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[[folder: 3rd Generation or Earlier (NES, SMS, GB, etc.)]]

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[[folder: 3rd [[folder:3rd Generation or Earlier (NES, SMS, GB, etc.)]]



[[folder: 4th Generation (GEN, SNES, etc.)]]

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[[folder: 4th [[folder:4th Generation (GEN, SNES, etc.)]]



[[folder: 5th Generation (SAT, N64, PS1 etc.)]]

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[[folder: 5th [[folder:5th Generation (SAT, N64, PS1 etc.)]]



* A boss early on in ''VideoGame/{{Rayman 2}}'' is a weak version of this. It spits out bombs with small helicopter blades on top that fly towards you (no, really). To defeat it, you have to grab a "[[ExplodingBarrels keg]]" and throw it at one of three [[AttackItsWeakPoint cartoony bandages]] on the side of the machine. Doing this will power down the electric cage which has trapped [[DamselInDistress Ly]].

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* A boss early on in ''VideoGame/{{Rayman 2}}'' ''VideoGame/Rayman2'' is a weak version of this. It spits out bombs with small helicopter blades on top that fly towards you (no, really). To defeat it, you have to grab a "[[ExplodingBarrels keg]]" and throw it at one of three [[AttackItsWeakPoint cartoony bandages]] on the side of the machine. Doing this will power down the electric cage which has trapped [[DamselInDistress Ly]].



[[folder: Other]]

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[[folder: Other]][[folder:Other]]



* ''VideoGame/MegaManZero 4'' first boss is the turret system defending the squad sent to destroy the caravan Zero is protecting. There is a [[{{Mook}} Pantheon]] merged into the core, but it doesn't move.

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* ''VideoGame/MegaManZero 4'' ''VideoGame/MegaManZero4'' first boss is the turret system defending the squad sent to destroy the caravan Zero is protecting. There is a [[{{Mook}} Pantheon]] merged into the core, but it doesn't move.


* ''VideoGame/Area51FPS'' has the alien mothership core as the final boss, which features six core shields that must first be destroyed, and later, a pair a turrets on the top and bottom of the core. The destroyed shields generate a lot of fire.



* ''VideoGame/Area51FPS'' has the alien mothership core as the final boss, which features six core shields that must first be destroyed, and later, a pair a turrets on the top and bottom of the core. The destroyed shields generate a lot of fire.

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* ''VideoGame/Area51FPS'' has the alien mothership core as the final boss, which features six core shields that must first be destroyed, and later, a pair a turrets on the top and bottom of the core. The destroyed shields generate a lot of fire.


* The ''VideoGame/{{Contra}}'' series is known to include many of them. The first ''Contra'' game had one at the end of stage 1 (defensive building wall), stage 2 (and to get to this, more cores and turrets have to be blasted), stage 4(this time the main cores can only be hit when merged, and shoot homing projectiles), and stage 7.

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* The ''VideoGame/{{Contra}}'' series is known to include many of them. The first ''Contra'' game had one at the end of stage 1 (defensive building wall), stage 2 (and to get to this, more cores and turrets have to be blasted), stage 4(this 4 (this time the main cores can only be hit when merged, and shoot homing projectiles), and stage 7. 7, and even stage 8 (the final boss, Gomeramos King).
** These are the NES version stage numbers; the arcade game only has five stages, with what would become stages 5, 6, 7, and 8 instead being one long stage, and the NES stage 7 boss absent.


** The sequel, ''Super Contra'', had these at the end of Stages 1 and 3 in both versions, and the NES-exclusive Stage 7.

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** The sequel, ''Super Contra'', had these at the end of Stages 1 and 3 in both versions, and the NES-exclusive Stage 7. The arcade Stage 1 has two such bosses (the Transport Helicopter and Entrance Security), while the NES version only has the Transport Helicopter. The Stage 3 arcade boss (Dethgerbis) is the Stage 7 boss in the NES game, while the NES Stage 3 boss (the Outer Defense System) is new.



* ''VideoGame/{{Metroid}}'', of course, has Mother Brain. In most of the games she's appeared in, she just sits in a tank and lets her turrets and Rinkas do the fighting for her.

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* ''VideoGame/{{Metroid}}'', of course, has Mother Brain. In most of the games she's appeared in, she just sits in a tank and lets her turrets and Rinkas do the fighting for her.her, though she often has a second form that attacks more directly as well.


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* The NES version of ''VideoGame/BionicCommando'' featured these at the end of every level, but subverted in that in the early levels, the turret doesn't actually shoot. There are other enemies in the room guarding it, though. Later on, the cores are guarded by other enemies and the turret fires at you.
** The last two bosses are also different variations on this. The Albatross has a vulnerable core with indestructible flame-spewing thrusters serving as the turrets. The escape helicopter's cockpit can be destroyed in a single hit, but you have to shoot it as you're falling. And if you miss, the helicopter's gun will kill ''you'' in one hit.


* In ''Super Tank'' for the SG1000, the boss of every level has a core and seven turrets.

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* In ''Super Tank'' for the SG1000, [[UsefulNotes/OtherSegaSystems SG1000]], the boss of every level has a core and seven turrets.


