39,327
edits
m (gah!) |
m (Mass update links) |
||
Line 1:
{{trope}}
[[File:Bunch_of_slimes_5649.jpg|link=Dragon Quest
{{quote|'''Skywarp:''' At least I'm not ugly.<br />
'''Thundercracker:''' [[Hypocritical Humor|Ugly? You and I look the SAME!]]|''[[Transformers: War for Cybertron]]''}}
Sprites and textures are expensive. Original ideas for monster types are even more so. As a result, there is a tendency to keep the number of distinct enemy types small. In an RPG or similar game where the player is expected to become more powerful over the course of the game, this is a problem, as the monsters stop being challenging about the time you [[Get
The solution many games go for is to have a small set of monster types, but have them appear with different graphics. Often, this change of design will be accompanied by a new adjective to go with their name (if the monster was based on a mythological or cryptozoological creature, subsequent names will be alternate names for the creature ([[Bigfoot, Sasquatch, and Yeti|Bigfoot to Sasquatch to Yeti]]), or the name of a similar creature (Cockatrice to Basilisk)). Typically, all such monsters will be vulnerable to the same strategy, or a variation thereupon, but later colors will tend to be more powerful. Elemental variations are a common version of this trope as are variations in size and adding or removing features like horns or [[Flying Mook|wings]] or [[King Mook|crowns]].
Underground Monkeys are often [[Palette Swap|Palette Swaps]], meaning only the colors change but models are recycled, but they don't have to be. As long as they're recycled versions of previous enemies, the changes between the different versions could be anything. You might have normal [[The Goomba|Goombas]], [[Airborne Mook|winged Goombas]], [[The Spiny|spiked Goombas]]... Even [[King Mook|King Goomba]] is a type of Underground Monkey.
Line 22:
* ''[[The Legend of Zelda]]'' also produced several colors of its major enemies, indicating their strength. Versus Books' [[Strategy Guide]] for ''[[Majoras Mask]]'' characterized the White Wolfos as being "like regular Wolfos, only, um, whiter."
** The Bad Bat is an outdoor version of the Keese.
** Keese themselves come in several elemental varieties in the 3D titles. Along with regular Keese, there are [[Playing
** ''[[The Wind Waker]]'' and ''[[Twilight Princess]]'' avoid this with every enemy except for Darknuts, whose armour changes colour to indicate different levels of strength, and the various Chu types, the ''Zelda'' take on the classic slimes. There are some minor palette swaps as well, but these take the form of giving the enemies extra armour and better resistance to the player's special attacks.
** In the ''[[The Legend of Zelda Oracle Games|Oracle]]'' [[The Legend of Zelda Oracle Games|games]], most enemies come in red and blue, indicating respectively a better attack and a better defense. This and various other instances of [[Palette Swap|palette swaps]] throughout the series are nods to the [[The Legend of Zelda (
** In ''[[Spirit Tracks]]'', there are five types of rabbit you can collect, matching the environment in which they're found, including one that lives in the sea.
** Chu-Chus in ''[[Twilight Princess]]'' come in a variety of colors, but not to differentiate strength. Rather, if you fill the remains of one in a bottle, it's color determines the effect of using it. If two different-colored Chus combine, the result is the default color, which was pretty worthless.
** ''[[The Legend of Zelda: Four Swords Adventures
* ''[[Legend of Mana]]'' notably had Underground Crabs in the very first dungeon.
* ''[[Okami]]'' has the same set of tactics with occasional additional attacks for the successive areas of enemies. Difficulty is achieved late in the optional extras with nigh-endless waves of enemies.
* Games based on ''[[Bionicle]]'', since the toys are pretty much like this. "You are attacked by an Air Burnak." "You are attacked by a Stone Burnak." "You are attacked by an Ice Burnak."
* ''[[
* While the main-series [[Kingdom Hearts]] games largely avoid this by simply scaling the strength of enemies found in later worlds, 358/2 Days plays it straight, with up to 3 different versions of many mooks where the only difference is size, a design choice that may have been mandated by limited space for the game data.
* ''[[Resident Evil]]'' series has several: the Brain Sucker in ''3'' is an upgraded skin-swap of the Drain Deimos, the Sweeper in ''Code Veronica'' is a poisonous version of the Hunter, ''RE 2'' has Super Lickers, the Iron Maiden in ''RE 4'' is a [[Demonic Spiders|more demonic]] version of the Regenerator, etc.
* In ''[[
== Beat Em Ups ==
Line 49:
*** Amusingly, Prime 3 also did this with ''energy pickups''. First, you have the classic energy balls, then phazon after acquiring the new suit, and finally anti-phazon in the last section of the game.
