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* ''VideoGame/UnrealTournament'' has the Redeemer, a one-shot nuclear missile launcher with a large blast radius. Its alt-fire capability allows the wielder to guide it towards a target with a first-person camera view. It ''does'' leave the player vulnerable to attack in the meantime.
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Note that an example only counts if the player has more or less ''direct'' control of the projectile's flight path -- simply [[MissileLockOn "aiming" or "locking on"]] to a target before firing isn't enough. Also note that these only count when wielded by a live human player, as there's no way to distinguish it from a normal homing missile if it's fired from the hands of an AI-controlled character.

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Note that an example only counts if the player has more or less ''direct'' control of the projectile's flight path -- simply [[MissileLockOn "aiming" or "locking on"]] to a target before firing isn't enough. Also note that these only count when wielded by a live human player, as there's no way to distinguish it from a normal homing missile if it's fired from the hands of an AI-controlled [[VideoGameAI AI-controlled]] character.
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** In ''Brawl'', Solid Snake can fire player-controlled missiles.

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** In ''Brawl'', ''Brawl'' and ''Ultimate'', Solid Snake can fire player-controlled missiles.
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* ''VideoGame/HalfLife2'''s Rocket Launcher is needed to take down an enemy helicopter boss that has impenetrable defenses from the front. The player has to fire the missile off past the boss and then aim the laser directly at it to steer the missile into its backside.

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* ''VideoGame/HalfLife2'''s Rocket Launcher fire rockets that go to whatever spot its laser pointer is needed aimed at (which can lead to ExplosiveStupidity if you accidentally point below your feet). You use it to take down an enemy helicopter boss that has impenetrable defenses from the front. The player has to fire front, firing the missile off past the boss and then aim aiming the laser directly at it to steer the missile into its backside.
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This is TruthInTelevision, as [[https://en.wikipedia.org/wiki/Manual_command_to_line_of_sight manual command to line-of-sight]] systems to guide rockets or missiles exist. These homing methods rely on the operator to steer the missile's flight path via joystick; the commands from the joystick is relayed to the missile via various methods, most popularly via [[http://en.wikipedia.org/wiki/Wire-guided_missile wire guidance]]. That being said, they are nowhere near as precisely maneuverable as their VideoGame counterparts, and require ''extensive'' regular training to operate. For this reason, [[https://en.wikipedia.org/wiki/Semi-automatic_command_to_line_of_sight semi-automatic command to line-of-sight]] systems are more popular and reliable. The operator firing the missile does not need to actually adjust the missile manually; merely aiming continuously at the target is enough.

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This is TruthInTelevision, as [[https://en.wikipedia.org/wiki/Manual_command_to_line_of_sight manual command to line-of-sight]] systems to guide rockets or missiles exist. These homing methods rely on the operator to steer the missile's flight path via joystick; the commands from the joystick is relayed to the missile via various methods, most popularly via [[http://en.wikipedia.org/wiki/Wire-guided_missile wire guidance]]. That being said, they are nowhere near as precisely maneuverable as their VideoGame counterparts, mostly because they are '''extremely''' fast, and require ''extensive'' regular training to operate. For this reason, [[https://en.wikipedia.org/wiki/Semi-automatic_command_to_line_of_sight semi-automatic command to line-of-sight]] systems are more popular and reliable. The operator firing the missile does not need to actually adjust the missile manually; merely aiming continuously at the target is enough.
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* The ''Franchise/MetalGear'' series has a few segments where the player must use a [[http://metalgear.wikia.com/wiki/Nikita_missile Nikita missile]], usually to solve an electrified-floor puzzle. In the 8-bit games, the missiles travelled and steered at right angles. Snake even sports a Nikita Missile launcher in his ''VideoGame/SuperSmashBros'' appearance; the player can control the missile in flight, though it does travel faster in straight lines.

