- Constant stream variety, which takes place in a single room with no rest in between the waves of mooks. In fact, when one mook is defeated, a replacement may immediately take its place.
- Multi room variety, where the player enters a room, battles a set number of mooks, and then moves on to the next one. Some Multi-Mook Melee of this variety give the player a chance to catch their breath before the next group of mooks.
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- This is a common element in 3D The Legend of Zelda games.
- The Legend of Zelda: The Wind Waker has the moment where you get the Master Sword; time unfreezes, and the horde of enemies that were assaulting the castle now want you dead; namely, you have to defeat a total of eight Moblins and eight Darknuts so you can leave. The game also has the Savage Labyrinth, a 50-floor Mini-Dungeon where Link has to duke it out against enemies of all varieties; you enter a room that has some enemies in it, you kill them, then you move down a floor, rinse and repeat until you get to a rest room with no enemies and some healing; the first 30 floors are required to get one of the Triforce Charts, but the last 20 are optional, more difficult due to the stronger enemies, and thus Bonus Dungeon material; the reward for completion is a Heart Piece in the original version for GCN, or the Hero's Charm in the Wii U remake.
- The Legend of Zelda: Twilight Princess has the Cave of Ordeals, another 50-floor location that operates in the same way as the Savage Labyrinth. But it's completely optional and, in order to access every floor, the main items of all dungeons up to and including City in the Sky must be collected. Completing every ten floors will release fairies in one of the Spirit Springs in Hyrule, and completing all of them will net Link unlimited supplis of Great Fairy's Tears. To clear the 50th floor, Link has to fight three (four in later visits) Darknuts at once, which is the hardest challenge in the game.
- The Legend of Zelda: A Link Between Worlds has the Treacherous Tower, which is a variation on the multi-floor caves; in addition to costing money to enter, you have to choose how many floors you go through at the start, and you only get your Rupees at the end rather than at various points in the middle. At its core, though, it's still the classic "kill the enemies in each room, rinse and repeat" type dungeon.
- The Legend of Zelda: Spirit Tracks has the Take 'Em All On minigame, which is a minigame that adds bosses thrown in for good measure as well as the usual enemies.
- The Legend of Zelda: Skyward Sword has one as well. Descending through the Sealed Grounds in an effort to keep Ghirahim from extracting Zelda's soul while taking out wave after wave of Bokoblins, Moblins and otherwise.
- Many of the post-Symphony of the Night Castlevania games have optional Multi-Mook Melee areas. Circle of the Moon has the Battle Arena, a multiple-room area where you are drained of your MP and thus not allowed to use DSS cards. There are several floors of monsters to fight through, but between floors there's a one-way path to leave the area prematurely. Dawn of Sorrow has a mode where you can place monsters in a series of rooms, as long as you have at least one of that monster's soul. However, each monster has a point value assigned to it, and no more than 8 points' worth of monsters can be in a single room. Portrait of Ruin combines the Boss Rush and Multi-Mook Melee in its Boss Rush mode, with boss rooms separated by passages with normal enemies. There's also a specific area, the Nest of Evil, which is basically an extremely long Multi-Mook Melee with sets of rooms, and one of the bosses from Dawn of Sorrow at the end of each set. After each set of rooms is a teleporter, so you don't have to do the entire Nest of Evil at once. Order of Ecclesia has a similar unlockable area, the Large Cave.
- The dark realm in Onimusha is essentially this, with you fighting 20 waves of harder and harder enemies in the first game, and up to 100 in the fourth.
- Metroid: Other M has a hallway just before the control bridge (Phantoon boss arena), where you face some of the more powerful foes of the game. Fortunately, it should mostly be a laugh, as about half of them can be killed with a single Screw Attack, and the rest with a Power Bomb.
- One of the bosses for the Game Boy Advance adaptation of The Hobbit is a heart on a wall which you can't reach and have to repeatedly shoot. It's made much more difficult by the fact that unless you occasionally take some time out to kill the HORDE of animate vines which try to kill you, you will die. Particularly considering they can spawn in the way of your shots. Which, if you're using the targetted long-range explosive ones, is a bad thing.
- One battle in Ys IV, at least the SFC version, had you face off against a legion of Romun soldiers on a small platform.
- Ōkami has the Demon Gate Trials — three optional areas where the player must defeat ten waves of enemies, without much time to rest or heal in between. Brutal? Yes, but if you want 100% Completion...
