun attack? Has enough range to hit you before they enter camera view from behind. The game is 72 hours of zombie smashing, but once these bastards show up, the party is over.
The military can eliminate conventional zombies with ease, but Gas Zombies can wipe out entire platoons in minutes. They're recognized as Demonic Spiders in-universe.
On the other hand, once you complete the case in the Phenotrans lab, you can find about four Blast Frequency Guns, which can eliminate several dozens Gas Zombies with one precise shot and carry ridiculous amounts of ammo. Sure it only stuns normal zombies, but they're hardly a threat and can be pushed pust unless you run into a huge unavoidable cluster of them. Make sure to keep at least two of these weapons handy.
From Dead Rising 1, we have the Special Forces soldiers. They are very tough for Mooks, requiring seven shotgun blasts to put down, were immune to handgun fire and headshots, toted machine guns that stun locked and damage you which allowed the other soldiers to shoot you more, always came in groups, and were not stun locked when shot (quite annoying when trying to use their own assault rifles against them). When they show up, you better have the small chainsaw or sniper rifle, or you're in for a rude awakening.
Amagon has these in spades. Fast-flying birds that suddenly appear while you're jumping, erratically-moving wasps that shoot spreadfire, jumping mushrooms, Spiny-type things that drop from trees, teleporting robots, etc. In all cases, you die in one hit unless you're Hulked Out.
Any enemy with a level 3 Full Screen Tech in Seiken Densetsu 3, such as Wolf Devils, Dark Lords, or Nightblades. Which is a shame, because all of the final dungeons are crawling with them. There's a very real chance that a single Full Screen Tech coming from them can wipe your entire party in one shot, unless you've been doing some serious level grinding (and even then, it'd come close).
The biggest problem about those multi-tech bastards is the fact that they seem to use those techs completely at random. If you have very bad luck, all 2 or 3 of them will use their multi-techs at once, giving you no time to heal in-between. This usually results in an instant kill, even with strong characters and "Defense Up".
Wolf Devils would count even without Sky Dance: they're fast, strong and attack in numbers. Even with nothing but physical attacks, they can kill your characters—especially your CPU-controlled ones—before you even notice how low your health is.
The Godfather game has Tommygun and shotgun users who can shred you very fast, especially given that they first appear quite early on when your health is still quite pathetic. They can tear up cars rather quickly too, so tough luck if you encounter them without a nice sturdy wall to hide behind. Plus since you are only one man, they are likely to flank you. At least you can pick up their guns after you pop them with a Boom, Headshot... but still, prepare to die often.
The later patches of Darkstone included Goblin Bat Riders and Giant Bats. Both were immune to all spells except fire based ones (and there were only 3 fire based spells), they were fast, they did a lot of damage, they infinitely spawned bats (including upon death). Luckily, they are rather rare.
The later patches also included mages, which attacked in swarms, hurled fireballs, teleport spammed, summoned golems (fire and ice) and were completely immune to any form of magical assault. Luckily they are fairly easily to kill with normal weapons... if the golems and fireballs didn't kill you first or if you could catch them.
Cave Story, for the most part, is relatively free of these. However, in the Brutal Bonus Level, you get the Butes and the Mesas. The Butes are tiny Pit-looking things that either fly around randomly, shoot arrows, or wait on the ground and try to charge you. They do tons of damage, can quickly delevel your weapons, and the ones on the ground can block your attacks. Even the Spur. The Mesas are giant Butes that throw blocks at you for a ton of damage and have far too many hitpoints.
In earlier levels, there's the Sandcrocs, which deal huge damage, only pop out when you're standing right in the path of their waiting jaws, and slide back under the sand before you can get a chance to kill them. Until you lean how to tell where they are, expect a lot of Sandcroc-related deaths.
From Gun Bros., there are the Elites. They're ridiculously fast and have shots which linger around for a while.
And then from the Bokor levels is the equivalent of the Elite, the Cuttles. They have the trademark ridiculous speed and powerful attacks of the Elite enemies, except they use melee attacks. Also, due to the different "wave" style of the Survival mode, they gain tons of health very fast.