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* The ''Franchise/MetalGear'' ''VideoGame/MetalGear'' series has a few segments where the player must use a [[http://metalgear.wikia.com/wiki/Nikita_missile Nikita missile]], usually to solve an electrified-floor puzzle. In the 8-bit games, the missiles travelled and steered at right angles. Snake even sports a Nikita Missile launcher in his ''VideoGame/SuperSmashBros'' appearance; the player can control the missile in flight, though it does travel faster in straight lines.
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* The LicencedGame based on ''WesternAnimation/{{Robots}}'' required the player, as Rodney, to control Wonderbot to go to places Rodney can't reach and activate machinery.

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* The LicencedGame LicensedGame based on ''WesternAnimation/{{Robots}}'' required the player, as Rodney, to control Wonderbot to go to places Rodney can't reach and activate machinery.

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* The ''Franchise/MetalGear'' series has a few segments where the player must use a [[http://metalgear.wikia.com/wiki/Nikita_missile Nikita missile]], usually to solve an electrified-floor puzzle. In the 8-bit games, the missiles travelled and steered at right angles.
** Snake even sports a Nikita Missile launcher in his ''VideoGame/SuperSmashBros'' appearance; the player can control the missile in flight, though it does travel faster in straight lines.

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* The ''Franchise/MetalGear'' series has a few segments where the player must use a [[http://metalgear.wikia.com/wiki/Nikita_missile Nikita missile]], usually to solve an electrified-floor puzzle. In the 8-bit games, the missiles travelled and steered at right angles.
**
angles. Snake even sports a Nikita Missile launcher in his ''VideoGame/SuperSmashBros'' appearance; the player can control the missile in flight, though it does travel faster in straight lines.
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* ''VideoGame/UnrealTournament'' has the Redeemer, a one-shot nuclear missile launcher with a large blast radius. Its alt-fire capability allows the wielder to guide it towards a target with a first-person camera view. It ''does'' leave the player vulnerable to attack in the meantime.
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* The LicencedGame based on ''WesternAnimation/{{Robots}}'' required the player, as Rodney, to control Wonderbot to go to places Rodney can't reach and activate machinery.
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* The Visibomb gun in ''VideoGame/RatchetAndClank2002'' and [[VideoGame/RatchetAndClankGoingCommando the sequel]] is steerable, but its [[ArrowCam Missile Cam]] loses reception (and gives out) beyond a certain range.

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* The Visibomb gun in ''VideoGame/RatchetAndClank2002'' and [[VideoGame/RatchetAndClankGoingCommando the sequel]] is steerable, but its [[ArrowCam Missile Cam]] loses reception (and gives out) beyond a certain range. Going Commando also adds the Spider Bot, a four-legged robot that you steer remotely before detonating, and the hoverbomb, which can be steered after firing. While the Spider-Bot was useful in a somewhat specialized way, the hoverbomb was such a PainfullySlowProjectile that the only reason a player would choose it was to get it upgraded in order to get the skill point for upgrading all weapons.

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* The Mosquito in ''VideoGame/{{Einhander}}''. Because of this, it is AwesomeButImpractical.

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* The Mosquito in ''VideoGame/{{Einhander}}''. Because ''VideoGame/{{Einhander}}'' changes in the direction the player's ship is going, which makes it AwesomeButImpractical in a side-scrolling ShootEmUp where the player has to dodge enemy attacks all the time. If you back up, the missile turns around and starts flying to the left of this, it is AwesomeButImpractical.the screen while you continue to travel right. A skilled player can hit enemies in hard to reach areas or turn the missile around if you initially miss, but many of the levels have narrow corridors that don't allow much maneuverability.


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* ''VideoGame/HalfLife2'''s Rocket Launcher is needed to take down an enemy helicopter boss that has impenetrable defenses from the front. The player has to fire the missile off past the boss and then aim the laser directly at it to steer the missile into its backside.
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* In ''Videogame/{{Overwatch}}'', Junkrat's "RIP-Tire" Ultimate has him bring out an explosive attached to a tire that can be steered towards enemies.
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* In the {{Xbox 360}} Kinect game ''Wreckateer'', the Flying Shot can be steered using your arms - raise them up to fly higher, or down to dive. To a lesser extent, the basic shots can be steered by waving your hands over the shot as it is in flight.

