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* Phantos from ''VideoGame/SuperMarioBros2''. They look pretty much like background scenery until you pick up a key... and then they chase you through the entire level until you use said key on a door. There is also the final hawk-head doorway, which attacks your character when you pick up the crystal that otherwise opens its earlier counterparts in the game.
* There's the sun in two levels of ''VideoGame/SuperMarioBros3''. First you think "Why the heck does the sun have a FACE?" Then it [[EverythingTryingToKillYou tries to kill you]].
* The various defunct robots in the Wrecked Ship segment of ''VideoGame/SuperMetroid'' come to life and attack your character when the power come back up.

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* ''Franchise/SuperMarioBros'':
**
Phantos from ''VideoGame/SuperMarioBros2''. They look pretty much like background scenery until you pick up a key... and then they chase one of them chases you through the entire level until you use said key on a door. There is also the final hawk-head doorway, which attacks your character when you pick up the crystal that otherwise opens its earlier counterparts in the game.
* ** There's the sun in two levels of ''VideoGame/SuperMarioBros3''. First you think "Why the heck does the sun have a FACE?" Then it [[EverythingTryingToKillYou tries to kill you]].
* ''VideoGame/SuperMetroid'':
**
The various defunct robots in the Wrecked Ship segment of ''VideoGame/SuperMetroid'' come to life and attack your character when the power come back up.



* There are lots of monsters like this in ''VideoGame/XenobladeChroniclesX''. They tend to be completely indistinguishable from the bits of scenery they're disguising themselves as, and can't be targeted directly until they've revealed themselves, nor do they show on your radar. This can occasionally lead to you getting into a bigger fight then intended if an area effect attack happens to hit some hidden monsters accidentally.

to:

* There are lots of monsters like this in ''VideoGame/XenobladeChroniclesX''. ''VideoGame/XenobladeChroniclesX''.
**
They tend to be completely indistinguishable from the bits of scenery they're disguising themselves as, and can't be targeted directly until they've revealed themselves, nor do they show on your radar. This can occasionally lead to you getting into a bigger fight then intended if an area effect attack happens to hit some hidden monsters accidentally.


* ''BlobbzOnline'' has Nightmare Mode, where trees and birds, which are harmless in normal mode, can kill you.

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* ''BlobbzOnline'' ''Blobbz Online'' has Nightmare Mode, where trees and birds, which are harmless in normal mode, can kill you.


A staple of PlatformHell. See ChestMonster for when there's no EventFlag. Often a type of NinjaProp.

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A staple of PlatformHell. See ChestMonster for when there's no EventFlag. Often a type of NinjaProp.
NinjaProp. Compare SavageSetpiece where the event flag to trigger the monster is [[VideoGameCrueltyPunishment provoking it]].


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* ''VideoGame/KingdomRush'' series:
** The original game had the Pit of Fire stage where you see a sleeping [[HellHound Cerberus]] at one corner of the screen. It stays asleep until the final wave, after which it wakes up and attacks you as a MiniBoss-level enemy.
** ''Frontiers'' has the alien eggs in the Lost Jungle that start hatching out [[FaceHugger Parasytes]] after a certain wave passes, and Beresad in Beresad's Lair who starts out sleeping but will then start burning your towers to temporarily disable them.
** ''Vengeance'' has the mech factory in Clockwork Factory which lies dormant for the first 7 waves. At the start of wave 8, a Dwarf pilot waddles into it, mechanical arms start moving into the factory as sparks fly, and then a [[MiniMecha MechaDwarf MK.9]] slowly marches out as the first GiantMook of the game. This sequence then occurs periodically for the rest of the waves to spawn more [=MechaDwarf MK.9s=].


* ''VideoGame/{{Contra}} III: The Alien Wars'' has the alien dogs in the background of the first stage. Move past them, and they'll stop eating from the garbage and chase after you. They return in the City level of ''Contra 4''.
* In ''VideoGame/DontStarve'' every time you chop down an evergreen, there's a minute chance a nearby one will transform into a hostile Treeguard.
* In ''VideoGame/{{Sacred}}'', assuming you have equipment that allows you to attack animals, a bunny or other innocent creatures can become a deadly foe if your level is low and the difficult settings are at maximum.



