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* Anyone who's fired an M79 grenade launcher will witness the same effect.

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* Anyone who's fired an M79 grenade launcher will witness the same effect. [[CaptainObvious Trying to dodge these is an even worse idea.]]


But that's [[RealLife reality.]] This is videogames. And it's awfully hard to dodge things that travel faster than you can react. So they don't. Bullets? Arrows? RPG's? Sidestep, duck, jump over 'em all!

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But that's [[RealLife reality.]] This is videogames.video games. And it's awfully hard to dodge things that travel faster than you can react. So they don't. Bullets? Arrows? RPG's? Sidestep, duck, jump over 'em all!






[[folder: Action Adventure]]

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[[folder: Action Adventure]][[folder:Action-Adventure]]



* The old NES ''VideoGame/NinjaGaiden'' games not only featured slow bullets, but slow rockets that could be detonated with your ''sword'' before they hit you.

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* The old NES ''VideoGame/NinjaGaiden'' games not only featured slow bullets, bullets but slow rockets that could be detonated with your ''sword'' before they hit you.






** Laura in ''VideoGame/StreetFighterV'' has a slow projectile with about as much range as Dan's. But in this case it's a mixup tool as Laura is a grappler.

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** Laura in ''VideoGame/StreetFighterV'' has a slow projectile with about as much range as Dan's. But in this case case, it's a mixup tool as Laura is a grappler.



* A number of characters in'' VideoGame/SuperSmashBros for the 3DS/Wii U'' have custom variants of their projectiles that move more slowly then their standard versions, but often pack a bigger punch. Samus in particular has both her Dense Charged Shot and Relentless Missile, which sacrifice speed for power and/or better homing capibility.

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* A number of characters in'' VideoGame/SuperSmashBros for the 3DS/Wii U'' have custom variants of their projectiles that move more slowly then than their standard versions, but often pack a bigger punch. Samus in particular has both her Dense Charged Shot and Relentless Missile, which sacrifice speed for power and/or better homing capibility.



* In ''VideoGame/{{Diablo}}'', projectiles only really become dangerous when there are loads of them, or they home. The Amazons in ''Diablo 2'' also have a spell that slows down any missile. The partial exception to this is the red lightning Diablo itself fires, which is very difficult to avoid completely. Unfortunately, the Amazon's arrows also qualify which is why she gets fancy multi-shot and machine gunning skills to compensate.

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* In ''VideoGame/{{Diablo}}'', projectiles only really become dangerous when there are loads of them, them or they home. The Amazons in ''Diablo 2'' also have a spell that slows down any missile. The partial exception to this is the red lightning Diablo itself fires, which is very difficult to avoid completely. Unfortunately, the Amazon's arrows also qualify which is why she gets fancy multi-shot and machine gunning skills to compensate.



* ''VideoGame/{{Contra}}'' has enemies attack with bullets and missiles that travel at a shockingly slow pace across the screen. Their deadliness usually comes in [[MoreDakka waves]], from the fact you're a OneHitPointWonder, and from the fact that it's 2D so you can't just casually sidestep the shots. This is particularly WTF-inducing in ''Contra 3'', where on lower difficulties, an enemy behind you fires a bullet at you traveling ''slightly faster'' than the character. Since the animation of your character makes it look like he's merely jogging, dodging the bullet would simply be a matter of him picking up the pace and literally ''outrunning the bullet''. [[note]]To ''really'' drive in the WTF factor, note that this means that if your character could sprint, you could jump out of the bullet's path, let it pass under you, and then, as is lazily floats away from you, run after it and '''kill yourself by hitting it from behind'''.[[/note]]

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* ''VideoGame/{{Contra}}'' has enemies attack with bullets and missiles that travel at a shockingly slow pace across the screen. Their deadliness usually comes in [[MoreDakka waves]], from the fact you're a OneHitPointWonder, and from the fact that it's 2D so you can't just casually sidestep the shots. This is particularly WTF-inducing in ''Contra 3'', where on lower difficulties, an enemy behind you fires a bullet at you traveling ''slightly faster'' than the character. Since the animation of your character makes it look like he's merely jogging, dodging the bullet would simply be a matter of him picking up the pace and literally ''outrunning the bullet''. [[note]]To ''really'' drive in the WTF factor, note that this means that if your character could sprint, you could jump out of the bullet's path, let it pass under you, and then, as is it lazily floats away from you, run after it and '''kill yourself by hitting it from behind'''.[[/note]]