- There's the constant stream variety in the first level of The Matrix: Path of Neo it starts as just simple security guards, police and much more powerful enemies until it works it's way up to Agent Smith. It's the games difficulty selection mode because if you beat Agent Smith you can play on hard mode, if you die before you get middle or easy mode.
- The Matrix: Path of Neo contains several. Early ones are training exercises for battling multiple opponents, which is useful later on when it's Neo versus hundreds of Smiths at a time.
- Several areas in God of War, but especially the second phase of the Ares boss battle, wherein Kratos has to defend his family from a very long stream of... himselfs. If they manage to kill your family, well... Have a Nice Death.
- Ninja Gaiden gives you the joy of the 60 fiend challenge which is exactly what it sounds like.
- And in hard mode it becomes 80 fiend challenges. In very hard, 100. In Master Ninja, 120. Ninja Gaiden 2 on Xbox360 has the tests of valor which are the same principle except you're teleported in a closed arena with no escape (these were removed in Sigma 2 though).
- Batman: Arkham Asylum: The corridor leading to the final boss contains 20 really tough Mooks, all of whom are applauding you on Joker's orders and / or anticipation of the upcoming fight. None of them will attack you unless you throw the first punch. Due to the cramped space, it takes endurance and a lot of patience to survive. It can be helped a little by spraying the floor with Explosive Gel first though.
- There's a more traditional version of this at one point in the game, where elevators keep delivering waves of mooks. Given the fighting system in the game, it can either be That One Boss, or a personal Crowning Moment of Awesome.
- There's also a challenge map that provides an endless supply of mooks to fight.
- In Batman: Arkham Origins, one special challenge involves having to take down 100 of Penguin's mooks, with the counter going up every time you render one unconscious through takedown or stiff beating. The lineup includes pretty much every opponent you fight in the game except for Enforcers.
Beat Em Up
- Castle Crashers is all about this when you're not fighting a boss.
- Hell, even when you ARE fighting a boss. The very first one has a mook come out of the gathered crowd when the boss has half HP (killing him only draws out another) and when the boss has 1/4 HP, you get two to deal with.
- Many Beat 'em Up games have at least one room (if not the entire game) like this. Most bosses come with an endless escort of mooks to prevent the player from abusing the boss' AI with impunity.
- Kirby Super Star, being some kind of game Anthology, has a few miniboss fights consisting of waves of Elite Mooks. There is also The Arena, which has a Boss Rush mixed with Multi-Mook Melee. The DS Video Game Remake adds 2 more arenas to the mix.
- The final areas of most Double Dragon games, which mix this with Boss Rush.
- The Dynasty Warriors series and its spinoffs thrive on this trope, pitting the player against opposing officers, with both sides supplemented by volumes of mooks.
- The Trope Namer is Super Smash Bros.., which has the "Multi Man Melee", "Multi Man Brawl", and "Multi Man Smash." Several variations also exist, the worst being the "Cruel Melee/Brawl/Smash" in which you face massively overpowered enemies without any items, and defeating even one foe is considered an achievement. Both Melee and Brawl also require players to knock out 5 mooks in a single session of the Cruel mode in order to unlock a trophy (and 10 in Brawl for a sticker). Famously, there was an April Fools' Day joke saying that Sonic and Tails were unlockable in Melee by KO'ing 20 mooks in Cruel Melee, which was eventually proven false.
- The battle against The Dragon and the Final Boss of Magical Battle Arena begins with you taking down waves of Gadget Drones until you've taken down enough of them for the boss to come out.
- Some M.U.G.E.N creators have gotten rather creative and have made some of these to be used as boss fights. In fact, with some lines of code, it's possible to turn almost any character into a horde of easily-beaten clones that keep on coming.
- The X-Men: Second Coming game has two of them.
First- / Third-Person Shooters
- The first Aliens Vs Predator game for the PC was probably the first FPS/TPS game to have this as a dedicated game mode, Infestation, in which a group of Marines would hold out as long as possible against waves of Aliens, Predaliens, and Praetorians.
- Gears of War 2's "Horde Mode" re-codified the trope for modern shooters by being one of the first wide-release games to feature waves of enemies that actually shot back, directly inspiring the similar modes that have since been added to Halo and Modern Warfare, among others. It's still common to hear any other game's wave-based mode called "Horde" in casual conversation. Gears 3 added some Tower Defense elements, but kept the basic concept.