* ''VideoGame/CaveStory'' has sixteen sky dragon eggs in the Egg Corridor. These appear normally (and are completely harmless) before you go to the Labyrinth. After you complete the Core and the Waterway, and regain access to the Egg Corridor, all the eggs have hatched, and most of the survivors are now dangerous zombie dragons.
** There's also that door at the beginning that is a disguised enemy, the only one in the game actually. You might not even realize it since it's so sudden and so early.
* ''VideoGame/{{Contra}} III: The Alien Wars'' has the alien dogs in the background of the first stage. Move past them, and they'll stop eating from the garbage and chase after you. They return in the City level of ''Contra 4''.
* In ''VideoGame/DonkeyKongCountryReturns'', on Sunset Shores, the player is given a chance to enjoy the scenery before the DifficultySpike. Or at least it seems like it, until bushes uproot themselves & chase after you.
* In ''VideoGame/DontStarve'' every time you chop down an evergreen, there's a minute chance a nearby one will transform into a hostile Treeguard.
* Both ''VideoGame/DragonAgeOrigins'' and ''VideoGame/DragonAgeII'' have statues and suits of armor coming to life sometimes to attack the party.



* Phantos from ''VideoGame/SuperMarioBros2''. They look pretty much like background scenery until you pick up a key... and then they chase you through the entire level until you use said key on a door. There is also the final hawk-head doorway, which attacks your character when you pick up the crystal that otherwise opens its earlier counterparts in the game.
* The second ''[[VideoGame/Spyro2RiptosRage Spyro the Dragon]]'' game has a cruel yet funny example in Fracture Hills. The level is scattered around with bushes and trees to make it prettier - except that some of those bushes suddenly come to life and eat you if you get too close, and some of the trees wake up and shake their branches to incite the bees in a beehive to sting you. The only way to recognize bad trees from harmless ones is the presence of the beehive - no such luck with the bushes, meaning your best strategy is to torch every last one you see, just in case.

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* Phantos from ''VideoGame/SuperMarioBros2''. They look pretty much like background scenery until you pick up ''VideoGame/FinalFantasyIV'' gives us a key... and then dungeon full of demonic doors. Well, they chase stop actually being so ''sudden'' after you through the entire level until you use said key on a door. There is also the final hawk-head doorway, which attacks your character fought quite some, and that's exactly when you pick up the crystal that otherwise opens its earlier counterparts in the game.
* The second ''[[VideoGame/Spyro2RiptosRage Spyro the Dragon]]'' game has a cruel yet funny example in Fracture Hills. The level is scattered around with bushes and trees to make it prettier - except that some of those bushes
are rather surprised about one suddenly come to life and eat HARMLESS potentially harmful door. [[spoiler:In the same dungeon you if you get too close, and some of the trees wake end up and shake their branches to incite the bees in fighting A WALL as its respective boss.]] After a beehive to sting you. The only way to recognize bad trees from harmless ones is the presence of the beehive - no such luck with the bushes, meaning your best strategy is to torch every last one you see, just in case.dozen doors that's not a surprise even.



* In [[JungleJapes Sector 2 (TRO)]] of ''VideoGame/MetroidFusion'', all the larvae crawling around the place retreat to cocoons and become harmless after you obtain the high-jump boots. When you revisit the level later after the reactor core has gone offline, you'll find that all the cocoons have popped and released dangerous mutant insects.
* The FlamingSword in Level 12 of ''VideoGame/PrinceOfPersia2: The Shadow and the Flame''.
* In ''VideoGame/PuzzleQuest 2'', some gameboards have solid 'bricks' that cannot be moved or interact with anything. All they do is get in the way a bit. Perfectly harmless. However, some enemies (specifically, most Undead enemies) can use a move called 'Wake The Dead' that causes a random 'brick' to turn into a lethal 5 Skull - without ending their turn. The move is cheap, too, so you can easily end up in a situation where the enemy uses it three times in rapid succession, turning a harmless wall into a heavyweight 15-base-damage attack.



* In ''VideoGame/{{Sacred}}'', assuming you have equipment that allows you to attack animals, a bunny or other innocent creatures can become a deadly foe if your level is low and the difficult settings are at maximum.
* ''VideoGame/{{Shivers}}'' has evil spirits known as the Ixupi, which hide in different materials. Every time you enter a room, it's possible that an Ixupi could be lurking there. One minute, you're looking at a pile of ashes; the next, a monster jumps out of it and bites you.
* The second ''[[VideoGame/Spyro2RiptosRage Spyro the Dragon]]'' game has a cruel yet funny example in Fracture Hills. The level is scattered around with bushes and trees to make it prettier - except that some of those bushes suddenly come to life and eat you if you get too close, and some of the trees wake up and shake their branches to incite the bees in a beehive to sting you. The only way to recognize bad trees from harmless ones is the presence of the beehive - no such luck with the bushes, meaning your best strategy is to torch every last one you see, just in case.
* Phantos from ''VideoGame/SuperMarioBros2''. They look pretty much like background scenery until you pick up a key... and then they chase you through the entire level until you use said key on a door. There is also the final hawk-head doorway, which attacks your character when you pick up the crystal that otherwise opens its earlier counterparts in the game.