** Played straight for anything else with a big gun. The huge tank on rails in the second episode requires the player to maneuver their own tank around the pattern of sssllooowwly flying blue cannonballs, and the battleship in the third ''can't'' hit the player with its main gun if they keep moving right, because the arcing projectiles are too slow to catch up.

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** Played straight for anything else with a big gun. The huge tank on rails in the second episode requires the player to maneuver their own tank around the pattern of sssllooowwly flying blue cannonballs, and the battleship in the third ''can't'' hit the player with its main gun if they keep moving right, right because the arcing projectiles are too slow to catch up.



** Mega Man's projectiles, and heck, almost any projectiles in the game are usually slow.

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** Mega Man's projectiles, projectiles and heck, almost any projectiles in the game are usually slow.



** ''VideoGame/MegaManX2'' has the [[ChargedAttack charged-up]] Magnet Mine, which fires out... a slow-moving black-hole like projectile. That does continuous damage as long as it is in contact with an enemy. In this case, being slow is a ''good'' thing, since it will be making contact with an enemy for a longer time.

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** ''VideoGame/MegaManX2'' has the [[ChargedAttack charged-up]] Magnet Mine, which fires out... a slow-moving black-hole like black hole-like projectile. That does continuous damage as long as it is in contact with an enemy. In this case, being slow is a ''good'' thing, since it will be making contact with an enemy for a longer time.



* In ''VideoGame/IWannaBeTheGuy'', one of the boss fights involves them launching a giant Bullet Bill (as a ShoutOut to the above ''Super Mario Bros'') which moves slowly enough for you to either destroy it by shooting it numerous times, or DoubleJump over it.

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* In ''VideoGame/IWannaBeTheGuy'', one of the boss fights involves them launching a giant Bullet Bill (as a ShoutOut to the above ''Super Mario Bros'') which moves slowly enough for you to either destroy it by shooting it numerous times, times or DoubleJump over it.



* The Hoverbomb Gun in ''VideoGame/RatchetAndClankGoingCommando'' fires a floating bomb that can be manually steered and detonated by the player. Unfortunately, it moves slower than Ratchet does, so while it packs a huge punch, the only time it's really usable is if you're facing a tough enemy that's limited to melee attacks and is on a different platform from Ratchet so they can't run up and smack him while the bomb slowly drifts toward them.

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* The Hoverbomb Gun in ''VideoGame/RatchetAndClankGoingCommando'' fires a floating bomb that can be manually steered and detonated by the player. Unfortunately, it moves slower than Ratchet does, so while it packs a huge punch, the only time it's really usable useful is if you're facing a tough enemy that's limited to melee attacks and is on a different platform from Ratchet so they can't run up and smack him while the bomb slowly drifts toward them.



* Arrows and siege ammo in the first two VideoGame/AgeOfEmpires games could be dodged by any moving unit, at almost any distance, because no unit in either game is able to lead their shots without [[YouHaveResearchedBreathing research.]] In the first game one could easily see two groups of archers doing a little "dodge-dance" in between shooting each other.

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* Arrows and siege ammo in the first two VideoGame/AgeOfEmpires games could be dodged by any moving unit, at almost any distance, because no unit in either game is able to lead their shots without [[YouHaveResearchedBreathing research.]] In the first game game, one could easily see two groups of archers doing a little "dodge-dance" in between shooting each other.



* ''VideoGame/TreasurePlanetBattleAtProcyon'' has the Star Mortar and its heavier counterpart, the Nova Mortar. The Star Mortar bombs move incredibly slowly, to the point where they can take nearly a minute to land when fired at maximum range, however, they make up for this with their massive range, blast radius and damage. The Nova Mortar fires a cluster of 5 Star Mortar bombs at once, but they move at the same incredibly slow velocity.