* FPS games regularly do this with at least one of the more basic enemies (but tougher opponents sometimes get the same treatment). In the older era, this was done by changing the colouring of otherwise identical sprites, in 3D games it takes the somewhat more advanced and differentiating form of using different skins for the same model (or even different models for the same enemy). Common expressions of this includes;
** Different weaponry and/or levels of toughness of the opponents (e.g. the processed humans of ''[[
** Somewhat different abilities between the enemy types (e.g. the semi-invisibility of Spectres in the ''[[Doom]]'' series, the personal teleporters of Alien captains in ''[[
** Just plain diversity, especially common in regards to enemies meant to be more or less regular human beings. This in order to avoid the effect of feeling that the enemies faced are the same individual cloned countless times, usually to the effect of creating the impression that such cloning rather took place on [[You All Look Familiar|three to five different individuals]] instead.
** In ''[[Turok (
* In the first two ''[[Halo]]'' games, the Elites got different-colored armor based on their military rank ([[Authority Equals Asskicking]] by the way). The higher classes, such as Honor Guards, and Councillors, as well as Generals and Field Marshals in ''[[Halo: Reach]]'', also have more ornate armor. In ''Halo 3,'' the Brutes got a similar treatment, with each higher rank having more elaborate armor, and sub-ranks (Major, Minor, Ultra) being represented by palette swaps. The [[King Mook|highest class]], Brute Chieftains, have red or gold-accented black armor and warbonnet-like helmets.
* The later levels of ''[[Pathways
* In ''[[
== Hack and Slash ==
Line 62:
== Maze Games ==
* It all started with ''[[
** Many early arcade games did this, due to the hardware limitations of the day. Some examples include ''[[Berzerk]]'', ''[[Missile Command]]'', and ''Pengo''.
Line 79:
** Somewhat averted in expansions as the developers go through a good deal of work to create a few "unique" creatures for each expansion (especially the alien planet Outland). Still, you're unlikely to hit a zone that doesn't have at least two or three models you've seen before.
** An extra bit -- some of the more recognizably human of the undead monsters you fight use the same model types available for Undead characters (Justified as they share a common origin -- reanimated by the Scourge).
** It is found already with the creeps in ''[[
* ''Lord of the Rings Online'' -- similarly to [[World of Warcraft]] above -- re-skins meshes all the time. I have lost count of the different types of boars, worms, and wargs.
** They have even ''[[Lampshade Hanging|hung a lampshade on]]'' the practice with a quest in Evendim, in which you are sent out for your umpteenth "kill me some boars" quest. {{spoiler|It doesn't actually tell you to kill the boars, just look for some. This is important in that there are no boars in Evendim.}}
Line 86:
** ''Everquest 2'' has some sort of skeleton or zombie in almost every zone.
* Perhaps parodied with ''[[Kingdom of Loathing]]'' with the [http://kol.coldfront.net/thekolwiki/index.php/Perpendicular_bat perpendicular bat]. Its description when you fight it is "This bat is perpendicular to the ground! That makes it totally different from a regular bat!" ''Definitely'' parodied with the [http://kol.coldfront.net/thekolwiki/index.php/Completely_different_spider completely different spider], which is nothing of the sort.
* ''[[
* Prior to the first update in [[RF Online]] there were a fair number of reskinned creatures, although the story behind them made more sense. When the new "Episode" addons were introduced, many of the creatures were recolored and resized for the newer areas. In fact even the players became this, as equipment above level 50 would be a reskin of an earlier piece of equipment. The newest update migated this somewhat with Elfland, where the reskinned enemies were few and far between, and a lot of new models were made for it. [[Level Grinding|Too bad you wont get a chance]] [[One Hit KO|to enjoy it]].
* ''[[Mabinogi (
* [[Ragnarok Online]] mostly averts this, save for the Poring line of monsters, which difficulty ranges from very easy to event bosses capable of taking out GMs.
== Platformers ==
* Likewise, in ''[[Super Mario Bros.]]'', red-shelled Koopas were implied to be "more powerful", at least in that they had enough sense to not stroll off of cliffs like their green counterparts.