* ''Tank Force'', the sequel of ''BattleCity'', has a final boss which is composed of four 3-barreled turrets which fire projectiles at fast rate and speed, considering the genre of the game.

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* ''Tank Force'', the sequel of ''BattleCity'', ''VideoGame/BattleCity'', has a final boss which is composed of four 3-barreled turrets which fire projectiles at fast rate and speed, considering the genre of the game.


* ''VideoGame/BangaiO'' parodied this with a series of Core bosses helmed by an entire family of people with huge green orbs for heads.

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* ''VideoGame/BangaiO'' parodied this with a series of Core bosses helmed by an entire family of people with huge green orbs for heads. They're fairly easy to fight, given that the cores themselves have no defenses, and it's entirely possible to destroy all the turrets guarding it before the fight actually begins.

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* ''VideoGame/BangaiO'' parodied this with a series of Core bosses helmed by an entire family of people with huge green orbs for heads.


* ''VideoGame/MegaMan2'' has Buebeam Trap which can become {{Unwinnable}} if crash bombs are wasted. Then there's Square Machine in ''VideoGame/MegaMan4'' and 'Rounder 2 in ''VideoGame/MegaMan6''.

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* ''VideoGame/MegaMan2'' has Buebeam Trap which can become {{Unwinnable}} if crash bombs are wasted. consists of several turrets behind impenetrable walls that will converge fire on Mega Man every few seconds. The player has the use the Crash Bomb to destroy both the walls and the turrets. The trick is that you only have so much weapon energy for the Crash Bombs, and more walls in the room than needed to be destroyed to reach the turrets.
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Then there's Square Machine in ''VideoGame/MegaMan4'' and 'Rounder 2 in ''VideoGame/MegaMan6''.


* Most of the bosses in ''[[SpyHunter Super Spy Hunter]]''.

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* Most of the bosses in ''[[SpyHunter ''[[VideoGame/SpyHunter Super Spy Hunter]]''.

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* The [[spoiler:final encounter with [[BigBad Athetos]]]] in ''VideoGame/AxiomVerge'' is one, with the turrets taking the form of floating sentry drones and the core being the power source for the [[spoiler:Breach Attractor]].


This manner of boss is often [[StationaryBoss stationary]], such as being part of a defensive barrier or a vital element of a structure -- and in the latter case there's a very good chance it's also a LoadBearingBoss.

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This manner of boss is often [[StationaryBoss stationary]], {{stationary|boss}}, such as being part of a defensive barrier or a vital element of a structure -- and in the latter case case, there's a very good chance it's its also a LoadBearingBoss.


** Genetic Lifeform and Disk Operating System (GLaDOS) is a textbook example of this trope. [[spoiler: While you don't actually shoot AT the Cores, they must be removed and destroyed by way of an [[MurderByCremation Aperture Science Emergency Intelligence Incinerator]]. Meanwhile... oh look! It's your old pal, the Rocket Turret! (Who, thanks to the power of portals, is instrumental in your attacks on [=GLaDOS=].)]]
** In the sequel, ''VideoGame/{{Portal 2}}'', GLaDOS takes this a step further by assuming the position of BadBoss of a modified Personality Core (Atlas) and Turret (P-Body), two robotic test subjects, making her [[IncrediblyLamePun the Core and Turret's Boss]].

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** Genetic Lifeform and Disk Operating System (GLaDOS) ([=GLaDOS=]) is a textbook example of this trope. [[spoiler: While you don't actually shoot AT the Cores, they must be removed and destroyed by way of an [[MurderByCremation Aperture Science Emergency Intelligence Incinerator]]. Meanwhile... oh look! It's your old pal, the Rocket Turret! (Who, thanks to the power of portals, is instrumental in your attacks on [=GLaDOS=].)]]
** In the sequel, ''VideoGame/{{Portal 2}}'', GLaDOS [=GLaDOS=] takes this a step further by assuming the position of BadBoss of a modified Personality Core (Atlas) and Turret (P-Body), two robotic test subjects, making her [[IncrediblyLamePun the Core and Turret's Boss]].


* The recurring final boss of the ''VideoGame/{{Raiden}}'' games is a space fortress with a [[PowerCrystal red crystal core]] guarded by multiple turrets and sometimes smaller crystals. The crystal itself typically unleashes BulletHell on you for its [[TurnsRed final attack]]. It may have been inspired by the similar final boss in Toaplan's ''TwinCobra''.

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* The recurring final boss of the ''VideoGame/{{Raiden}}'' games is a space fortress with a [[PowerCrystal red crystal core]] guarded by multiple turrets and sometimes smaller crystals. The crystal itself typically unleashes BulletHell on you for its [[TurnsRed final attack]]. It may have been inspired by the similar final boss in Toaplan's ''TwinCobra''.''VideoGame/TwinCobra''.



* ''SuperAleste'' has two examples: Lono, a grid of nine turrets at the end of Area 2; and Rubar, a Mode 7 spinning fortress at the end of Area 7, with six turrets and a core but only one attacking at a time.

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* ''SuperAleste'' ''VideoGame/SuperAleste'' has two examples: Lono, a grid of nine turrets at the end of Area 2; and Rubar, a Mode 7 spinning fortress at the end of Area 7, with six turrets and a core but only one attacking at a time.

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