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* ''VideoGame/TreasurePlanetBattleAtProcyon'' has the Star Mortar and its heavier counterpart, the Nova Mortar. The Star Mortar bombs move incredibly slowly, to the point where they can take nearly a minute to land when fired at maximum range, however, they make up for this with their massive range, blast radius radius, and damage. The Nova Mortar fires a cluster of 5 Star Mortar bombs at once, but they move at the same incredibly slow velocity.



* In ''VideoGame/TalesOfXillia'', Jude has the speedy but weak series staple projectile Demon Fist/Fang, but also has Sun Spark, an EnergyBall projectile unique to him that while powerful enough to blast its victims into the air moves so slowly that it's unlikely connect with anything if it's not used at point blank range or against something that's rushing towards him.

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* In ''VideoGame/TalesOfXillia'', Jude has the speedy but weak series staple projectile Demon Fist/Fang, but also has Sun Spark, an EnergyBall projectile unique to him that while powerful enough to blast its victims into the air moves so slowly that it's unlikely to connect with anything if it's not used at point blank point-blank range or against something that's rushing towards him.



* ''Some'' guns in ''VideoGame/VegaStrike'' shoot these, e.g. Crippler and Disruptors, though many others fire bolts at several km/s. Rlaan "Mini Grav Thumper" takes the prize: it's so slow that only capships can't easily dodge it; but it's also so expensive and hideously powerful that there's no point to hurl it at small craft in the first place. It's also got very high dissipation and short range, thus to kill a capship, you as likely as not had to enter [[DefeatEqualsExplosion the ship's explosion range]] -- and since in VS you ''cannot'' OutrunTheFireball, it's wise to accelerate away immediately, so... it's not too bad that it's outrageously slow, after all?
* As noted on the RealLife section below, torpedoes in the ''VideoGame/SilentHunterSeries'' take its time to reach their targets. The shells fired by the sub's deck gun are considerably faster, but need seconds to reach their target.

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* ''Some'' guns in ''VideoGame/VegaStrike'' shoot these, e.g. Crippler and Disruptors, though many others fire bolts at several km/s. Rlaan "Mini Grav Thumper" takes the prize: it's so slow that only capships can't easily dodge it; it, but it's also so expensive and hideously powerful that there's no point to hurl it at small craft in the first place. It's also got very high dissipation and short range, thus to kill a capship, you as likely as not had to enter [[DefeatEqualsExplosion the ship's explosion range]] -- and since in VS you ''cannot'' OutrunTheFireball, it's wise to accelerate away immediately, so... it's not too bad that it's outrageously slow, after all?
* As noted on the RealLife section below, torpedoes in the ''VideoGame/SilentHunterSeries'' take its time to reach their targets. The shells fired by the sub's deck gun are considerably faster, faster but need seconds to reach their target.



* ''VideoGame/GratuitousSpaceBattles'' has two main types of weapons. Beams that hit instantly, and everything else. This leads to missiles that are so painfully slow that several volleys of fast firing close range beam weapons can be fired between the time the missiles are launched and they hit. Furthermore, missile velocity is a known statistic with actual effects.

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* ''VideoGame/GratuitousSpaceBattles'' has two main types of weapons. Beams that hit instantly, and everything else. This leads to missiles that are so painfully slow that several volleys of fast firing fast-firing close range beam weapons can be fired between the time the missiles are launched and they hit. Furthermore, missile velocity is a known statistic with actual effects.



* In a FillerArc of ''Manga/OnePiece'' the BigBad had the power to heat himself up and create balls of "heat", however, they were extremely slow, even when the villain tried to mimick Luffy's Gatling attack; the balls were as slow but they were many of them.
* ''Anime/SonicTheHedgehogTheMovie'' contains a LampshadeHanging: during the climactic battle, Eggman fires such a rocket, and it's shaped like a tortoise to boot. The other, much faster rocket is shaped like a hare, and Eggman writes off the tortoise as a design failure. After the battle is over, Eggman [[UnspokenPlanGuarantee gloats that he could make a better Metal Sonic,]] [[ChekhovsGag only for the tortoise, slow as ever, to come steal the data disc necessary to remake Metal Sonic and explode.]]