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* In the {{Xbox 360}} UsefulNotes/Xbox360 Kinect game ''Wreckateer'', the Flying Shot can be steered using your arms - raise them up to fly higher, or down to dive. To a lesser extent, the basic shots can be steered by waving your hands over the shot as it is in flight.
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* Most games in the ''VideoGame/AceCombat'' series since ''[[VideoGame/AceCombat5TheUnsungWar the fifth installment]]'' have the Semi-Active Air-to-Air Missile (SAAM) available as a subweapon. It's powerful enough to take down any enemy in one shot, and it has the longest range of any weapon, but the target must be manually kept in the radar lock circle for the entirety of the missile's flight. Contrast with self-guided missiles that work at closer ranges and are fire-and-forget.

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* Most games in the ''VideoGame/AceCombat'' series since ''[[VideoGame/AceCombat5TheUnsungWar [[VideoGame/AceCombat5TheUnsungWar the fifth installment]]'' installment]] have the Semi-Active Air-to-Air Missile (SAAM) available as a subweapon. It's powerful enough to take down any enemy in one shot, and it has the longest range of any weapon, but the target must be manually kept in the radar lock circle for the entirety of the missile's flight. Contrast with self-guided missiles that work at closer ranges and are fire-and-forget.
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* Most games in the ''VideoGame/AceCombat'' series since ''[[VideoGame/AceCombat5TheUnsungWar the fifth installment]]'' have the Semi-Active Air-to-Air Missile (SAAM) available as a subweapon. It's powerful enough to take down any enemy in one shot, and it has the longest range of any weapon, but the target must be manually kept in the radar lock circle for the entirety of the missile's flight. Contrast with self-guided missiles that work at closer ranges and are fire-and-forget.
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Note that an example only counts if the player has more or less ''direct'' control of the projectile's flight path -- simply "aiming" or "locking on" to a target before firing isn't enough. Also note that these only count when wielded by a live human player, as there's no way to distinguish it from a normal homing missile if it's fired from the hands of an AI-controlled character.

to:

Note that an example only counts if the player has more or less ''direct'' control of the projectile's flight path -- simply [[MissileLockOn "aiming" or "locking on" on"]] to a target before firing isn't enough. Also note that these only count when wielded by a live human player, as there's no way to distinguish it from a normal homing missile if it's fired from the hands of an AI-controlled character.

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As this a videogame trope, film should go elsewhere.


* While ''Film/TomorrowNeverDies'' is a film, the villain had a buzzsaw torpedo which can be guided through ships and travel upward if necessary cutting through the hull.



* [[EleventhHourSuperpower Just before]] ''VideoGame/BionicCommando Rearmed''s FinalBoss battle, your [[AlmostDeadGuy dying helicopter pilot]] gives you a remote-control missile upgrade for the Bazooka, which is required to hit the cockpit of the Leader's gunship.

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* [[EleventhHourSuperpower Just before]] ''VideoGame/BionicCommando Rearmed''s Rearmed'' 's FinalBoss battle, your [[AlmostDeadGuy dying helicopter pilot]] gives you a remote-control missile upgrade for the Bazooka, which is required to hit the cockpit of the Leader's gunship.
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** The Flare Beam ability in ''VideoGame/KirbysReturnToDreamland'' is a giant energy orb that can be guided to collide against multiple enemies at once. The ESP ability from ''VideoGame/KirbyPlanetRobobot'' is pretty much a weaker form of it with extra attacks.

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** The Flare Beam ability in ''VideoGame/KirbysReturnToDreamland'' ''VideoGame/KirbysReturnToDreamLand'' is a giant energy orb that can be guided to collide against multiple enemies at once. The ESP ability from ''VideoGame/KirbyPlanetRobobot'' is pretty much a weaker form of it with extra attacks.

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* ''VideoGame/{{Kirby}}'' has some games where the trajectory of the thrown Cutter can be steered up or down before going backwards. Likewise, the Flare Beam ability in ''VideoGame/KirbysReturnToDreamland'' is a giant energy orb that can be guided to collide against multiple enemies at once. Finally, ''[[VideoGame/KirbyAndTheAmazingMirror Amazing Mirror]]'' has the Missile ability where Kirby actually turns into one of these.

