Platform Battle: Difference between revisions
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{{trope}}
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If there are a large number of platforms to stand on at first, chances are good the boss will actively attack and destroy at least one of them when he [[Turns Red]]. Alternatively, if the boss does this throughout the entire battle, it creates [[Boss Arena Urgency]].
Note that the platforms must be relatively small in size to limit the player's available footing; if the platform is large enough to allow unhindered player movement, the player may as well be fighting the boss on level ground to begin
The frustration caused by repeatedly falling off makes this an infamous variety of [[Goddamned Boss]].
See also [[High Altitude Battle]] and [[High Speed Battle]], which can overlap. Can also be combined with [[Temporary Platform
{{examples}}
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** The rematch against Serges in ''[[Mega Man X]] 2'' takes place above a bed of spikes, and the only footing is a set of three moving platforms (two after he [[Turns Red]]).
** ''[[Rock Man 4 Minus Infinity]]'' combines the Serges boss battle with the [[Cores and Turrets Boss|Square Machine]] from Mega Man 4 to create the Serges Devil.
** The Block Devil in Wily Stage 1 from ''[[Rockman 6: Unique Harassment]]'' is a hybrid of the Yellow Devil from Mega Man 1, the Dragon boss fight from Mega Man 2, and the King Jet boss from Megaman & Bass. Basically, you have to constantly dodge the Block Devil attacks while avoiding a drop into the bottomless pit. To make matters worse, his weakness is the Tomahawk Assist. While that ability can help you out in a pinch, you need to conserve it for attacks on the boss.
* Three boss battles in ''[[Cave Story]]''.
** The battle against The Core, although it isn't difficult to climb back up, the lower half of the room is filled with water, threatening to drown the player.
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** The battle against Kraid in Super Metroid; at first Samus has only a ledge near the door to stand on, but once he [[Turns Red|reveals his full form]], the player must climb platforms (including the [[Projectile Platforms|ones he shoots out]]) to get within range of his weak point. Falling off may land Samus in damaging spikes or cause her to receive [[Collision Damage]] from Kraid.
** To a lesser extent, the battles against Mother Brain tend to take place on relatively small platforms, while dodging the various turrets that threaten to knock her off into the lava below.
* The rematch against Ludwig Von Koopa in ''[[New Super Mario Bros. Wii]]'' takes place on three moving platforms, with Ludwig occupying one of them.
* In ''[[Super Mario World (video game)|Super Mario World]]'' battles against the Reznor minibosses always end up on moving platforms... or in hot lava death.
* Several ''[[Sonic the Hedgehog]]'' games have this, especially the 3D ones. A notable example is the Egg Golem boss from ''[[Sonic Adventure 2]]'', where the boss is positioned in the center of a floating ring of platforms with quicksand below. Falling down there in Sonic's version of the boss isn't immediately fatal, but Eggman's mech will sink if it comes in contact with the sand instead of one of the lower platforms.
** In ''[[Sonic Advance 3]]'', the Twinkle Snow area boss is one of the game's [[That One Boss|toughest challenges]], as the player must constantly climb an array of [[Temporary Platform|falling platforms]] while the boss [[Rise to the Challenge|relentlessly pursues from below]], hoping that the platforms will strike the mech and damage it. Without falling off in the process, of course.
** Lava Reef Zone from ''[[Sonic 3 and Knuckles|Sonic and Knuckles]]''. After an [[Auto
* Most ''[[Wario Land]] 2'' and ''3'' bosses, because falling down and having to redo part of the level is the only punishment the game could give Wario due to his complete invincibility to any damage. Basically, each boss would have one attack which is basically to throw Wario out the arena and have him find his way back. Some more normal examples are the last real boss in Wario Land, fought on an invisible floor only the boss can stand on (so Wario has to jump on the boss repeatedly) as well as the Psycho Beaver and Mutant Mouse bosses in the sequel.
* ''[[Ys]]'' has this in spades, especially [[Final Boss|final bosses]]. During the battle with Dark Fact, a piece of the platform disappears everytime you hit him.
* Fluffy XR-9 in ''[[An Untitled Story]]'' is fought on three platforms that descend when stepped upon, all suspended over a [[Non Lethal Bottomless Pits]]. The second form of FinalBoss is the same, but replaces unstable platforms with double-jump clusters (yep, you will be continually jumping during the battle).
* In ''[[Castlevania III:
* In ''[[Donkey Kong 64]]'', Mad Jack is fought in an arena of 16 large platforms, arranged in a grid. The platforms aren't too small, but Tiny Kong must constantly jump from one to another to avoid being flattened by the boss chasing after them.
* In ''[[World of Warcraft]]'', one fight in Deepholm involves jumping among floating stones to lay a beatdown on the dragon Aeosera. Falling off isn't instantly lethal but it's quite possible to die during the struggle and a fall means jumping your way back up to the fight.
** You can also somewhat artificially [[Invoked Trope]] this by dueling with someone who has a knockback on some ridiculously small rock floating above some abyss. There's even a mage talent that basically knocks back everything near them when you hit them.
* The battle against [[Big Bad|Ganondorf]] in ''[[The Legend of Zelda: Ocarina of Time|The Legend of Zelda Ocarina of Time]]'' takes place in the upper level of a room, and Ganondorf can destroy various parts of the flooringwith his version of a [[Ground Pound]]
* In ''[[Bubsy]]'', Chapter 12 "Claws For Alarm", Bubsy must fight a UFO boss while maintaining his footing on a log raft floating in the river,
* ''[[Super Mario XP]]'': The platforms in the Reznor Boss Battle in Stage 5 are always falling into the lava. Mario can beat the Reznor by hitting the bottom of their platforms and knocking them into the lava.
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[[Category:Boss Battle]]
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