- The last level of Serious Sam - The Second Encounter does this right before the final boss fight and brings it to epic proportions, complete with the sky becoming dark and meteorites raining down during the battle as you wait for the waves to end and the door to the boss area to open. This is done twice in Serious Sam - The First Encounter as well.
- Marathon Infinity with its penultimate level "You Think You're Big Time? You're Gonna Die Big Time!". Those grey pfhor hunters are mean.
- Halo 2 has the battle in the Mausoleum (aka the "Breaking Benjamin room") on the Gravemind mission, which seems to be the series' homage to Marathon's "You Think You're Big Time" level. Mainly Elite Mooks and and Giant Mooks, including Brutes, Ultra Elites(including stealth-camouflaged ones), Spec-ops Elites, the "Honor Guard Councilor" glitched Elite(supposed to be a Gold Elite), Hunters, etc.
- Halo: Reach has several as well, including the hangar battle at the end of Long Night of Solace which is topped off by a squad of at least four Ultra Elites, and the last part of the Pillar of Autumn, where you fight a pair of Hunters with only shotgun and AR ammo available, four waves of Brutes including several Chieftains, and finally the Elite Field Marshal and his Zealot squadmates. Later, Bungie realized they could follow Gears of War and synthesize this trope into Firefight mode. In ODST and Reach, depending on the map, you can face just about everything the Covenant can throw at you: Grunts, Jackals, Jackal Snipers, Skirmishers (Reach), seven varieties of Elites (Reach), Brutes, Hunters, those bug things (ODST), Engineers, ghosts, and even Wraith tanks.
- Many custom "slaughter maps" for Doom are essentially series of ever-harder Multi Mook Melees. Some fights in the map "Deus Vult" involve over 200 monsters at a time.
- In Left 4 Dead, It is almost inevitable that at some point your team will become overwhelmed by hordes of zombies stemming from nowhere, forcing you to resort to melee attacks.
- Call of Duty World at War has the Nazi Zombies mode, which has four characters battle unlimited hordes of zombies (and in some cases, HellHounds) in waves on the four maps, with the enemies taking more and more hits to kill and only short breaks between waves.
- Every Call of Duty game is largely based around a series of encounters in which the player must advance through the level in the face of endlessly spawning mooks. When the player reaches a checkpoint, the mooks stop spawning.
- Spec-ops survival mode in Modern Warfare 3 is this. A helicopter, three Juggernauts, and several dozen mooks becomes normal fare at higher levels.
- The final level of Pathways into Darkness has you fight through one room after another filled with each type of enemy you've encountered.
- Quake combines this with an Elevator Action Sequence at the end of Episode 2, featuring a Shambler or two, depending on the difficulty), several Fiends and Zombies, and a pair of Vores. Quake IV has you fight a trio of Tanks, then Hovertanks, then Stream Protectors, before the Final Boss.
- The Proving Grounds in Descent 3 have you fight through four arenas full of mooks, each concluding with an upgraded version of the Stinger, Thresher, Sixgun, and Tailbot, respectively, as minibosses.
- The Totem defense sequences in Turok 2 combine this with a Protection Mission.
- Team Fortress 2 now has the Mann Vs Machine mode that pits six players against waves of robotic versions of the nine playable characters (some of which are giant), which inexplicably are fueled by money that players can pick up to buy upgrades with.
- The "Arena" level in the F.E.A.R.: Perseus Mandate expansion pack features a prolonged firefight against several enemy waves inside a closed arena; the waves include pretty much every major enemy type from the original game, including the various mini-boss-like enemies.
- A Horde-style game mode is available as a free DLC for the Steam version of Afterfall: Insanity.
- Kid Icarus: Uprising has quite a few, including one that takes up the whole ground game for one of the chapters.
- Aion: the Tower Of Eternity. Also, the Tower Of Evermore.
- The "Friends?" battle quest in Vindictus has as the main boss fight a pitched battle against 100 Veteran Gnolls, the toughest mobs on the first boat, in addition to a good number of Gnoll Archers, in roughly six or so waves. If you should survive the whole thing, you then have to fight the actual boss, the Veteran Centurial Captain of the gnolls.