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* In a FillerArc of ''Manga/OnePiece'' the BigBad had the power to heat himself up and create balls of "heat", however, they were extremely slow, even when the villain tried to mimick mimic Luffy's Gatling attack; the balls were as slow but they were many of them.
* ''Anime/SonicTheHedgehogTheMovie'' contains a LampshadeHanging: during the climactic battle, Eggman fires such a rocket, and it's shaped like a tortoise to boot. The other, other much faster rocket is shaped like a hare, and Eggman writes off the tortoise as a design failure. After the battle is over, Eggman [[UnspokenPlanGuarantee gloats that he could make a better Metal Sonic,]] [[ChekhovsGag only for the tortoise, slow as ever, to come and steal the data disc necessary to remake Metal Sonic and explode.]]



* ''Franchise/{{Gundam}}'''s beam weapons are surprisingly easy to dodge for accelerated particle weapons in frictionless space--even the various MechaMooks of the disparate series seem to have few problems in avoiding them, and the combination of HighSpeedMissileDodge and AceCustom mobile suits means that named characters have an even easier time not geting shot down by beam weapons.

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* ''Franchise/{{Gundam}}'''s beam weapons are surprisingly easy to dodge for accelerated particle weapons in frictionless space--even the various MechaMooks of the disparate series seem to have few problems in avoiding them, and the combination of HighSpeedMissileDodge and AceCustom mobile suits means that named characters have an even easier time not geting getting shot down by beam weapons.






* ''WesternAnimation/InvaderZim'' has "Walk for Your Lives" which is not technically a projectile; it's an explosion. It's caused when a time stasis prison malfunctions and explodes, so that the explosion is under the time stasis and slowly expands. Resulting eventually in everyone panicking to escape but quickly realizing that they can leisurely walk away from it.

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* ''WesternAnimation/InvaderZim'' has "Walk for Your Lives" which is not technically a projectile; it's an explosion. It's caused when a time stasis prison malfunctions and explodes, explodes so that the explosion is under the time stasis and slowly expands. Resulting eventually in everyone panicking to escape but quickly realizing that they can leisurely walk away from it.



* Until the advent of gunpowder, a man on foot had a decent chance of dodging artillery projectiles by the virtue of the fact that the projectiles were not particularly fast and rather large. As long as he wasn't hindered by a tight packed formation.

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* Until the advent of gunpowder, a man on foot had a decent chance of dodging artillery projectiles by the virtue of the fact that the projectiles were not particularly fast and rather large. As long as he wasn't hindered by a tight packed tight-packed formation.



* Firing rounds from a gun with a very short barrel, such as the ever-popular .38 snubnose, can result in the bullet moving slowly enough to be easily visible in flight to the naked eye (this is ''very'' slow by ballistic standards). [[DontTryThisAtHome This doesn't make trying to dodge them a good idea, of course.]]

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* Firing rounds from a gun with a very short barrel, such as the ever-popular .38 snubnose, snub nose, can result in the bullet moving slowly enough to be easily visible in flight to the naked eye (this is ''very'' slow by ballistic standards). [[DontTryThisAtHome This doesn't make trying to dodge them a good idea, of course.]]



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* In VideoGame/TheLegendOfZeldaBreathOfTheWild, the beams from Decayed Guardians or a Lynel's fire blasts can be avoided by just ''walking.'' Vah Medoh's turrets are pretty terrible, too, as well as inaccurate. You can avoid them by just cancelling your glide, and sometimes the turret misses when you're ''[[ImperialStormtrooperMarksmanshipAcademy standing still.]]''



* In VideoGame/TheLegendOfZeldaBreathOfTheWild, the beams from Decayed Guardians or a Lynel's fire blasts can be avoided by just ''walking.'' Vah Medoh's turrets are pretty terrible, too, as well as inaccurate. You can avoid them by just cancelling your glide, and sometimes the turret misses when you're ''[[ImperialStormtrooperMarksmanshipAcademy standing still.]]''

