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- Darkseid's Omega Beams work in this particular fashion, chasing after its targets until it reaches them.
- The seeker torpedo that Jango Fett fires at Obi-Wan in Star Wars: Attack of the Clones.
- Revenge of the Sith has some that are too persistent; a pair of missiles are launched at Anakin's fighter, and when he spins it they corkscrew around to match until they collide and explode.
- A really persistent one in Hot Shots!, later used by Topper himself to destroy Saddam Husseins Lair/Nuclear Plant.
- Behind Enemy Lines: Has a wonderful example of not one, but TWO missiles being launched on an F18 Super Hornet, and chasing it for almost four minutes. While it is certainly filled with drama, in real-life those missiles would've burned out after about 30 seconds. However, the launcher (an SA-13) does carry four such missiles, so it could've easily unloaded all four, but we only see two launched. However, given that the range of the system is only about 3 miles, one has to wonder why the protagonists didn't just dive for the deck and leave the area...
- In the Harry Potter series the sport Quidditch features two Bludgers, what amount to enchanted cannonballs that attempt to smash up any player in the vicinity. During a match against Slytherin in Chamber of Secrets one of the Bludgers is tampered with, causing it to persistently seek out Harry in particular regardless of any obstacles.
- Missiles in the Star Carrier series are stated outright in the very first dogfight to be nearly impossible to shake with passive systems such as ECM or with a High-Speed Missile Dodge. They're flown by weak A.I., use a huge variety of sensors to track targets, and can easily out-accelerate any fighter. The only viable countermeasure are active systems. Human and Turusch ships dump "sand" (granules of gravitically compressed lead) into space to serve as a physical barrier or shoot them down with energy weapons, and they're little threat to Beam Spammers like the Sora, Slan, and Sh'daar.
- In Fail Safe, the Soviets have a relatively slow air-air missile that's hard to shake and has a very long range.
- In the Rihannsu series the Romulans deploy a variant: it acts like a Super-Persistent Missile, but it's actually a warp-capable Wave Motion Gun shot. Thankfully the Enterprise managed to avoid getting hit long enough that by the time it impacted it had lost too much energy to cause more than some shield drain...
- The novel Patton's Spaceship and its sequels have the SHAKK, a gun that fires projectiles that look like miniature B Bs at Mach 10. They automatically home into whatever they're aimed at (though given their speed they don't really need to home too much), and when they hit they'll automatically burrow through the body to the target's head and will start circling around inside it until they've used up all their remaining velocity. Or, if they hit a nonhuman target, they'll travel to its center of mass, automatically attacking any important organs or pieces of equipment (if a machine) and swirl around in there. And they don't lose any momentum while changing direction, either. They're probably second only to Darkseid's Omega Beams in power as far as this trope goes.
Live Action TV
- The bazookoid missiles from the Red Dwarf episode "Polymorph", which were actually locked in a room and kept flying around in there for a week, until the heroes opened the door just in time for them to hit the Polymorph and kill it.
- An episode of Star Trek: Voyager featured a star ship sized missile intended to wipe out a planet. The ship/missile had on board weapons to wipe out any ship that tried to intercept it, and an AI system that compensated for any interference in its mission, including orders by its programer to deactivate. And then it was hijacked by an enemy program, fooling its AI into thinking the "new" target was the normal one...
- In an episode of Drop the Dead Donkey, a character mentions Henry's story about seeing a missile pass his hotel window when he was reporting from a warzone. Dave claims that when Henry gets drunk, he starts claiming the missile acted like this, thereby getting even closer to the window. (And when he's really drunk, it was a super-smart missile that knocked on the window and asked for directions.)
- Happens a lot in FoxTrot with Jason and Marcus' toy rockets. Even though the rockets are completely unguided, and in fact are supposed to go straight up.
- Tabletop RPGs, especially ones with build-your-own-attack rules, will sometimes allow for attacks that can try again on the next turn (and possibly the one after that, and so on) if the initial to-hit roll misses. For example, the "Guided Missiles" stunt in Starblazer Adventures will allow a starship to use its Projectile Weapons skill to fire, well, guided missiles that will keep attacking their target on successive turns until they hit, are shot down, or their effective skill (which drops a bit with each attack) is reduced to zero.
