The only things DemonicSpiders help to simulate are controller-tossing rage and loss of the will to go on living.
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* ''Jet Pack'' for the PC has enemies that always fly towards you, are invulnerable, and can fly through walls. Apparently, the recommended way to keep from getting nastily killed by them is to turn off the game.
* In ''[[Franchise/GundamExpandedUniverse Mobile Suit Gundam: Zeonic Front]]'', you play as the Zeon during the One Year War, meaning that in the first part, your only enemies are relatively-easy tanks and missile trucks, and annoying-but-not-too-bad fighter helicopters. The problem arises around mission 6, where you have to fight Federation ace Amuro Ray. Given that his Gundam (as well as his two friends the Guncannon and Guntank) are invulnerable and have one-hit kill attacks, maybe "fight" is a bad choice of words. The objective of the mission is to get within firing range of each suit individually in order to collect data on them; if said suit doesn't blow you away at the near-point-blank range you'll need to collect data, its other two buddies probably will. To wrap up the mission, you have to collect data on their spaceship White Base as well, meaning that you have to stand right next to it with your back to three hostile enemies who can kill you in one shot, even with armor upgrades because mobile suit armor is weaker in the back. To top it off, there is a simulator mission where you have to actually kill the Gundam, which, although no longer invulnerable, is more or less immune to bullets, meaning you have to walk up to it, get behind it somehow, and hit it in the back with your heat axe, and stealth is impossible due to the fact that the Gundam has three sensors (sonar, radar, and thermal imaging) in addition to line-of-sight vision
* The ''[[VideoGame/{{Freespace}} Descent: Freespace]]'' series:
** 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, [[MoreDakka 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 [[{{BFG}} 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 [[FakeDifficulty 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 [[ArtificialStupidity "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 2'' FailureIsTheOnlyOption mission, if you managed to defend the crippled rebel cruiser from the regular Manticore and Basilisk fighters, an entire ''squadron'' of [[RespawningEnemies 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 [[ScriptBreaking 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 OneSidedBattle (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 [[AwesomeButImpractical 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 [[FantasticRacism evil racist bastards]] and not the usual "good" rebels of fiction—it's good they don't have many Aeoluses.)
*** Moreover that rebels oppose [[TheAlliance Galactic Terran-Vasudan Alliance]].
** 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 BigBad), and the Lilith, no matter how much HP it had, is no exception. However, the Freespace 2 version somehow managed to acquire a [[WaveMotionGun Disproportionate Destroyer-level]] [[BeamSpam Quick Reloading Beam Cannon]] [[DoomyDoomsOfDoom Of 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 [[PunyEarthlings 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 VideoGame/FreeSpace2 change the Lilith's skin from gray to [[ColorCodedCharacters 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 WaveMotionGun 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 ''VideoGame/{{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 ''VideoGame/TheBabylonProject'', a ''Series/BabylonFive'' freeware game built using the ''VideoGame/FreeSpace2'' engine, any Minbari, Vorlon, or Shadow fighter if you're flying a Starfury, since all three species have way better tech than Earth Alliance. Frankly the Vorlon fighter qualifies no matter what you're flying.
* Any third generation VT in SteelBattalion counts. As they no longer appear on radar. Unless you see them in your incredibly narrow field of vision, the only warning you get is the incoming-fire readout. This would be bad enough if they didn't also travel in packs, which is worse if they're with second gen or lower enemies, as you'll probably not realize they're lurking while you deal with smaller fry. The Regal Dress type are particularly nasty, as they like to fire multi barrage incendiary artillery that has a far reaching AOE.
* SAM sites, MANPADS', and AAA for any combat flight sim, really.
* Tarantulas and Scorpions in ''VideoGame/AnimalCrossing'' will charge and [[NonLethalKO knock you out]] in a single hit if you pull out your net near them. They will get you the first time you try to catch them, and the second time, and [[RuleofThree the third time]], and [[OverlyLongGag the fourth time]].
* ''VideoGame/{{Minecraft}}'' has the [[ActionBomb Creeper]], a [[ArtificialBrilliance altogether too clever]] exploding phallic bush monster that can demolish all but the strongest structures with ease. Despite (or perhaps because of) this, they are [[MascotMook the most iconic enemy in the game]].
** Any enemy apart from the zombies really. Skeletons have a bow and arrows and can ride spiders, said spiders can crawl through 1-block-high(though not wide) gaps and climb walls, ghasts shoot fireballs at [[TheFourthWallWillNotProtectYou THE CAMERA]], and if you attack a zombie pigman, all nearby ones gang up on you!