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* In VideoGame/TheLegendOfZeldaBreathOfTheWild, the beams from Decayed Guardians or a Lynel's fire blasts can be avoided by just ''walking.'' Vah Medoh's turrets are pretty terrible, too, as well as inaccurate. You can avoid them by just cancelling your glide, and sometimes the turret misses when you're ''[[ImperialStormtrooperMarksmanshipAcademy standing still.]]''


* In VideoGame/LegendOfZeldaBreathOfTheWild, the beams from Decayed Guardians or a Lynel's fire blasts can be avoided by just ''walking.'' Vah Medoh's turrets are pretty terrible, too, as well as inaccurate. You can avoid them by just cancelling your glide, and sometimes the turret misses when you're ''[[ImperialStormtrooperMarksmanAcademy standing still.]]''

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* In VideoGame/LegendOfZeldaBreathOfTheWild, VideoGame/TheLegendOfZeldaBreathOfTheWild, the beams from Decayed Guardians or a Lynel's fire blasts can be avoided by just ''walking.'' Vah Medoh's turrets are pretty terrible, too, as well as inaccurate. You can avoid them by just cancelling your glide, and sometimes the turret misses when you're ''[[ImperialStormtrooperMarksmanAcademy ''[[ImperialStormtrooperMarksmanshipAcademy standing still.]]''



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* In VideoGame/LegendOfZeldaBreathOfTheWild, the beams from Decayed Guardians or a Lynel's fire blasts can be avoided by just ''walking.'' Vah Medoh's turrets are pretty terrible, too, as well as inaccurate. You can avoid them by just cancelling your glide, and sometimes the turret misses when you're ''[[ImperialStormtrooperMarksmanAcademy standing still.]]''

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* The NES action adventure/shoot 'em up hybrid ''VideoGame/TheGuardianLegend'' gave one of these to the player in the form of the Fireball subweapon. Its main advantage was that it had a high shot cancellation modifier, meaning it would basically destroy any enemy projectile that it touched. Leveling it up to its maximum power would result in a fireball larger than the player, and it was pretty much required to beat some of the more [[ThatOneBoss aggravating bosses]]. Having sufficient walking speed to keep pace with it is nearly a GameBreaker strategy.


** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' has retained the slow arrows and now they cut both ways as enemies are slightly CrosshairAware (unless you're hidden) and will strafe to avoid your shots. Fortunately enemies are still completely unable to adjust for movement. Slow projectile spells also remain for the most part, though "Shock" spells now travel much faster.

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** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' has retained the slow arrows and now they cut both ways as enemies are slightly CrosshairAware (unless you're hidden) hidden...but sometimes ''[[TheAllSeeingAI even then]]'') and will strafe to avoid your shots. Fortunately enemies are still completely unable to adjust for movement. Slow projectile spells also remain for the most part, though "Shock" spells are now travel much faster.instant, striking similarly to a HitScan attack.


* Lampshaded in ''VideoGame/MetalSlug''. There's an enemy that's basically a big cannon on wheels[[note]]officially called the NOP-03 Sarubia[[/note]]; it has a large barrel, and when it readies to fire it looks like it'll blast half the screen away. It then does a huge boom, and -- plops down a sloooowly rolling projectile that acts as a moving landmine.

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* Lampshaded in ''VideoGame/MetalSlug''. There's an enemy that's basically a big cannon on wheels[[note]]officially called the NOP-03 Sarubia[[/note]]; it has a large barrel, and when it readies to fire it looks like it'll blast half the screen away. It then does a huge boom, and -- plops down a sloooowly rolling projectile that acts as a moving landmine. Unlike the other examples on this page, its main purpose is to force the player to jump over them, making them easy pickings for other enemies.


* Lampshaded in ''VideoGame/MetalSlug''. There's an enemy that's basically a big cannon on wheels; it has a large barrel, and when it readies to fire it looks like it'll blast half the screen away. It then does a huge boom, and -- plops down a sloooowly rolling projectile that acts as a moving landmine.