* In ''VideoGame/DonkeyKongCountryReturns'', on Sunset Shores, the player is given a chance to enjoy the scenery before the DifficultySpike. Or at least it seems like it, until bushes uproot themselves & chase after you.
* In ''VideoGame/PuzzleQuest 2'', some gameboards have solid 'bricks' that cannot be moved or interact with anything. All they do is get in the way a bit. Perfectly harmless. However, some enemies (specifically, most Undead enemies) can use a move called 'Wake The Dead' that causes a random 'brick' to turn into a lethal 5 Skull - without ending their turn. The move is cheap, too, so you can easily end up in a situation where the enemy uses it three times in rapid succession, turning a harmless wall into a heavyweight 15-base-damage attack.



* ''VideoGame/CaveStory'' has sixteen sky dragon eggs in the Egg Corridor. These appear normally (and are completely harmless) before you go to the Labyrinth. After you complete the Core and the Waterway, and regain access to the Egg Corridor, all the eggs have hatched, and most of the survivors are now dangerous zombie dragons.
** There's also that door at the beginning that is a disguised enemy, the only one in the game actually. You might not even realize it since it's so sudden and so early.
* In [[JungleJapes Sector 2 (TRO)]] of ''VideoGame/MetroidFusion'', all the larvae crawling around the place retreat to cocoons and become harmless after you obtain the high-jump boots. When you revisit the level later after the reactor core has gone offline, you'll find that all the cocoons have popped and released dangerous mutant insects.



* ''VideoGame/{{Shivers}}'' has evil spirits known as the Ixupi, which hide in different materials. Every time you enter a room, it's possible that an Ixupi could be lurking there. One minute, you're looking at a pile of ashes; the next, a monster jumps out of it and bites you.
* The FlamingSword in Level 12 of ''VideoGame/PrinceOfPersia2: The Shadow and the Flame''.
* Both ''VideoGame/DragonAgeOrigins'' and ''VideoGame/DragonAgeII'' have statues and suits of armor coming to life sometimes to attack the party.
* ''VideoGame/{{Ys}}'' has a chest in Darm Tower surrounded by statues that become DemonicSpiders once you take the treasure.
* ''VideoGame/FinalFantasyIV'' gives us a dungeon full of demonic doors. Well, they stop actually being so ''sudden'' after you fought quite some, and that's exactly when you are rather surprised about one suddenly HARMLESS potentially harmful door. [[spoiler:In the same dungeon you end up fighting A WALL as its respective boss.]] After a dozen doors that's not a surprise even.


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* ''VideoGame/{{Ys}}'' has a chest in Darm Tower surrounded by statues that become DemonicSpiders once you take the treasure.


** While they don't disguise themselves, some of the robots and mechs utilized by Growth can be encountered in an inactive, untargetable state, only for them to suddenly spring to life and attack when approached. One will quickly learn that just because it ''looks'' broken doesn't mean that it necessarily is...

to:

** While they don't disguise themselves, some of the robots and mechs utilized by Growth Ganglion can be encountered in an inactive, untargetable state, only for them to suddenly spring to life and attack when approached. One will quickly learn that just because it ''looks'' broken doesn't mean that it necessarily is...


* The second ''SpyroTheDragon'' game has a cruel yet funny example in Fracture Hills. The level is scattered around with bushes and trees to make it prettier - except that some of those bushes suddenly come to life and eat you if you get too close, and some of the trees wake up and shake their branches to incite the bees in a beehive to sting you. The only way to recognize bad trees from harmless ones is the presence of the beehive - no such luck with the bushes, meaning your best strategy is to torch every last one you see, just in case.

to:

* The second ''SpyroTheDragon'' ''[[VideoGame/Spyro2RiptosRage Spyro the Dragon]]'' game has a cruel yet funny example in Fracture Hills. The level is scattered around with bushes and trees to make it prettier - except that some of those bushes suddenly come to life and eat you if you get too close, and some of the trees wake up and shake their branches to incite the bees in a beehive to sting you. The only way to recognize bad trees from harmless ones is the presence of the beehive - no such luck with the bushes, meaning your best strategy is to torch every last one you see, just in case.


* ''{{Eversion}}'' has this with the flowers. The flowers remain more or less part of the background until 5-6, where they become spiky and are instadeath.

to:

* ''{{Eversion}}'' ''VideoGame/{{Eversion}}'' has this with the flowers. The flowers remain more or less part of the background until 5-6, where they become spiky and are instadeath.