- The higher-end missiles from Frontier: Elite II and Frontier: First Encounters cannot be stopped by any kind of ECM. They still have only 60 seconds of fuel, but if you are in range, they WILL hit you.
- In Freelancer, Cruise Disruptor missiles have incredible range, blinding speed, and aren't fooled by chaff.
- The QAAM from the later Ace Combat games is one of the only missiles in the game that can turn around, and is incredibly hard for the AI to dodge.
- They were literally impossible to dodge in Ace Combat 04: Shattered Skies, making all boss fights laughably easy after you unlocked a plane equipped with them. Thank the skies the enemies never used them due to faulty AI. Ironically, the one thing (aside from you) that can dodge it in that installment is itself a missile. One that's persistent for a different reason entirely.
- Cutscene missiles do this too - in a zigzagged example, Bartlett gets shot down by a SAM even after performing tricks that would shed most other missiles in the series, after drawing it off of Edge.
- Ace Combat Infinity allows for the standard missiles to have this sort of behavior, thanks to the ability to upgrade your aircraft. Put enough homing-enhancement parts on your plane and your missiles will actively turn around and continue chasing the target for close to half a minute. Absolutely deadly in Team Deathmatch modes.
- Vector Thrust, another flight sim heavily inspired by Ace Combat, brings QAAMs back. Older models like the R-60 will just lead their targets for a higher chance of hitting, but more sophisticated models like the Japanese XAAM-5 will come back for one more pass if you manage to wriggle out of its sights.
- In Escape Velocity, it is all but impossible to avoid missiles without a Missile Jammer or a sufficiently thick asteroid field.
- Averted by contrast in its open-source clone Naev. Missiles end up being more or less useless because you have to keep your nose pointed at the target long enough to get a lock before you can even fire, and if they miss they won't curve back around.
- Worms: A cutscene shows a worm outrunning a missile before it sniffs it back out in a cartoonish, dog-like fashion, the unfortunate worm gives up at this point.
- N features banks of missile launchers that fire nasty homing missiles that never stop trying to kill you, ever. In the event you get one to smash into a wall all you've achieved is having another one sent after you.
- Anti-air missiles in Command & Conquer: Tiberian Sun. They will chase your aircraft across the entire map and they will hit since you don't have time to land before they catch up with you. Oddly enough though, this doesn't happen if they're firing at jumpjet infantry and the target moves out of range.
- Occasionally occurs in World of Warcraft, but only visually. If you are on a high-speed flying mount, missile effects (magical and physical alike) are just about as fast as you, or even slightly slower. The damage itself always lands, but the graphic effect may end up chasing you for ages until you let it catch up to you.
- Not a missile per se, but you can buy Toy Zeppelins from the few toy vendors ingame. These are used for casual fun, and once thrown to other players, it leaves your inventory and appears in theirs (assuming they have enough space). The Toy Zeppelins are very possibly the most super-persistent "missiles" in gaming history, as they will follow you very slowly wherever you go - there have been cases where a Zeppelin has been thrown to a player, the player then teleports to another continent, and finds a Zeppelin approaching him four hours later.
- Mario Kart has two variations on this... the Red Shell, which homes in directly on the next person ahead (and in later games, will maneuver itself through the course until it finds its target). It gets turned Up to Eleven with the Blue/Spiny Shell, which fires relentlessly toward the leader with practically no way to stop it (and in later games causes a huge, blue explosion to damage nearby drivers as well)
- In Ratchet & Clank, as well as other games, some homing attacks can be dodged and others will keep coming until they hit something.
- Multiple enemies in the Mega Man series use these. It's made worse by the fact that some of them don't explode on contact, and will pester you until you shoot them down.
- In EVE Online, missiles fired at you within their engine range always hit, even if they have to engage in Roboteching maneuvers to do so. You can reduce their damage to practically nil depending on the size of your ship (larger missiles are less effective against smaller ships), the speed at which your ship moves, and its signature size, but the only way to generate a clean miss is to get outside the missile's maximum range.