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* ''VideoGame/{{Kirby}}'' has ''VideoGame/{{Kirby}}'':
** In
some games where games, the trajectory of the thrown Cutter can be steered up or down before going backwards. Likewise, backwards.
** ''VideoGame/KirbyAndTheAmazingMirror'' has
the Missile ability where Kirby actually turns into one of these.
** The
Flare Beam ability in ''VideoGame/KirbysReturnToDreamland'' is a giant energy orb that can be guided to collide against multiple enemies at once. Finally, ''[[VideoGame/KirbyAndTheAmazingMirror Amazing Mirror]]'' has the Missile The ESP ability where Kirby actually turns into one from ''VideoGame/KirbyPlanetRobobot'' is pretty much a weaker form of these.it with extra attacks.
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* In ''VideoGame/UnrealTournament'', the secondary firing mode of [[NukeEm The Redeemer]] is this trope.

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* In ''VideoGame/UnrealTournament'', the The [[NukeEm Redeemer]]'s secondary firing mode of [[NukeEm The Redeemer]] in ''VideoGame/UnrealTournament'' is this trope.trope. While the Redeemer missile can be shot down either way, it's easier to do so when a player is controlling it.

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* Missiles in ''{{Starglider}}'' are player guided with a MissileCam and are the only way to destroy the eponymous Stargliders - lasers are completely ineffective.

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* Missiles in ''{{Starglider}}'' ''Starglider'' are player guided with a MissileCam and are the only way to destroy the eponymous Stargliders - lasers are completely ineffective.




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* ''VideoGame/StarWarsBattlefrontII'' has remote controlled missiles as weapons mounted on various vehicles and a reward weapon for the heavy weapons class. When fired, you take control of the missile itself to try and guide it into an enemy (at the cost of leaving your actual character completely unattended), and the damage it deals is dependent on the missile's speed on impact, ranging from barely a "poof" to a ''colossal'' explosion. Notably, these use the same control scheme as starfighters, meaning that you can make a missile do ''barrel rolls''.
* ''VideoGame/TheBindingOfIsaac'' has the item ''[[VideoGame/MeatBoy Epic Fetus]]'', which replaces the player's attack with guided missiles that target a manually controlled crosshair. ''[[UpdatedRerelease Rebirth]]'' adds ''[[Film/AClockworkOrange The Ludovico Technique]]'', which replaces the player's ability to shoot with a single, floating tear that can be manually controlled and continuously deals damage to enemies as long as it is in contact with them. The ''Afterbirth'' expansion adds the ''Tractor Beam'', which gives the player a beam attached to the character that causes all tears fired to align with it, allowing tears to be redirected mid-flight.
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Was accidentally going to re-add the example. Instead consolidated.


* One of the earlier examples comes from ''{{VideoGame/Archon}} II'', in which the ability of Adepts to switch between regular movement and redirecting their powerful magic missiles made them among the strongest pieces in combat (if still generally too valuable to risk). Interestingly, in AI hands the missiles appeared to use creature behavior rather than that of a basic homing projectile; they would often aim to cut off a target's escape points or "juggle" while deciding on an incoming route.

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* One of the earlier examples comes from ''{{VideoGame/Archon}} II'', II: Adept'', in which the ability of Adepts to switch between regular movement and redirecting their powerful magic missiles made them among the strongest pieces in combat (if still generally too valuable to risk). Interestingly, in AI hands the missiles appeared to use creature behavior rather than that of a basic homing projectile; they would often aim to cut off a target's escape points or "juggle" while deciding on an incoming route.route, and the AI had the same control issues as a human player.


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* Can be built in ''VideoGame/{{Loadout}}'' with the right combination of gun parts.
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* The Visibomb gun in ''RatchetAndClank'' is steerable, but its MissileCam loses reception (and gives out) beyond a certain range.

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* The Visibomb gun in ''RatchetAndClank'' ''VideoGame/RatchetAndClank2002'' and [[VideoGame/RatchetAndClankGoingCommando the sequel]] is steerable, but its MissileCam [[ArrowCam Missile Cam]] loses reception (and gives out) beyond a certain range.
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* [[EleventhHourSuperpower Just before]] ''VideoGame/BionicCommando Rearmed''s FinalBoss battle, your [[AlmostDeadGuy dying helicopter pilot]] gives you a remote-control missile upgrade for the Bazooka, which is required to hit the cockpit of the Leader's gunship.

