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** ''SonicAdvance 3''. Twinkle Snow boss. ''[[ThatOneBoss Oh God.]]''[[hottip:* :You have to constantly climb, as the platforms fall out from under you, hope they hit Eggman's mech, and to add insult to injury he occasionally attacks. Falling is death.]]

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** In ''SonicAdvance 3''. 3'', the Twinkle Snow boss. ''[[ThatOneBoss Oh God.]]''[[hottip:* :You have to area boss is one of the game's [[ThatOneBoss toughest challenges]], as the player must constantly climb, as climb an array of [[TemporaryPlatform falling platforms]] while the boss [[RiseToTheChallenge relentlessly pursues from below]], hoping that the platforms fall out from under you, hope they hit Eggman's mech, will strike the mech and to add insult to injury he occasionally attacks. Falling is death.]]damage it. Without falling off in the process, of course.

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** The battle against Kraid in Super Metroid once he [[TurnsRed reveals his full form]]. Only his mouth is vulnerable, and it can only be attacked by climbing platforms, including the ones he shoots out. Falling off may land Samus in damaging spikes or cause her to receive CollisionDamage from Kraid.
* The rematch against Ludwig Von Koopa in ''VideoGame/NewSuperMarioBrosWii'' takes place on three moving platforms, with Ludwig occupying one.

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** The battle against Kraid in Super Metroid Metroid; at first Samus has only a ledge near the door to stand on, but once he [[TurnsRed reveals his full form]]. Only his mouth is vulnerable, and it can only be attacked by climbing platforms, including form]], the player must climb platforms (including the [[ProjectilePlatform ones he shoots out.out]]) to get within range of his weak point. Falling off may land Samus in damaging spikes or cause her to receive CollisionDamage 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 ''VideoGame/NewSuperMarioBrosWii'' takes place on three moving platforms, with Ludwig occupying one.one of them.
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* ''{{Ys}}'' has this in spades, especially {{final boss}}es. During the battle with Dark Fact, a piece of the platform disappears everytime you hit him.

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* ''{{Ys}}'' ''VideoGame/{{Ys}}'' has this in spades, especially {{final boss}}es. During the battle with Dark Fact, a piece of the platform disappears everytime you hit him.
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* 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.
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** Lava Reef Zone from ''SonicAndKnuckles''. After a [[FixedScrollingLevel forced-scrolling segment]], you have to dodge Robotnik's bombs from rocks floating in a lava pit. While he's attacking, everything in the lava pit moves towards him, including you, [[TacticalSuicideBoss but also including the bombs]]. (However, once you find the fire shield--which allows you to walk on the lava unharmed--in the boss arena, the boss fight becomes much, much easier.)

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** Lava Reef Zone from ''SonicAndKnuckles''.''[[VideoGame/Sonic3AndKnuckles Sonic and Knuckles]]''. After a [[FixedScrollingLevel forced-scrolling segment]], you have to dodge Robotnik's bombs from rocks floating in a lava pit. While he's attacking, everything in the lava pit moves towards him, including you, [[TacticalSuicideBoss but also including the bombs]]. (However, once you find the fire shield--which allows you to walk on the lava unharmed--in the boss arena, the boss fight becomes much, much easier.)
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* Three boss battles in ''CaveStory''.

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* Three boss battles in ''CaveStory''.''VideoGame/CaveStory''.
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* In ''DonkeyKong64'', Mad Jack is fought in an arena of 16 large platforms, arranged in a grid. The platforms aren't too small, but the player must constantly jump from one to the other to avoid being flattened by the boss chasing after them.

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* In ''DonkeyKong64'', Mad Jack is fought in an arena of 16 large platforms, arranged in a grid. The platforms aren't too small, but the player Tiny Kong must constantly jump from one to the other another to avoid being flattened by the boss chasing after them.
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* In ''DonkeyKong64'', Mad Jack is fought in an arena of 16 large platforms, arranged in a grid. The platforms aren't too small, but the player must constantly jump from one to the other to avoid being flattened by the boss chasing after them.
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* Most ''VideoGame/WarioLand 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 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.

