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* The FinalBoss of ''VideoGame/ResidentEvil3Nemesis'' is about trying to bring power to a railgun by inserting three batteries dotted around the area into their sockets then lure the Nemesis into the weapon's line of fire, while avoiding contact with Nemesis itself. Its [[VideoGame/ResidentEvil3Remake remake]] changes Nemesis' final form into a [[AttackOfTheFiftyFootWhatever gigantic]] StationaryBoss and the railgun into something relatively smaller but three of the batteries dotted around the arena still need be manually inserted in order to give it power.
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** Any of the bosses of the ''VideoGame/SonicRiders'' games, purely by virtue of the fact that it's a racing game. [[TropesAreNotBad This works out]], however, as it doesn't take any wild changes of the mechanics to get the fights to work in the context of the game.

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** Any of the bosses of the ''VideoGame/SonicRiders'' games, purely by virtue of the fact that it's a racing game. [[TropesAreNotBad [[Administrivia/TropesAreTools This works out]], however, as it doesn't take any wild changes of the mechanics to get the fights to work in the context of the game.
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** All three encounters with Scarecrow are this. After a few minutes of horror, you have to navigate a giant, fragmented landscape as a giant Scarecrow tries to spot you. At the end, shining a spotlight on him will dispel the illusion.

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** All three encounters with Scarecrow ComicBook/TheScarecrow are this. After a few minutes of horror, you have to navigate a giant, fragmented landscape as a giant Scarecrow tries to spot you. At the end, shining a spotlight on him will dispel the illusion.



* In ''VideoGame/BatmanArkhamCity'', some side character battles can play like this. Folks like Riddler, Deadshot, or Zsasz can't stand go toe-to-toe with the Bat, but have advantages like hostages or powerful guns, so their battles consist of getting close enough to them to perform an instant takedown without alerting them to your approach.

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* In ''VideoGame/BatmanArkhamCity'', some side character battles can play like this. Folks like Riddler, Deadshot, ComicBook/TheRiddler, ComicBook/{{Deadshot}}, or Zsasz can't stand go toe-to-toe with the Bat, but have advantages like hostages or powerful guns, so their battles consist of getting close enough to them to perform an instant takedown without alerting them to your approach.
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* In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', the "battle" against Divine Beast Vah Rudaniah is actually more of a [[StealthBasedMission Stealth-Based]] EscortMission. Link must guide Yunobo to the various cannons dotted around Death Mountain, using them to launch Yunobo at Rudania. All while avoiding (or destroying) the search drones that it deployed.
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* There are quite a few ''VideoGame/GodOfWar'' examples, all full of [[VideoGameSetpiece Setpieces]], such as the giant living statue at the start of the second game.

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* There are quite a few ''VideoGame/GodOfWar'' examples, all full of [[VideoGameSetpiece Setpieces]], such as the giant living statue at the start of [[VideoGame/GodOfWarII the second game.game]].
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* ''Franchise/SonicTheHedgehog'':

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* ''Franchise/SonicTheHedgehog'':''VideoGame/SonicTheHedgehog'':



** ''VideoGame/SonicTheHedgehog 1'' has the Labyrinth Zone boss. While you can hit Robotnik the pre-requisite eight times, it's entirely unnecessary, and the level ends once you reach the top of a vertical shaft filled with obstacles that is slowly flooding with water.

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** ''VideoGame/SonicTheHedgehog 1'' ''VideoGame/SonicTheHedgehog1'' has the Labyrinth Zone boss. While you can hit Robotnik the pre-requisite eight times, it's entirely unnecessary, and the level ends once you reach the top of a vertical shaft filled with obstacles that is slowly flooding with water.
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** ''[[VideoGame/Sonic3AndKnuckles Sonic And Knuckles]]'', Lava Reef Zone, Act 2. The fight with Robotnik begins with a forced-scrolling segment, then the meat of the fight involves dodging mines while leaping between moving platforms in lava. You don't directly damage Robotnik; you just survive until Robotnik destroys the machine with his own mines.

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** ''[[VideoGame/Sonic3AndKnuckles Sonic And & Knuckles]]'', Lava Reef Zone, Act 2. The fight with Robotnik begins with a forced-scrolling segment, then the meat of the fight involves dodging mines while leaping between moving platforms in lava. You don't directly damage Robotnik; you just survive until Robotnik destroys the machine with his own mines.
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* The boss levels in the first ''VideoGame/SpyroTheDragon'' are more-or-less normal levels that happen to have a weak GetBackHereBoss in them that only takes a few hits to defeat. None of them are required to beat the game, the only exist for extra collectables. The only reason to defeat the bosses themselves is because they drop gems. This changed in later games, which made bosses a lot stronger and gave them each a BossOnlyLevel.

