Item Drop Mechanic

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He turned into a meatbun. The Horror...

A gameplay element in video games where you can get items from fallen enemies. Typically it takes form of enemies fading and the drops simply appearing where they died.

Item drops often have fixed types within the game. Some of which are:
  • Experience: enemies turn into experience upon death.
  • Food: They turn to food which replenishes either Hit Points or Mana Meter.
  • Power Ups that increase your stats temporarily (such as attack or defense).
  • Ammo: More prevalent in FPS and other shooter games, where you can pick ammo from other enemies. Often a Universal Ammunition.
  • Equipments, such as weapon or armor.

Supertrope to the following:
  • Carrying The Weakness: Enemies drop items they're weak to.
  • Essence Drop: Their life force explode upon their death. (any example on this fits better there)
  • Money Spider: Enemies drop currency when killed.
  • Impossible Item Drop: Enemies drop items they have no business even having on their person. (e.g., a Bat dropping a chainsaw.)
  • Money Multiplier: Another mechanic that increases the amount or probability of getting items.
  • Organ Drops: they vanish and sometimes inexplicably drop their guts.
  • Power-Up Magnet: Despite the name, it actually can attract other kinds of drops as well.
  • Random Drop: where the items that are dropped are random, or some certain things only drop at a fixed chance.

Very prevalent in RPGs - in fact, the Ur-Example is Dragon Slayer, an Action RPG - but can appear in any other game genre.

Not to be confused with discarding an item in your inventory.

Examples

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    Non Videogame Examples 

Webcomics
  • In San Three Kingdoms Comic, People dying and turning into meatbuns are a Running Gag. Taishi Ci in particular dies in page 192 and turns into one. Which was then eaten by Sun Quan who was beside him in his death bed.

Anime/Manga
  • Log Horizon takes place in something of an RPG-Mechanics Verse, including item drops. This is eventually justified as some sort of powerful spell that sends gold to the dying monsters. It ends up being a plot point.

Comic Books
  • Volume 2 of Scott Pilgrim features Ramona's second Evil Ex, Lucas Lee, dropping a Mithril skateboard when he is "defeated" by Scott. +4 Speed, +3 Kick, +1 Will, but Scott can't use it because he forgot to pick up skateboard proficiency in fourth grade.

    Videogame Examples 

Action Adventure

Action RPG
  • In Kingdom Hearts enemies explode into "prizes", which are categorized differently depending on games, but the staples are treasure (which could be spells or weapons or crafting materials), HP, MP, and Munny.
  • Variant in Mega Man Battle Network: In this case, you'll get some rewards whenever you beat a Random Encounter battle. Typically it's small amounts of Zenny, but sometimes it could be a Battle Chip, Bugfrags, or (if your HP's low enough) HP recovery. Some installable programs for Mega Man can turn any rewards into just zenny, or just battle chip.

Beat 'em Up
  • The main Koei Warriors games: Dynasty Warriors, Samurai Warriors, and Warriors Orochi. Because all the processing power and memory is dedicated to rendering hundreds of Mooks, all three employ this trope. Grandfather Clause applies too as it has always been this way since Dynasty Warriors 2 in the PlayStation 2. Fallen Mooks sometimes Randomly Drop Power-Up items. Officers both Generic and Playable will always drop XP bags (or Stat Up items like "Defense up" depending on the game) and sometimes Randomly Drops treasure like mounts or weapons.
  • Koei's other Warriors type games have dropped different items depending on the game.
    • Fist of the North Star: Ken's Rage has defeated enemies dropping Scrolls, restoration items, or 'karma,' sort of like experience points.
    • Dynasty Warriors: Gundam has defeated enemies mostly dropping restoration items or temporary power-up items due to the 'blueprints' system used in that game. Defeating any mobile suit, even the common Mooks, may grant the player a mobile suit blueprint, though the drop chance is something around 0.5% per generic enemy mobile suit. This is not as bad as it sounds, as you will destroy hundreds of them in a single mission and so likely earn at least one and probably several blueprints from them. Enemy aces always give up a blueprint upon defeat.
    • Warriors: Legends Of Troy is unusual in that it really doesn't have enemy drops per se, but rather the Kleos system which functions at experience points, a form of currency to purchase items in the item shop, and ties into your health restoration.

Driving Game
  • In Carmageddon, each pedestrian the protagonist reckless driver wastes during a race — "drops" some in-game money as well as adds some extra time to spend.
  • In Vigilante 8, destroying your enemy vehicles will make them drop their current weapons as well as some buffs (such as endurance or speed).