- Combat in Prince of Persia: The Sands of Time seemed entirely based on the 'kill one mook, another takes its place' variant. Technically enemies come in waves, but you only notice this on the rare occasions when the game gives you a few seconds to rest between waves.
- The first two games in The Legend of Spyro trilogy are absolute chock full of these.
- Sonic Heroes has Robot Carnival and Robot Storm, where the melee is the boss. Robot Carnival (the first one) takes place on one platform, but in Robot Storm, you have to go between platforms after defeating certain numbers of waves (except for Team Rose, which has only one platform). Also, in Robot Storm, the enemies are tougher.
- Sonic Rush has a few rooms that need to be cleared of enemies to advance.
- The Mini-Boss Tower in Kirby's Adventure, and the third level of Ripple Star in Kirby 64.
- Bionic Commando had this during many of the Reactor Boss fights.
- The first half of Wily Stage 2 in Rockman 4 Minus Infinity is this.
- Mega Man: A Day in the Limelight 2 has a room where you fight loads of Crash Man-themed enemies with Proto Man to back you up.
- Battle Belt Galaxy in Super Mario Galaxy 2. Each enemy on each planet must be defeated in order to advance, ranging from one Goomba on the first planet to four Chomps on the last one.
Role Playing Game
- Kingdom Hearts and Kingdom Hearts 2 had this in the Olympus Coliseum. Another example can be found in the End of the World right before the final save-point in the game you have to defeat enemies that steadily increase in danger climaxing in the horrible situation of 8 Angel Stars and 8 Invisibles.
- Paper Mario: The Thousand-Year Door has the Pit of 100 Trials. Super Paper Mario has two.
- Super Paper Mario also has the Sammer Guys, 100 characters that need to be defeated one after another. During the game, the world they inhabit is destroyed after reaching the 30th Sammer's gate (the Sammers themselves stop fighting you after the 20th guy is defeated due to plot reasons). If you go back after you beat the game, you can actually fight all 100.
- Several of the Missions in Final Fantasy VII: Crisis Core and the unwinnable and inevitable Bolivian Army Ending.
- The bonus dungeons of the the Final Fantasy Advance series seem fond of this trope. Yang's Trial in Final Fantasy IV Advance is based on this trope, as is the entire Soul Shrine in Final fantasy VI Advance.
- In Baldur's Gate, the Watcher's Keep dungeon has a room like this. However, what it spawns are orcs, so you can pretty much just set everyone to auto-attack and relax. There's also the first challenge in the Pocket Plane, which has you fighting enemies one after the other, starting with goblins and gradually working your way up to Drow, or their good-aligned counterparts for an evil party.
- Tales of Vesperia has the 10-man Melee, the 30-man melee, the 50-man melee, the 80-man melee, the 100-Man Melee, and if you defeat the Cameo Bonus Boss at the end of the Bonus Dungeon, you can face the 200-man Melee, which starts with the 100-Man Melee, but you keep going and begin facing various Cameo Bosses, first is Dhaos then it eventually ends with a rematch 1v1 with the Bonus Boss Kratos.
- The first chapter of Gaius's sidestory in Tales of Xillia 2 ends with a battle against a mob of Rieze Maxia-hating Elympions. Being perfectly ordinary humans, they're all pathetically weak, but they just keep coming.
- If you don't want to fight human opponents, Golden Sun's Battle Arena multiplayer mode has a Boss Rush-esque Multi-Mook Melee, which features everything from weak opponents to much-hated Bonus Boss Dullahan.
- The Force Unleashed features a big hangar directly at the beginning of the last level with multiple Chicken walkers, Purge/Evo- and Jettroopers and some standard Stormies. You are able to skip this completely by dropping through the floor, but it is interesting to see how far you come with your strenghts and to level up.
- There is a battle in The Bard's Tale: Tales of the Unknown where you can fight four groups of 99 berserkers each. If you've leveled your characters enough, they can't hit your front-line characters and your sorcerer characters will have a spell that hits all enemies in the battle. Start the battle and go off to get a drink.
- Mass Effect's "Pinnacle Station" DLC is this in its entirety.
- Shadow Hearts: Covenant brings us The Man Festival, a tower composed of 100 wrestling rings which the party has to climb, defeating multiple enemies on each level, to unlock Joachim's final power and final form. However, the party leaps from level 26 to 87 unexpectedly, amusingly enough, even to them.