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* The boss levels in the first ''VideoGame/SpyroTheDragon'' are more-or-less normal levels that happen to have a weak GetBackHereBoss in them that only takes a few hits to defeat. None of them are required to beat the game, the they only exist for extra collectables. The only reason to defeat the bosses themselves is because they drop gems. This changed in later games, which made bosses a lot stronger and gave them each a BossOnlyLevel.

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* The boss levels for the video game version of ''WesternAnimation/ABugsLife'' are like this, as you have to collect 50 grain, find all the FLIK letters, and kill all the enemies with a gold berry in order to fully complete them, just like any other level. The fights against the Bird and Hopper are particularily good examples, as they take place in level-sized maze/canyon areas that involve a lot of climbing.

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* Similar to the above, the boss races in ''VideoGame/CrashTeamRacing'' are simply one-on-one races on a normal track, the only real gameplay addition being the opponent having unlimited items.
* The boss levels in the first ''VideoGame/SpyroTheDragon'' are more-or-less normal levels that happen to have a weak GetBackHereBoss in them that only takes a few hits to defeat. None of them are required to beat the game, the only exist for extra collectables. The only reason to defeat the bosses themselves is because they drop gems. This changed in later games, which made bosses a lot stronger and gave them each a BossOnlyLevel.
* The boss levels for the video game version of ''WesternAnimation/ABugsLife'' are like this, as you have to collect 50 grain, find all the FLIK letters, and kill all the enemies with a gold berry in order to fully complete them, just like any other level. The fights against the Bird and Hopper are particularily particularly good examples, as they take place in level-sized maze/canyon areas that involve a lot of climbing.
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* The Xel'naga Temple in the ''Videogame/StarcraftII'' mission "The Dig" is presented in this way, with its own nifty health bar frame. Your objective is solely to [[ExactlyWhatItSaysOnTheTin dig]] your way through the temple's door with a giant mining laser. [[CaptainObvious Because it's a temple]], it can't move or fight you in any way, and the difficulty of the stage lies in its fanatical guardians. Note that in this case, you are encouraged to use [[DeathRay the mining laser]] to help defend your base as well as unlock secondary objectives, which does make tunneling through the door take longer; therefore the mission is slightly shorter if you're confident enough in your base defenses not to need it.

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* The Xel'naga Temple in the ''Videogame/StarcraftII'' mission "The Dig" is presented in this way, with its own nifty health bar frame. Your objective is solely to [[ExactlyWhatItSaysOnTheTin dig]] your way through the temple's door with a giant mining laser. [[CaptainObvious Because it's a temple]], temple, it can't move or fight you in any way, and the difficulty of the stage lies in its fanatical guardians. Note that in this case, you are encouraged to use [[DeathRay the mining laser]] to help defend your base as well as unlock secondary objectives, which does make tunneling through the door take longer; therefore the mission is slightly shorter if you're confident enough in your base defenses not to need it.
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smb - w3 boss brownie


* The first and final bosses in ''[[VideoGame/MeatBoy Super Meat Boy]]'' play out like normal levels with a few extra hazards.

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* The first first, third and final bosses in ''[[VideoGame/MeatBoy Super Meat Boy]]'' play out like normal levels with a few extra hazards.
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you need to say what happens


* The [[BigBad Bowser]] battles from ''VideoGame/SuperMario3DLand'', every fourth stage in ''VideoGame/SuperMarioBros1'' and ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'', and the battle at the end of ''VideoGame/NewSuperMarioBrosWii'' and ''[[VideoGame/NewSuperMarioBros2 2]]''. This is averted with the first two Bowser battles in ''VideoGame/SuperMario3DWorld'', but played straight in the third as [[spoiler:he transforms into Meowser, and then Double Meowser, at the end of the game. Although the screen is scrolling up and the player ''is'' tasked with keeping up, it's not so much an AdvancingBossOfDoom as Meowser is running around you and attacking at multiple points. However, getting to the end is really all that's needed]].

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* The [[BigBad Bowser]] battles from ''VideoGame/SuperMario3DLand'', every fourth stage in ''VideoGame/SuperMarioBros1'' and ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'', and the third Bowser battle at the end of ''VideoGame/NewSuperMarioBrosWii'' and ''[[VideoGame/NewSuperMarioBros2 2]]''. This is averted with the first two Bowser battles in ''VideoGame/SuperMario3DWorld'', but played straight in the third ''VideoGame/SuperMario3DWorld'' as [[spoiler:he he transforms into Meowser, and then Double Meowser, at the end of the game. Although the screen is scrolling up and the player ''is'' tasked with keeping up, it's not so much an AdvancingBossOfDoom as Meowser is running around you and attacking at multiple points. However, getting to the end is really all that's needed]].needed.
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Minor typo fix


* The final boss of the Octo Expansion of ''VideoGame/Splatoon2'' is like this. [[spoiler: You have to splat an entire statue in ink, before the time runs out. The statue doesn't attack you, and no enemies spawn, so you're only threat is the incredibly tight time limit.]]