Fighting Game
  • In Super Smash Bros. for Nintendo 3DS, defeated enemies in the Smash Run mode drop power-ups that increase your speed, jump height, attack, special attack, projectile, item attack, and throw strength, and defense in the post-adventure course match.

First-Person Shooter
  • There's a "Drop weapon" action in most of the games of the genre, which can be bound to a key, usually Backspace. Depending on the game, there are also key binding options for armor dropping, powerup dropping and even mission-vital key dropping. And a general "Drop" action in games with inventory such as Quake II.
  • In Doom II, enemies will drop medkits and/or ammo. Even from the demonic enemies.
  • Borderlands and its sequels are unusual among first person shooters in both giving randomly differentiated equipment to enemies as well as sometimes making that equipment available to you after they die as a drop. So if you see a bandit with a neat shotgun, you might very well be able to take it off him after you kill him.
  • TRON 2.0: When you de-rez an enemy, there's a "core dump" left behind containing subroutines, permissions, and small EssenceDrops of energy and health. Yes, this counts even for the digitized human Datawraiths. Try not to think TOO much about the implications, especially given humans are PhysicalGods in Cyberspace.

Platform Game
  • Mega Man series
    • Mega Man (Classic): enemies will sometimes drop weapon energy or health energy. Same goes to Mega Man X.
    • Mega Man Zero omits the weapon energy but adds E-crystals to the mix. The first three games also have some Cyber Elves dropped from certain enemies, while the third also had Data Disks, and the fourth adds enemy parts.
      • Mega Man ZX follows the above, but with weapon energy added again.
  • The NES Metroid manual stated Samus's suit was able to take the power of "his" enemies. Regular enemies turned into health or missile pickups but bosses did not, recharging her ammo automatically on death. Later games would just make bosses drop larger amounts of pickups. All but two enemies encountered in Metroid: Fusion are duplicates created by X parasites, whom became living pickups that flee from you once the false body is destroyed. In Metroid Prime 3: Corruption, the nature of the drops change as with Samus's condition.
  • In Mini Ninjas, defeated enemies turn into animals (whom you can possess with a special spell and use it to sneak around) and also drop glowing orbs that increase your experience.
If you're looking for some straight Sonic the Hedgehog examples, I've got plenty.
  • In Sonic 3D Blast, destroying a robot will set a Flicky free. These are needed to get through the goal rings. In Panic Puppet Zone, however, the Flickies are in capsules. The game's manual explains that Sonic got to that zone early enough and as a result, Robotnik didn't have time to put the Flickies in the robots.
  • In Sonic Adventure, destroying a robot will release a small animal inside, much like the classic Genesis games. However, these small animals can be taken to the Chao Garden and used to improve your Chao's stats, depending on the color (Red for Strength, Yellow for Swim, Green for Speed, and Purple for Flight).
  • Sonic Adventure 2 retains this feature with Dr. Robotnik's robots and expands upon it with the G.U.N. robots. Destroying a G.U.N. robot releases a Chaos Drive, which, like the animals, increases your Chao's stats depending on the color.
  • In Sonic Heroes, destroying one of the more powerful enemies in the game will release a colored sphere. These spheres will upgrade your teammate's stats depending on the color (Blue for Speed, Red for Power, and Yellow for Flight).
  • In Shadow the Hedgehog, an enemy carrying a weapon will drop their weapon if Shadow defeats them. Shadow can then collect the weapon and use it against other enemies.

Real-Time Strategy
  • In Sacrifice, killed creatures leave "souls" behind for any wizard to gather and use in summoning something new. The souls left by creatures that belonged to other wizards — appear red in color, which means they would take longer to collect.

Roleplaying Game
  • In Neverwinter Nights 2, defeated enemies lie as corpses for some time, but eventually turn into loot bags containing their stuff. It makes it difficult to tell which bag belonged to who...

Roguelike
  • In most Roguelikes the enemy will drop whatever it was carrying when it dies. For humanoid enemies this includes the equipment that they were wearing, which can then be used by the player. It also includes things like potions of healing, but in cases like that you have to kill the enemy before it uses the item for it to drop.
  • In Elona each item an enemy is carrying only has a chance to drop upon its death, with that chance depending upon the Luck Stat of the one who landed the killing blow.
  • In Pandora's Tower, Servant Beasts drop items, in addition to the Beast Flesh you need to reverse Elena's curse. Master Flesh is dropped by Tower Masters, the equivalent of a boss in this game.

Third-Person Shooter

Wide Open Sandbox
  • In Grand Theft Auto games, beating people to death/unconsciousness will make them drop money and sometimes weapons and ammo.
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