** This led to the Green Koopas marching in straight lines unless they came upon some sort of block or another enemy creature (like a Goomba), which would make them turn around. (They also tended to turn around if they walked into ''you'', which was easiest to see when the action froze as [[Death Throws|Mario fell off the screen.]]) Red Koopas behaved the same way, except that they also turned around when they came upon a cliff (instead of just walking off the edge like the green ones.) <ref>Granted, you wouldn't be laughing if a Green Koopa fell on your head, but... yeah.</ref>
*** There was a much greater difference between the Green and Red Paratroopas. Green ones tended to hop along in a straight line ([[Goddamned Bats|leading to major headaches]] as you were forced to decide whether to try to dash beneath them or hop over them, and more often than not wound up in the wrong place at the wrong time); red ones just flew back and forth, "patrolling" a specific area without changing elevation. Sometimes the red ones instead flew up and down without any horizontal movement, and occasionally the green ones did that too. In any event, once you stomped on a Paratroopa and knocked its wings off, it would revert to the AI of its ground-bound counterpart (not that you'd notice if said former Paratroopa fell into a [[Bottomless Pit]]).
** In ''[[
*** [http://progressiveboink.com/archive/redsnifit.html And yet there was only ever] [[Unique Enemy|one red Snifit.]]
** The ''[[Paper Mario (
** ''[[Super Mario World (
*** It also affects the powers Yoshi gets from them: Green does nothing, red gives him a one-time flame attack, yellow makes him damage nearby enemies upon touching the ground, and blue lets him fly. Flashing shells give all powers at once.
*** For that matter, Yoshi himself: A green Yoshi eating a shell only gets the shell's power, but a non-green Yoshi also gets the power from his own color (so a blue Yoshi can fly with any shell).
* ''[[
* Played straight in ''Wonder Boy III: The Dragon's Trap''. Red foes are weak, green are stronger, and blue are the strongest, often with the blue variants being given surprisingly powerful attacks after the player had gotten used to fighting the weaker variants.
* In ''Keith Courage in Alpha Zones'', the [[Final Boss]], the Titan Warrior, is a gold [[Palette Swap]] of Mr. Roboto, the boss of Area 4.
* Several of the bosses in ''[[
* In ''[[Purple]]'', basic mooks like slimes, bats and cannons get [[Palette Swap|Palette Swapped]] at least three times, each with a slightly different behaviour.
* In the first ''[[Donkey Kong Country]]'' game, Krusha came in two varieties. The first kind was blue with green camo and was only beatable by either of Donkey Kong's main attacks or a barrel (Diddy Kong's attacks were laughed off). The second kind only appeared once in the SNES version, in the very last level before King K. Rool. This version was grey with purple camo. The only thing that could beat him was a barrel, making him the strongest of the Kremlings.
* ''[[Descent]]'': The Super Hulk or Super Mech is a red version of the Medium Hulk that is much tougher and armed with homing missiles. The Fusion Hulk is [[Degraded Boss|a scaled down version]] of the first boss armed with a Fusion Cannon. In the second game, the Spawn is a green version of the Red Hornet, and the Tiger or Red Fatty Jr. uses the same model as the first boss, although it is smaller and has completely different weapons.
* ''[[Bug!
== Real-Time Strategy ==
Line 122:
** ''[[Dwarf Fortress]]'' inherits this approach, including the tileset option. For example, color is usually the only way to differentiate between rocks of different ores (which can be very important when you need to smelt metals) without checking what's on the specific tile.
** In ''[[Nethack]]'', this can also lead to [[Yet Another Stupid Death]], in ways both obvious and surprising. Not only might the player not distinguish between a dwarf lord and a mind flayer, in some contexts ''the game itself'' doesn't distinguish between them. Ooh a blessed scroll of genocide! You'd better cap the mind flayers, having to remap levels is a bitch. What's that? You were playing as a dwarf? Congratulations: you have succumbed to death by palette swap. (Blessed scrolls genocide a class of monsters, in this case h, Humanoid)
* The sprite based [[Roguelike]], [[
== Role-Playing Games ==
* ''Morrowind'' had a considerable lack of diversity amongst its native fauna, resorting heavily to underground monkeyism to create a wider range of enemies. This was somewhat justifiable in the sense that most of the game took place on a single island, and travelling northwest to the island of Solsthheim introduced you to a set of entirely new creatures.
* ''[[
* In the ''[[Dragon Quest
** ''[[
** The majority of monsters in the series have at least one recolor, including regular bosses. In fact, the secret boss of Dragon Quest 6, arguably the single most glorified, powerful antagonist in the franchise, is a palette swap of an earlier boss. It's easier to count the few enemies with unique sprites.
** ''[[
* ''[[Final Fantasy]]'' uses this in most incarnations, especially with the [[Elemental Rock-Paper-Scissors]] aspect: the blue monster casts water spells and is weak against thunder, the white monster casts ice spells and is weak against fire, etc. ''[[Final Fantasy X]]'' made some extra use of this, as a side quest rewarded players for capturing entire "species" of monsters. It was especially common in the earlier, sprite-based games due to [[Palette Swap|Palette Swaps]].