- Missiles in the X-Universe will always continue to pursue their targets, so long as they have fuel and they're not dumbfire. The only way to stop a missile is to shoot it down or outrun it. Missile Frigates fire especially long-ranged missiles which are Robo Teching, recursive, and will target new enemies upon the destruction of their original target; which can lead to fighter craft spinning around wildly, attempting to avoid the hundreds of missiles spinning around them furiously and attempting to out-turn the fighter.
- The exploding spiky balls thrown by Vores in Quake I will continually follow you quite smartly no matter how far you run away, since they're programmed to have a slight delay before changing their path when the target changes direction, a Simple, yet Awesome gimmick that ensures it'll be able to turn most corners. The only way to escape it is by legging it far away from a corner you just turned while it's still a ways away. Sounds easy? Well, they travel just slightly faster than you can run...
- Total Annihilation. Especially noticeable if you fly a super-fast spy plane over the top of a bunch of enemy anti-air units: their missiles will chase after you halfway across the map.
- Dota 2 features the Bungling Inventor Gyrocopter's homing missile—a comically large bomb with a fuse that doggedly tracks its target. It picks up speed and hurts more the farther it goes.
- God Eater Burst has the Quadriga series of enemies — they look like tanks and can fire missiles, including a homing death bullet. At first, the attack can be dodged, but when the Tezcatlipoca comes marching in, you can only defend. The game kindly places a missile warhead over the head of the targeted player, warning you that the Tezcatlipoca wants you dead and now is the time to hit the guard button.
- Star Trek: Bridge Commander has the Kessok Positron Missile. Once it has a target lock, it will track you forever, even if you turn invisible. The only way to escape is to warp out of the system.
- The Homing Pidgit Bills in Something. They're featured in Hell Ship in the Sky and they will always aim for Mario's position, no matter what. Later on in the level, Spikitus start throwing them.
- Bullet Bills in Super Mario Galaxy become like this when you get close. You can use it to your advantage.
- Star Trek Online plays this oddly, as whether or not a given torpedo hits the target is predetermined by the RNG when it's fired. So you can have one torpedo fired at an escort or Space Fighter follow its every maneuver until it hits the range cutoff, and then aim your next shot at a stationary target and have it randomly careen off into space...
- Rogue Squadron has missile turrets in most of the later levels. The persistence of the missiles seems to vary throughout the game, but at the worst you'll see them making multiple passes against you and following you through any maneuvers you make. If you're flying a ship that can outrun the missiles, you can switch your camera view and fly around in circles, then watch all those missiles follow you around. This also applies to your own missiles; if you fire them at Moff Seerdon's shuttle, sometimes they'll miss, turn around, then miss again, until you see them flying rings around the target like they're electrons orbiting an atom.
- World in Conflict: anti-air missiles will sometimes bug out and miss their intended target even though the game intends for it to register as a hit. The missile will then fly around in rings until it hits the target helicopter.
- From The Depths: Due to the missiles being custom-built, it is not uncommon for a missile to make multiple attack passes on the target as long as its fuel holds out.
- In PlanetSide 2, the Swarm handheld missile launcher can fire slow and maneuverable or fast and unmaneuverable missiles. Both missiles are incredibly persistent and it's not uncommon for them to chase fighters for kilometers. If they overshoot, they'll turn around and make another pass. The only hope to evade them is to use flares, wait for their huge fuel tanks to run out, or try to bait them into smashing into a wall.
- Happens to Wile E Coyote, a lot.
- In the Dastardly and Muttley in Their Flying Machines episode "Follow That Feather", the Vulture Squadron used a feather-seeking missile to pursue the pigeon.
- In Superman: The Animated Series, Mr. Mxyzptlk turns himself into a Super Persistent Missile (with a kryptonite warhead) to chase down Superman. Superman leads him on a merry chase, causing Mxy's smoke contrail to write his own name in the sky, backwards, twice (which Mr. Mxyzptlk agreed to leave forever if done).
- In Justice League, Darkseid's Omega Beam will NOT stop following its target (they will even change directions at a corner) until they hit something, which will almost always be the intended victim.
- In SWAT Kats, the Metalikats once fired "The Relentless Missile" at the hero's jet; eventually they do get rid of it by using a decoy while turning off their engines.