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* The final boss of the Octo Expansion of ''VideoGame/Splatoon2'' is like this. [[spoiler: You have to splat an entire statue in ink, before the time runs out. The statue doesn't attack you, and no enemies spawn, so you're your only threat is the incredibly tight time limit.]]
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* ''VideoGame/{{Eschatos}}''[='=]s third stage (Areas 12 through 15) is spent fighting against a space station, and you deplete its health over the course of the stage, occasionally pulling away to fight waves of {{Mook}}s. The boss music doesn't play until the final area, when it's lost two of its three health bars.

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* ''VideoGame/{{Eschatos}}''[='=]s third stage (Areas 12 through 15) is spent fighting against a space station, and you deplete its health over the course of the stage, occasionally pulling away to fight waves of {{Mook}}s. The boss music doesn't play until the final area, when it's lost two the station's been severely damaged leaving only the core and is down to the last of its three health bars.
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* ''VideoGame/{{Eschatos}}''[='=]s third stage (Areas 12 through 15) is spent fighting against a space station, and you deplete its health over the course of the stage. The boss music doesn't play until the final area, when it's lost two of its three health bars.

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* ''VideoGame/{{Eschatos}}''[='=]s third stage (Areas 12 through 15) is spent fighting against a space station, and you deplete its health over the course of the stage.stage, occasionally pulling away to fight waves of {{Mook}}s. The boss music doesn't play until the final area, when it's lost two of its three health bars.
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* ''VideoGame/{{Eschatos}}''[='=]s third stage (Areas 12 through 15) is spent fighting against a space station, and you deplete its health over the course of the stage. The boss music doesn't play until the final area, when it's lost two of its three health bars.
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* The final boss of the Octo Expansion of ''VideoGame/Splatoon2'' is like this. [[spoiler: You have to splat an entire statue in ink, before the time runs out. The statue doesn't attack you, and no enemies spawn, so you're only threat is the incredibly tight time limit.]]
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* Balrog's stage in ''StreetFighterXMegaMan'' has Balrog at the far left side of the screen, occasionally jumping forward to attack. Mega Man can't damage him; he just needs to make his way past all the obstacles until Balrog steps on a shaky bridge and falls.

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* Balrog's stage in ''StreetFighterXMegaMan'' ''VideoGame/StreetFighterXMegaMan'' has Balrog at the far left side of the screen, occasionally jumping forward to attack. Mega Man can't damage him; he just needs to make his way past all the obstacles until Balrog steps on a shaky bridge and falls.
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* The FinalBoss in ''AeroTheAcrobat'': A good half of the battle is spent chasing him upwards and upwards through the floors, tiers, and rafters of his laboratory.

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* The FinalBoss in ''AeroTheAcrobat'': ''VideoGame/AeroTheAcrobat'': A good half of the battle is spent chasing him upwards and upwards through the floors, tiers, and rafters of his laboratory.
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* The fight against Death in ''VideoGame/HouseOfTheDead 3'' takes place across two full stages, with the boss itself only making sporadic appearances to attack and let you whittle down its health before you return to blasting other zomb- err, [[NotUsingTheZWord mutants]].
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** In ''VideoGame/SonicGenerations'', Perfect Chaos plays out this way. Mind you,this is fairly similar to how Perfect Chaos worked in the original ''VideoGame/SonicAdventure''; despite the fact that [[TookALevelInBadass you don't have Super Sonic for the fight]], the ''Generations'' boost mechanic works in almost the same way, so the only real differences are the addition of 2D sections and the method of scoring the final hit.

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** In ''VideoGame/SonicGenerations'', Perfect Chaos plays out this way. Mind you,this you, this is fairly similar to how Perfect Chaos worked in the original ''VideoGame/SonicAdventure''; despite the fact that [[TookALevelInBadass you don't have Super Sonic for the fight]], the ''Generations'' boost mechanic works in almost the same way, so the only real differences are the addition of 2D sections and the method of scoring the final hit.
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** ''VideoGame/StarFox64'' has [[FanNickname the Forever Train]], which causes trouble for you all throughout the Macbeth stage. Near the end it will deploy its secret weapon, the Mechbeth, for a traditional boss battle, but you can avoid having to deal with Mechbeth by simply switching the track to send the train crashing into the weapons factory.
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* the Cydonia alien base on Mars in ''{{Videogame/X-COM}}: Enemy Unknown'' has a big alien brain that needs to be destroyed in order to beat the game, but it doesn't do anything and thus the level is really more like a standard alien base assault mission.