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There is some TruthInTelevision here, as there are a variety of "manual command line-of-sight" systems to guide rockets or missiles: [[http://en.wikipedia.org/wiki/Wire-guided_missile wire-guided missiles]], for example, trail thin wires connecting them back to the launcher so the operator can steer the missile's flight path (though they are nowhere near as precisely maneuverable as their VideoGame counterparts, and require ''extensive'' regular training to operate).

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There This is some TruthInTelevision here, TruthInTelevision, as there are a variety of "manual command line-of-sight" systems to guide rockets or missiles: [[http://en.[[https://en.wikipedia.org/wiki/Wire-guided_missile wire-guided missiles]], for example, trail thin wires connecting them back org/wiki/Manual_command_to_line_of_sight manual command to the launcher so line-of-sight]] systems to guide rockets or missiles exist. These homing methods rely on the operator can to steer the missile's flight path (though via joystick; the commands from the joystick is relayed to the missile via various methods, most popularly via [[http://en.wikipedia.org/wiki/Wire-guided_missile wire guidance]]. That being said, they are nowhere near as precisely maneuverable as their VideoGame counterparts, and require ''extensive'' regular training to operate).
operate. For this reason, [[https://en.wikipedia.org/wiki/Semi-automatic_command_to_line_of_sight semi-automatic command to line-of-sight]] systems are more popular and reliable. The operator firing the missile does not need to actually adjust the missile manually; merely aiming continuously at the target is enough.


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* Although the Homing RPG in ''VideoGame/SaintsRowTheThird'' is a lock on weapon, the player can in fact control the missile manually simply by aiming down the sight. If the player moves the reticle away to a new object, the missile will suitably change its trajectory, sometimes even doubling back when possible. This allows for some very crafty techniques such as firing the missile past an obstacle and then angling the target down to make it hit the ground, damaging enemies by way of SplashDamage. Other tactics include blind-firing it to the sky and then aiming the intended target, causing the missile to [[DeathFromAbove drop steeply from above]]. This essentially simulates real life [[https://en.wikipedia.org/wiki/Top_attack top attack modes]] of modern anti-tank missile launchers.
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* In ''[[Videogame/MechWarrior MechWarrior Living Legends]]'', most missiles have some form of MissileLockOn, and some have the addition of player guidance. Streak Short Range Missiles will home in on the crosshair if there is no active lock, and the same applies to the smaller launcher used by [[PoweredArmor Battlearmor]]. The Target Acquisition Gear laser guidance system, while intended for TargetSpotter shenanigans, can be used to turn ''any'' missile into player-guided, as all guided missiles fired without a lock will attempt to hit whatever the laser is pointing at. Medium Range Missiles ''used'' to have player guidance without lock-ons, though they were later nerfed to pure dumbfire due the monstrous damage their [[MacrossMissileMassacre 40+ missile salvos]] could do when focused (via a target spotter) entirely on one section of an enemy.
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* Although magic boomerangs are a recurring item in ''Franchise/TheLegendOfZelda'' series, only the version in ''[[VideoGame/TheLegendOfZeldaOracleGames Legend of Zelda: Oracle of Seasons]]'' can be controlled in mid-air. Boomerangs and Bombchus in ''VideoGame/TheLegendOfZeldaPhantomHourglass'' and ''SpiritTracks'' are similar in that the player can sketch out a custom flight path with the stylus, though they have no control over them during flight.

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* Although magic boomerangs are a recurring item in ''Franchise/TheLegendOfZelda'' series, only the version in ''[[VideoGame/TheLegendOfZeldaOracleGames Legend of Zelda: Oracle of Seasons]]'' can be controlled in mid-air. Boomerangs and Bombchus in ''VideoGame/TheLegendOfZeldaPhantomHourglass'' and ''SpiritTracks'' ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]'' are similar in that the player can sketch out a custom flight path with the stylus, though they have no control over them during flight.

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