* ''VideoGame/IWannaBeTheGuy'', being a PlatformHell, is chock full of these. Killer apples fall down, up, and home in on you. Stars fall out of the background. Clouds shoot lightning. The moon gets dropped on you three times. A spike pit turns into an AdvancingWallOfDoom. Near the end, a SavePoint attacks you. And so on.


* In [[JungleJapes Sector 2 (TRO)]] of ''MetroidFusion'', all the larvae crawling around the place retreat to cocoons and become harmless after you obtain the high-jump boots. When you revisit the level later after the reactor core has gone offline, you'll find that all the cocoons have popped and released dangerous mutant insects.
* TowerOfHeaven eventually does this with the living things due to its book of laws.
* VideoGame/{{Shivers}} has evil spirits known as the Ixupi, which hide in different materials. Every time you enter a room, it's possible that an Ixupi could be lurking there. One minute, you're looking at a pile of ashes; the next, a monster jumps out of it and bites you.

to:

* In [[JungleJapes Sector 2 (TRO)]] of ''MetroidFusion'', ''VideoGame/MetroidFusion'', all the larvae crawling around the place retreat to cocoons and become harmless after you obtain the high-jump boots. When you revisit the level later after the reactor core has gone offline, you'll find that all the cocoons have popped and released dangerous mutant insects.
* TowerOfHeaven ''VideoGame/TowerOfHeaven'' eventually does this with the living things due to its book of laws.
* VideoGame/{{Shivers}} ''VideoGame/{{Shivers}}'' has evil spirits known as the Ixupi, which hide in different materials. Every time you enter a room, it's possible that an Ixupi could be lurking there. One minute, you're looking at a pile of ashes; the next, a monster jumps out of it and bites you.



* {{Final Fantasy IV}} gives us a dungeon full of demonic doors. Well, they stop actually being so ''sudden'' after you fought quite some, and that's exactly when you are rather surprised about one suddenly HARMLESS potentially harmful door. [[spoiler:In the same dungeon you end up fighting A WALL as its respective boss.]] After a dozen doors that's not a surprise even.

to:

* {{Final Fantasy IV}} ''VideoGame/FinalFantasyIV'' gives us a dungeon full of demonic doors. Well, they stop actually being so ''sudden'' after you fought quite some, and that's exactly when you are rather surprised about one suddenly HARMLESS potentially harmful door. [[spoiler:In the same dungeon you end up fighting A WALL as its respective boss.]] After a dozen doors that's not a surprise even.

Added DiffLines:

* There are lots of monsters like this in ''VideoGame/XenobladeChroniclesX''. They tend to be completely indistinguishable from the bits of scenery they're disguising themselves as, and can't be targeted directly until they've revealed themselves, nor do they show on your radar. This can occasionally lead to you getting into a bigger fight then intended if an area effect attack happens to hit some hidden monsters accidentally.
** While they don't disguise themselves, some of the robots and mechs utilized by Growth can be encountered in an inactive, untargetable state, only for them to suddenly spring to life and attack when approached. One will quickly learn that just because it ''looks'' broken doesn't mean that it necessarily is...


* {{Shivers}} has evil spirits known as the Ixupi, which hide in different materials. Every time you enter a room, it's possible that an Ixupi could be lurking there. One minute, you're looking at a pile of ashes; the next, a monster jumps out of it and bites you.

to:

* {{Shivers}} VideoGame/{{Shivers}} has evil spirits known as the Ixupi, which hide in different materials. Every time you enter a room, it's possible that an Ixupi could be lurking there. One minute, you're looking at a pile of ashes; the next, a monster jumps out of it and bites you.

Added DiffLines:

** There's also that door at the beginning that is a disguised enemy, the only one in the game actually. You might not even realize it since it's so sudden and so early.

Added DiffLines:

* In ''VideoGame/DontStarve'' every time you chop down an evergreen, there's a minute chance a nearby one will transform into a hostile Treeguard.

Added DiffLines:

*{{Final Fantasy IV}} gives us a dungeon full of demonic doors. Well, they stop actually being so ''sudden'' after you fought quite some, and that's exactly when you are rather surprised about one suddenly HARMLESS potentially harmful door. [[spoiler:In the same dungeon you end up fighting A WALL as its respective boss.]] After a dozen doors that's not a surprise even.

Added DiffLines:

* ''VideoGame/{{Contra}} III: The Alien Wars'' has the alien dogs in the background of the first stage. Move past them, and they'll stop eating from the garbage and chase after you. They return in the City level of ''Contra 4''.

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