** To clarify, these enemies are programmed to be frustrating. The creeper approaches without a whisper and need only get close to destroy everything, the skeleton zig-zags away from you while firing, and the spider tries to jump on your head (often camping out right atop your roof or wall). The worst place you could possibly face them? A dark, mostly-flat plane that extends infinitely outward in all directions.
*** There '''are''' a few counter-strategies for most enemies (circle-strafing for skeletons, spamming melee attacks for zombie pigmen, zombies and spiders, and dancing at the edge of the creeper's range), but more than one enemy and all bets are off. It doesn't help that they usually spawn around 5 at a time.
*** Running isn't an option, either, at least against spiders and Endermen. Spiders are faster than you, and can jump farther than you and climb walls, and the Endermen can teleport.
** Additionally, the rare and fairly localized Cave Spider lacks the biggest weakness of normal spiders, their large size, and are poisonous. Furthermore, their turf is filled with webbing that will slow you down.
* The Grox from {{Spore}} inhabit 2,400 planets and will attack in hordes as you go to the galatic core, and if you go to a planet to refill health the Grox's spaceships will all fire their destructive lazers. If you join them (which is very hard) every single other race will go to war with you!
* ''VideoGame/SimCity 4'' has them, believe it or not, in trailer trucks. The Rush Hour expansion allows you to undertake driving missions in vehicles such as police cars, school busses, and fire trucks. Bumping into a cement truck is [[OneHitKO instant death]] to a police car, but turning on your siren makes them move out of the way ([[AIIsaCrapshoot most of the time]]). Unfortunately, when trailer trucks run away, they leave behind their trailer for you to run into, which will ALSO destroy your car if you run into it.
* In ''Plantasia,'' weeds and pests start out as minor annoyances in early gardens, but in later levels they're absolute ''monsters.'' A swarm of pests can devour all the flowers in your garden in less than 20 seconds if you can't get rid of them. Even a weak little caterpillar can quickly destroy the sun drop that cost you 2,000 mana to buy while you've been distracted killing that leaf-eating beetle that was chewing on your morning glory. The weeds are no better: your plants already need to be watered periodically or they'll die, but let weeds overrun your little field and pretty soon every plant in the garden will be crying out for water. That's bad enough, but if a weed is left unchecked for too long, ''[[MookMaker it starts to spawn more weeds!]]'' You can buy multiple weeding tools, extermination tools, watering cans, and really expensive magic spells to help with the problem, but each successive one costs a bigger chunk of mana (the game's currency).
** Normally, stray pests and weeds only appear one at a time, but in some levels, a dark translucent cloud will form over the screen, accompanied by the sound of thunder, signaling a massive swarm. If you don't have enough extermination tools or weeding tools at hand, make no mistake, you are ''screwed.''
** It gets better! Some gardens start off already overflowing with weeds, pests, or both. One garden has so many weeds that it's impossible to save all the plants that are already growing there; you have to choose which ones to keep alive.
* "[[VideoGame/DwarfFortress I think I]] [[LegendaryCarp made fish]] [[MemeticMutation too hardcore.]]" - [[VideoGame/DwarfFortress Toady One]]
** More recent versions of ''VideoGame/DwarfFortress'' have even outdone the fish. Giant sponges, for instance, have no vital areas and are too large for a [[DroppedABridgeOnHim dwarven atom-smasher]], making them functionally unkillable save by air-drowning, and their "push" attack (the default attack for creatures that can't attack) deals damage based on their mass-- read that "giant" part again. Even more "[[FailureIsTheOnlyOption fun]]"? Undead giant sponges don't air-drown, since they don't need to breathe at all.
** The necromancy update has given rise to ambulatory disembodied organs... which have no vital areas and don't need to breathe, so massive damage is the only way to destroy them. These often are the first sign of a necromancer besieging your fortress.
* ''VideoGame/MechWarrior 4: Black Knight'', the expansion to ''[=MechWarrior=] 4: Vengeance'', brings a lot of Mad Cat Mark II's in use by the player's enemy in that game, which pack quite a punch, can use jump jets, and are hard as hell to kill. You'll see more of these [[FridgeLogic Clan 'Mechs in use by your Inner Sphere enemies]] in the last op alone than you'll ever see in Clan use in ''4: Mercenaries'', which is a standalone expansion to ''Vengeance''.
** The Clans in the source material use very few Mad Cat Mark II's as the design was created by Clan Diamond Shark specifically for export to Inner Sphere customers. The other Clans, noticing that it wasn't an [=OmniMech=] like the original [[ReportingNames Timber Wolf/Mad Cat]] and remembering how Clan Diamond Shark betrayed them to do business with [[FantasticSlurs "freebirth"]] Inner Sphere factions, stayed away.