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* Lampshaded in ''VideoGame/MetalSlug''. There's an enemy that's basically a big cannon on wheels; wheels[[note]]officially called the NOP-03 Sarubia[[/note]]; it has a large barrel, and when it readies to fire it looks like it'll blast half the screen away. It then does a huge boom, and -- plops down a sloooowly rolling projectile that acts as a moving landmine.

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* In ''[[VideoGame/FatalFury Garou: Mark of the Wolves]]'', Kain has a variation where his projectile moves in a sine wave trajectory, allowing it to stay in an area for much longer.
* In [[VideoGame/TheKingOfFighters KoF XIII]], [[FinalBoss Dark Ash]]'s version of Thermidor stops in place after slowly moving forward.


->'''thefinalcutter83:''' According to CNN.com: "Iranian missile may be able to hit U.S. by 2015."\\

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->'''thefinalcutter83:''' According to CNN.com: "Iranian "An Iranian missile may be able to hit U.S. by 2015."\\


Offensive projectiles are fast. Most bullets are too fast to be seen with the naked eye as any more than a momentary blur, at best. Missiles and rockets streak towards their targets at several times the speed of sound. Even arrows, sling stones, and thrown knives travel at considerable speeds, [[DepartmentOfRedundancyDepartment especially]] since that's how they damage the target. Conservation of momentum and conversion into kinetic energy and all that. Even if you [[YouFailPhysicsForever failed physics,]] it's fairly easy to see the faster things travel, the harder they hit if brought to a sudden stop through contact with an intervening body, like yours.

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Offensive projectiles are fast. Most bullets are too fast to be seen with the naked eye as any more than a momentary blur, at best. Missiles and rockets streak towards their targets at several times the speed of sound. Even arrows, sling stones, and thrown knives travel at considerable speeds, [[DepartmentOfRedundancyDepartment especially]] since that's how they damage the target. Conservation of momentum and conversion into kinetic energy and all that. Even if you [[YouFailPhysicsForever [[ArtisticLicensePhysics failed physics,]] it's fairly easy to see the faster things travel, the harder they hit if brought to a sudden stop through contact with an intervening body, like yours.


* ''Film/TheLastAirbender'' has the infamous "Pebble Dance", which involves seven'' Earthbenders going through a long and elaborate series of moves to levitate a rock roughly the size of a human head, which floats past the screen at two miles per hour.

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* ''Film/TheLastAirbender'' has the infamous "Pebble Dance", which involves seven'' ''seven'' Earthbenders going through a long and elaborate series of moves to levitate a rock roughly the size of a human head, which floats past the screen at two miles per hour.


Of course, certain ProjectileSpells that travel at this speed are not without their merits; a 10 foot wide energy sphere that travels ''very'' slowly can certainly be a nightmare to play around, as well as give its user control of the battlefield, especially if they can knock you back into it. It's fairly common for bosses in Light Gun games to use painfully slow projectile attacks as well, as they're meant to take many more rounds to kill than the typical mook, and thus you can't stop their attack with one bullet.

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Of course, certain ProjectileSpells [[ProjectileSpell Projectile Spells]] that travel at this speed are not without their merits; a 10 foot wide energy sphere that travels ''very'' slowly can certainly be a nightmare to play around, as well as give its user control of the battlefield, especially if they can knock you back into it. It's fairly common for bosses in Light Gun games to use painfully slow projectile attacks as well, as they're meant to take many more rounds to kill than the typical mook, and thus you can't stop their attack with one bullet.


* {{Fighting Games}} in general tend to have relatively slow projectile attacks, as per the example set in ''VideoGame/StreetFighterII''. In that game in particular, you could make your fireballs even slower by using lighter attack buttons, to the point that some fighters could ''walk'' faster than their Jab fireballs, allowing them to be used to pressure their opponents by physically following the attack.

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* {{Fighting Games}} Game}}s in general tend to have relatively slow projectile attacks, as per the example set in ''VideoGame/StreetFighterII''. In that game in particular, you could make your fireballs even slower by using lighter attack buttons, to the point that some fighters could ''walk'' faster than their Jab fireballs, allowing them to be used to pressure their opponents by physically following the attack.

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