** ''[[Final Fantasy XI]]'' has tons of instances of monsters that look exactly the same, only stronger and with a different name, including several Notorious Monsters.
Line 147:
*** But not [[Bag of Spilling|how she came to lose it again]]...
* In the ''[[Fallout]]'' games, a common practice was to have different individuals represented by a sprite of the same person (usually the male and female sprite used for the [[Player Character]], no less) stuck in a different suit of armour or clothing. The second game in the series contained a couple of self-conscious [[Lampshade Hanging]] jokes on this theme, including the henchman of a crime boss confiding that he suspects there must have been a big cloning accident at some point in the past, and an [[Easter Egg]] location in which a pair of sprites originally intended to be player characters but retooled to only fill [[NPC]] duties lament over their fate.
** ''Fallout 3'' is a more modern 3D game and as such gives every human character different appearances. And while all Feral Ghouls look the same, the different species of Ghoul are easily identifiable. Ferals are the standard, Reavers get a different face ''and'' abilities and Glowing Ones... well, [[Exactly What It Says
* In ''[[Brave Story]]: New Traveler'', the ''exact same enemy'' can come in multiple different colors, so the difference between genuinely different enemies is at least slightly greater, with a few exceptions. This editor isn't quite sure ''how'' to label this.
** Multi-Colored Monkeys?
Line 155:
** Note that this is a [[Justified Trope]], due to the [[The Heartless|nature]] of the Shadows.
** ''[[Persona 2]]'' also has a small handful of these, thanks to palette swaps and the occasional replacement part in monster sprites (several Chariot Arcana demons the most obvious of the latter, using the same giant brute body with different heads and colors).
* The ''[[
** Some other examples of monster counterparts behave exactly the same but have very different appearances. For example, the Aptonoth looks like an amalgamation of different species of dinosaurs, while the Tundra-inhabiting Popo looks like a very short, trunk-less woolly mammoth. Both species behave pretty much identically, and they both fill the role of the harmless herbivore that gets eaten by everything else.
* ''[[Grandia II]]'' starts doing this about halfway through the game.
Line 168:
*** And also Pachirisu and Emolga.
**** Pikachu and Raichu, Pichu, Plusle and Minun...
* Taken to a more extreme level by the ''[[
* ''[[
** Don't you mean Roundil-*is shot*
** It also features ''literal'' Underground Monkeys. With ''wings''.
Line 177:
** Ditto on [http://homepage3.nifty.com/rfish/index_e.html Elona]
* ''[[Albion]]'' does this a little differently. The enemies are different on each continent, but come in a small variety. Stronger versions of certain creatures accompany larger packs. They don't even bother with creative names (Animal3)
* ''[[
** [[Lampshade Hanging|When you're drowning in a sea of work with not enough time,...why pour your soul into assets that get used all of... what, once? Really. Have some compassion.]]
* ''[[MOTHER]]'', although otherwise unrelated to this trope, had a tribe of [[Cloudcuckoolander]] monkeys living underground in a desert.
Line 184:
* The Swedish parody RPG ''Playelf'' has this with ninjas - there are red ninjas, blue ninjas, black ninjas, white ninjas, etc - as well as "hurry up-ninjas" which appears when the players are dithering. But the most awesome ninja...
{{quote| "There's also supposed to be a camouflage-coloured ninja, [[Incredibly Lame Pun|but no one has ever seen him]]".}}
* Present throught out the ''[[Tales
* ''[[
* ''[[Ultima V]]'' contains literal monkeys found only underground -- the Mongbats -- but they resemble nothing else in the game.
** ''[[Ultima III]]'' has multiple enemy types with the same colours where the only difference is the name - however, that's ''literally'' the only difference. No change in stats, health, damage dealth, weaknesses... Just Orcs, Goblins and Trolls, all exactly the same.
Line 204:
** This was parodied in the webcomic ''[[Order of the Stick]]'': in one comic, a paladin discovers the titular party has killed a dragon. She then accuses them of possibly killing a creature of benevolence and wisdom, and asks why they thought it deserved death, to which Roy Greenhilt replies, "Erm... its scales weren't shiny?" which placates the paladin. Elan then breaks the [[Fourth Wall]] by winking at the reader and saying, "Dragons - now [[Colour-Coded for Your Convenience]]!"
*** Ironically, the comic does this itself with goblins/hobgoblins/ghouls.
** Rothé are bovines [[Call a Rabbit
** The Elves of D&D come in high, wood, sea, grey, wild and several other varieties.
** The third edition of ''[[Dungeons and Dragons]]'' features ''templates'', giving uncreative GMs the opportunity to color-code ''any'' monster into a water monster, a fire monster, slime monster, etc.
|