** Before that there were the Black Hawks/Novas in Mechwarrior 2 Mercenaries. The Computer contolled ones make up for their lack of torso twist with near perfect jump jet controls and they can tear apart your mech, especially blowing off arms where most of your weapons are, in seconds; they seem to have more armor than heavy mechs, taking 6 erPPCs to recue one part to yellow status and even more to blow off a leg, which won't slow them down due to teh aformentioned perfect control of their jump jets.
* The Nebulon-B Escort Frigate in the original ''VideoGame/XWing''. They have a ''lot'' of guns for their size, so unlike the much larger Star Destroyers they maintain excellent fire coverage over the whole ship regardless of how close you get, while giving you no gaps in their defenses to work from. Their armament is also nicely tailored to throwing up a wall of [[BulletHell lasery hell]], so it's not a matter of ''if'' you get hit, it's ''how much''. Missions where you're ordered to actually ''attack'' one of these things can quickly become a [[ThatOneBoss nightmare]]. It makes it ''really'' satisfying to watch one blow up.
** Then ''VideoGame/XWingAlliance'' [[FromBadToWorse ups the ante]] with the ''Lancer''-class frigate, essentially a mobile flak battery designed specifically to defend other capital ships from starfighter attack. If you've ever seen footage of American carrier groups under air attack during WWII, that's pretty much what it looks like to come under the guns of a Lancer.
* ''VideoGame/{{Hardwar}}'' has the pirates. Normally they pretty much qualify as GoddamnedBats, as they're lightly armed and fairly easy to dispatch, but a few - and it is important to note that you don't get to know beforehand who those few are - carry Groundbase or Fireburst missiles. The first type will suck you into the ground dealing a good amount of damage and making you a sitting duck for a good few seconds, the second does ''massive'' damage to your shields and will kill your engines, which will make you a sitting duck for rather a lot longer than that. A surprise encounter with one of these pirates will usually result in lots of cursing and tons of chaff and flare being expended, and very likely at least some damage suffered. The best way to deal with them is to lure them in the tunnels, [[ArtificialStupidity where their AI routines become far more limited and this exploitable weakness of theirs can be utilized to your advantage at maximum effect]].
* The ZombieApocalypse simulator ''VideoGame/{{Infectonator}}'' has the Secret Agents in World Dominator. These have a lot of health, shoot very quickly, deal lots of damage to zombies, and worst of all, ''cannot'' be infected by your virus click[[note]]Your main way of converting humans into zombies[[/note]]!
** The sequel ''Infectonator 2'' also contains Secret Agents, and introduces Hazmat Guys, basically Secret Agents but with more health and even greater firepower. If your zombies don't have enough attack/speed/defence, expect them to get mowed down by these yellow-suited horrors.
* The Huey gunships in ''VideoGame/{{Vietcong}} 2'''s VC campaign. If [[MoreDakka packing lots of M60 fire]] aren't enough, they're hard to hit even when using [=RPGs=].
* The humans in ''VideoGame/{{Wolf}}''. They're the only enemy that carries guns, which are loaded with {{Instant Death Bullet}}s (if it's not a OneHitKill, it's ''definitely'' a Two-Hit Kill). They pilot planes and helicopters, which are always {{One Hit Kill}}s and which are quite fast (fast enough that pausing to bark an alarm to your pack is probably the fastest way to get yourself shot). Ground-walking humans come in two flavors: armed hunters and unarmed hikers; it's impossible to tell which is which until you're shot. The game encourages you to behave as if HumansAreCthulhu and to give them a wide berth, but even with the number of humans turned down low, they're still quite numerous.
* The sixth to final levels of ''VideoGame/ThemeHospital'' have epidemics where contagious diseases spread throughout your patients while they wait for treatment. They usually occur when there are too many sick people waiting in the same area, which will happen often, depending on how popular your hospital is. To beat them, you either kick all of them out or cure them within an allotted time limit. Thanks to how hectic the game can be, it's usually easier to just take the fine and you'll be taking a lot of them.
** Earthquakes are also difficult to deal with from when they're first introduced; really bad earthquakes can destroy a couple of machines even when they're at '''full health'''. And once they're destroyed, the room stays there forever with no way to delete them, taking up what little space you have.
* ''VectorThrust'' boasts the DDG-56 and Karel Doorman class destroyers and frigates. Alone, they're not much of a threat, but in a fleet, their combined missile barrages anihilate anything too slow to get out of the way, and if you try to get in close, their combined CIWS fire shreds everything caught in the crossfire. The best way to deal with them is to fly balls-to-the-wall at extremely low altitude at long range so their missiles won't hit you, while spamming long-range anti-ship munitions at them and hope that you don't run out of ammunition.
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