Earning more points for hitting something after it starts moving, usually a video game enemy that poses little threat when stationary.
Subtrope of Scoring Points
- In Spider-Man (Stern), the second and third Green Goblin modes require hitting a moving target, with more points awarded for hitting it directly as opposed to hitting its afterglow.
- Not only does the Skill Shot in Terminator 2: Judgment Day invoke this trope, but the Super Jackpot as well; after loading the cannon, you have to fire at the moving lit target on the Flying HK five-bank for 50 million points — while your remaining pinballs are still in play.
- Used for the second and third waves of the RPG mini-game in Terminator 3: Rise of the Machines. For the second wave, four (out of five) targets are lit, and they move continuously. The third wave is similar, with only a single target lit and moving.
Shoot 'em Up
- In Chack'n Pop, not only are there more points for killing Monstas after they hatch from eggs, but there are end-of-stage bonuses for killing all Monstas or no Monstas that you can't get if you destroy any eggs.
- In Duke Nukem I you can get a can of cola for one health point, or shoot the can and catch it while it's in the air before it disappears off the top of the screen for 1,000 score points.
- In Galaxian and Galaga, hitting an enemy while it was attacking scored more points than hitting it while it was in formation.
- In Scramble and Super Cobra, shooting missiles down earns you more points if you hit them after they launch themselves into the air.