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* the The Cydonia alien base on Mars in ''{{Videogame/X-COM}}: Enemy Unknown'' ''VideoGame/XCOMUFODefense'' has a big alien brain that needs to be destroyed in order to beat the game, but it doesn't do anything and thus the level is really more like a standard alien base assault mission.
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* The level "The Flood" from ''VideoGame/HaloWars''. There's a giant alien brain on the other side of the level that you're supposed to kill, but it has no direct combat ability (although it is surrounded by Flood turret equivalents) and most of the threat to your units is typical Flood units. There are five Flood bases you can kill to weaken it, which eventually respawn, and if all five go down so does the boss without you even touching it.
* The Scarab Walker from ''VideoGame/{{Halo 2}}'', which was more of a platform or level segment than an actual boss. They became legitimate bosses in the third game.

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* ''Franchise/{{Halo}}'':
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The level "The Flood" from ''VideoGame/HaloWars''. There's a giant alien brain on the other side of the level that you're supposed to kill, but it has no direct combat ability (although it is surrounded by Flood turret equivalents) and most of the threat to your units is typical Flood units. There are five Flood bases you can kill to weaken it, which eventually respawn, and if all five go down so does the boss without you even touching it.
* ** The Scarab Walker from ''VideoGame/{{Halo 2}}'', which was more of a platform or level segment than an actual boss. They became legitimate bosses in the third game.''VideoGame/{{Halo 3}}''.
** The Kraken from ''VideoGame/Halo5Guardians'', a giant floating squid mecha that you have to board and destroy.
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* The first boss of [[BonusDungeon Archdragon Peak]] in ''VideoGame/DarkSouls3'' is a giant wyvern with a health bar that each of your attacks [[DamageSpongeBoss chips away a few pixels from at most]], if you engage it directly. You're instead supposed to dash past it and fight through a gauntlet full of mooks, while avoiding its fire breath attacks, and then [[spoiler:OneHitKill it with a plunging attack onto its head from above]].

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Doesn't really count; you have to finish the Golem, Golemech, off before reaching the end of his pillar obstacle course; otherwise, you hit a wall and die (there is an extra life there, though.) That's a Get Back Here Boss.


** VideoGame/SonicTheHedgehogCD has the Collision Chaos boss, a [[PinballZone pinball machine]]

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** VideoGame/SonicTheHedgehogCD ''VideoGame/SonicTheHedgehogCD'' has the Collision Chaos boss, a [[PinballZone pinball machine]]



* The second to last "boss" of ''VideoGame/StarFox64'' is some kind of running Golem in a temple. The emphasis however is on chasing him and dodging obstacles, and even if you do enough damage to kill him, he can't die till you reach the end of the obstacle course.
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* In ''SyphonFilter 1'''s third level, you chase Mara Aramov through a a DC Metro [[SinisterSubway subway tunnel]] while [[CorridorCubbyholeRun dodging trains]]. You can either snipe her while she's running, or you can chase her to the end and take her down there.

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* In ''SyphonFilter 1'''s ''VideoGame/SyphonFilter'''s third level, you chase Mara Aramov through a a DC Metro [[SinisterSubway subway tunnel]] while [[CorridorCubbyholeRun dodging trains]]. You can either snipe her while she's running, or you can chase her to the end and take her down there.
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* The second to last "boss" of ''VideoGame/Starfox64'' is some kind of running Golem in a temple. The emphasis however is on chasing him and dodging obstacles, and even if you do enough damage to kill him, he can't die till you reach the end of the obstacle course.

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* The second to last "boss" of ''VideoGame/Starfox64'' ''VideoGame/StarFox64'' is some kind of running Golem in a temple. The emphasis however is on chasing him and dodging obstacles, and even if you do enough damage to kill him, he can't die till you reach the end of the obstacle course.
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Not An Example. There has to be an actual boss to qualify


* The blackout in ''VideoGame/LuigisMansion''. All the previously lit rooms go dark, there are tons of powerful ghosts in all of them, and the amount of damage dealing fake doors increases.
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* The level Aerial Combat from ''{{Bugdom}}''. The level is completed by destroying the beehive at its centre, identical to how Queen Bee and King Ant are completed. The beehive cannot actually attack you, however, and the threats in the level consist of flying bees and various terrain hazards on the ground.

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* The level Aerial Combat from ''{{Bugdom}}''. The level ''VideoGame/{{Bugdom}}'' is completed by destroying the beehive at its centre, identical to how Queen Bee and King Ant are completed. The beehive cannot actually attack you, however, and the threats in the level consist of flying bees and various terrain hazards on the ground.

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