Flying MTs in Armored Core games pre-4 and For Answer weren't as predictable as fighter jets nor as slow as helicopters, both of which you could kill with a missile or two, charge at you guns blazing at a low altitude, fly in erratic patterns, frequently come in packs of up to three and drop other enemies for you to deal with. And they all have enough health to bar the player from just shooting a few missiles and scooting. If you aim up to engage the little bastards, you get blasted at by their ground support. Neglect aerial threats too long and you get shot at by them, plus the ground targets. They tend to appear in droves and one mission in Silent Line in particular quickly turns into That One Level because you must face a boss right after fighting them off, PLUS the Kill Sat that's firing at you while they're chipping away your health steadily.
Fester's Quest: In the alien ship near the end of the game, you encounter the Beholders, cyclopean floating heads that can follow you through walls, take alot of damage, shoot volleys of fast projectiles, and fire back when hit. Better stock up on smart bombs and other items before entering the ship, as it's a Point of No Return.
Fortune Summoners is basically made of Demonic Spiders. Each dungeon has at least one variety among its varied mook fauna (usually one of the mage-type enemies. If the mages are not that bad, it'll be the beefier fliers), sometimes two, and every time you enter a new dungeon, you have to be very careful, because there is always some kind of new enemy that can easily get you stunlocked to death in seconds. Special mention, however, has to go to Ghost Wizards. These guys usually come in pairs, can heal themselves and other monsters (including each other), can dodge by becoming immaterial, tend to fly just outside of your sword's reach, and can get through the walls... and pack a spell that does very respectable damage, is virtually undodgeable, and can be cast from inside the wall. No, you can't really attack them while they're inside the wall. Yes, it is precisely as annoying as it sounds.
The Flame Parasites from Evolva. Not only they have the ability throw huge fireballs towards you for massive damage, but they always catch fire after killed and ''explode'' after a few seconds. Depending of the battle, you may not be able to get far from the explosion, since you may still be fighting the remaining enemies.
The Hobbit has literal demonic spiders starting with the Mirkwood level. They come in two variations, the big tarantulas, which are actually less awful because they can't poison you, and the tiny green and slightly larger red ones, which can poison you. There is no way to cure poison except for an antidote, and they come in swarms. You will often exhaust your supply of antidotes after one fight with these things.
Thief: Haunts. Undead enemies are already annoying since they can't be knocked out, and the weapons capable of killing them are extremely limited. But zombies are slow and ghosts are easily avoidable, not to mention rare. Haunts on the other hand are semi-common late game foes, have incredible hearing, move much faster than anything else, and are even more skilled in swordplay than the human guards are. It's possible to beat them in a swordfight... theoretically. Almost all players prefer to simply run like hell if one spots them. What makes it worse is the extremely unnerving sounds they make: chains dragging and constant whispering about "flames around you... nothing but flames..." that turns into otherworldly Evil Laughter should they actually see you.
The crawling titans from the Attack on Titan tribute game are even worse than their regular abnormal counterparts. Unlike regular titans, these things keep low to the ground (hence the name), making it tough for many players to target the neck and kill them. They are VERY fast on the ground too, making for an ugly time for any player caught on ground level with one and further making it harder to target the neck. Take to the air or get on a building? These things will quite happily leap up into the air to nom you. The only character who can take them out easily is Eren in Titan mode.
Bandits early on in DragonsDogma. The ones with swords & shields have ludicrous amounts of HP & strength & can one-shot low level characters with an extremely long-ranged dash used seemingly at random, the the ones with 2-handed weapons have ludicrous strength, & the ones with bows &/or daggers love to stand way off screen & shoot you with extremely damaging arrows that can send you flying. A group of bandits usually includes 3 or more with bows &/or arrows, 3 or more with swords & shields, & 2 or more with 2-handed weapons. The groups are usually next to multiple other large groups of bandits & multiple large groups of wolves. Bandits love to run away nonstop until you give up on chasing them & then attack you from offscreen while you're attacking their allies. Chasing them down often means alerting other large groups of bandits. If you hit them while they're hitting you, they tend to instantly unflinchingly run away as soon as your attack makes contact which really sucks if your weapons rely on weak rapid hits. If a bandit's attack is especially hard to dodge it's most likely an attack that will one-shot many low-level characters. Wolves like to run away when you get near them & leap at you from offscreen later to hold you still while bandits one-shot you.