- In Shin Megami Tensei IV some enemies are lots of smaller enemies combined. The more damage you do, the more individual demons in the horde are killed.
- The Arena battles in The Last Story are based on this trope: In each of the three season matches, Zael and the party members accompanying him have to venture into 3-4 encased battle zones, one after another, and in each of them there are large groups of enemies wanting to defeat them. The third and final match includes one of the game's post-ending Bonus Bosses, and it's very difficult to beat without a good strategy.
Shoot Em Up
- The indie game Meritous has these in the form of Treasure Rooms. When you enter one, the doors close and the monochrome graphics turn red, as droves of enemies warp into the room in short bursts. After you've killed them all, you get a metric ton of PSI crystals, as well as some treasure chests which may have either a bonus of crystals, a free upgrade to one of your abilities, or one of the upgrade items (which, while not necessary to complete the game, make things much easier).
- Planetary defense fleets in Escape Velocity. If you've got a good ship, this is primarily a test of patience, since it means fighting 50-1000 enemies 1-5 at a time.
- In the freeware game Hurrican, the 1st boss of the penultimate level is a massive onslaught of enemies, unlike with the other bosses (where hitting a certain point causes damage), destroying individual enemies causes the boss life meter to go down.
- Rush'n Attack has said melee at the end of the stage; quite dangerous for the One Hitpoint Wonder equipped with a knife.
- Bio-Hazard Battle has the boss of stage 7, which is nothing but a TON of deceptively weak, floating mechanical-looking objects that tend to crash into the player's ship as well as firing a lot of shots.
- Alien Shooter and its cousin Zombie Shooter turn this trope to eleven. Late-game levels have hundreds upon hundreds of enemies in every room, and no, it's not an exaggeration for emphasis.
- Heavy Barrel usually had this during elevator sequences.
- Commando ended every level with this.
- The Showdown swordplay event in Wii Sports Resort. The event has the player take down dozens of sword wielding miis. Most of them are KO'd in one hit but some take two and the final enemy (a boss if you will) has to be hit 3 times.
- The Fielders' Challenge in Backyard Baseball 2005 has elements of this; you have to win against an unlimited number of robots.
Stealth Based Game
- Metal Gear Solid 4 features a Multi Mook Melee while defending an unconscious Meryl from a group of Elite Mooks before fighting Screaming Mantis.
- Metal Gear Solid 2 has the circular chamber in which Raiden and Snake face off against about 70 Mooks. It's also home to the infamous Fission Mailed screen.
Third Person Shooter
- The Lupino Showdown from the original Max Payne, which has Max fighting roughly thirteen mooks that swarm in one after another after him before Jack Lupino himself makes his entrance with two of his personal guard and a sawed-off shotgun. In the sequel, after you beat the game once you unlock the "Dead Man Walking" mode, where you can fight an endless stream of enemies spawning constantly in an enclosed area.
- Wet's arena stages have Rubi blasting up mook after mook while trying to make it to the markers that allow her to disable the doors that they spawn from. Once all the doors are disabled, it's just a matter of mopping up anyone still standing before moving on to the next area.
- Certain areas of the free-roam section of Global Agenda are this, as are most of the Player Versus Environment missions.
- Some levels of P.N.03 end with this in place of a Boss Battle, such Mission 4, or accompanying a Reactor Boss, as in Mission 6.
Turn Based Strategy
- Featured in Crush, Crumble, and Chomp!, where the combined forces of humanity are the "mooks" amassed against you.
Wide Open Sandbox
- The first Shenmue game has one of these, where you fight 97 Mooks with 3 Minibosses mixed in. It's in the main game, but after you complete it you're allowed to go through it again, at least on the Dreamcast version. This one is especially notable as it was 1.) the largest melee fight on a console at the time, and 2.) ALL of the combatants had a unique model and skin.
- A feature of the Big Bad's headquarters in Scarface: The World is Yours. Fortunately enough mooks zapped and taunted allowed moments of invincibility. Space 'em out, you'll need 'em.
- The first hunter encounter inside the first military base you enter in [PROTOTYPE]. As you kill your first hunter, then the next two, more and more pour in at once. Subverted in that the number that enter the base each time caps out and they don't become tougher over time.
- Parodied to hell and back, like everything else, by Saints Row: The Third, in which the intro mission climaxes with one, as do many, many others. They also appear as side missions, and the first DLC introduced Whored Mode to multiplayer.