Actually Four Mooks: Difference between revisions

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* [[Septerra Core]]. When you pick a fight with a cluster of enemies, there are about 50% odds that there's at least one more hiding offscreen.
* ''[[Labyrinth of Touhou]]'' takes this one step further: even in battle, there are some rare enemies that literally stack their sprites on top of one another, preventing you from seeing just how many there are. Isn't it suspicious to just run into a single mook in this otherwise difficult dungeon?
* ''[[Mount and& Blade]]'' does this, but the actual number of troops + prisoners is displayed alongside the sprite, and as you get closer, you can see the number and type of troops in each party.
* The ''[[Tales (series)]]'' takes this further by using rather abstract approximations of the enemies based on their general type.
* In the ''[[Exile]]'' series world map, enemy clusters would be represented by a single unit regardless of size. Worse, in games with multiple-tile units (say, giants, which would take up two squares vertically), these units were ineligible for display on the overmap and were ''always'' shown as whatever smaller escort they had. It wasn't uncommon for an ogre on the worldmap to turn into a squad of ogres and bears, or ogres and ursagi ([[Oh Crap|intelligent bears]]), or ogres and giants, what have you.