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* Most ''VideoGame/WarioLand 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 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.
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* In ''CastlevaniaIII'', Dracula's final form pulls up platforms from the floor and causes them to circle around him.
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* Most ''WarioLand 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 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.

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* Most ''WarioLand ''VideoGame/WarioLand 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 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.
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* The rematch against Ludwig Von Koopa in ''NewSuperMarioBros Wii'' takes place on three moving platforms, with Ludwig occupying one.

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* The rematch against Ludwig Von Koopa in ''NewSuperMarioBros Wii'' ''VideoGame/NewSuperMarioBrosWii'' takes place on three moving platforms, with Ludwig occupying one.
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* In ''SuperMarioWorld'' battles against the Reznor minibosses always end up on moving platforms... or in hot lava death.

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* In ''SuperMarioWorld'' ''VideoGame/SuperMarioWorld'' battles against the Reznor minibosses always end up on moving platforms... or in hot lava death.
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** ''RockManMinusInfinity'' combines the Serges boss battle with the [[CoreAndTurretsBoss Square Machine]] from Mega Man 4 to create the Serges Devil.

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** ''RockManMinusInfinity'' combines the Serges boss battle with the [[CoreAndTurretsBoss [[CoresAndTurretsBoss Square Machine]] from Mega Man 4 to create the Serges Devil.

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* The first Wily boss in ''Game/MegaMan 2'', as pictured above.

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* MegaMan series:
**
The first Wily boss in ''Game/MegaMan 2'', as pictured above.


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** ''RockManMinusInfinity'' combines the Serges boss battle with the [[CoreAndTurretsBoss Square Machine]] from Mega Man 4 to create the Serges Devil.
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** Lava Reef Zone from ''SonicAndKnuckles''. After a [[FixedScrollingLevel forced-scrolling segment]], you have to dodge Robotnik's bombs from rocks floating in a lava pit. While he's attacking, everything in the lava pit moves towards him, including you, [[SelfDefeatingBoss but also including the bombs]]. (However, once you find the fire shield--which allows you to walk on the lava unharmed--in the boss arena, the boss fight becomes much, much easier.)

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** Lava Reef Zone from ''SonicAndKnuckles''. After a [[FixedScrollingLevel forced-scrolling segment]], you have to dodge Robotnik's bombs from rocks floating in a lava pit. While he's attacking, everything in the lava pit moves towards him, including you, [[SelfDefeatingBoss [[TacticalSuicideBoss but also including the bombs]]. (However, once you find the fire shield--which allows you to walk on the lava unharmed--in the boss arena, the boss fight becomes much, much easier.)
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** Lava Reef Zone from ''SonicAndKnuckles''. After a [[FixedScrollingLevel forced-scrolling segment]], you have to fight Robotnik from blocks of ice floating in a lava pit. (However, once you find the fire shield--which allows you to walk on the lava unharmed--in the boss arena, the boss fight becomes much, much easier.)

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** Lava Reef Zone from ''SonicAndKnuckles''. After a [[FixedScrollingLevel forced-scrolling segment]], you have to fight Robotnik dodge Robotnik's bombs from blocks of ice rocks floating in a lava pit.pit. While he's attacking, everything in the lava pit moves towards him, including you, [[SelfDefeatingBoss but also including the bombs]]. (However, once you find the fire shield--which allows you to walk on the lava unharmed--in the boss arena, the boss fight becomes much, much easier.)
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* ''{{Ys}}'' has this in spades, especially {{final boss}}es. During the battle with Dark Fact, a piece of the platform disappears everytime you hit him.

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* ''{{Ys}}'' has this in spades, especially {{final boss}}es. During the battle with Dark Fact, a piece of the platform disappears everytime you hit him.him.
* Fluffy XR-9 in ''AnUntitledStory'' is fought on three platforms that descend when stepped upon, all suspended over a {{Non Lethal Bottomless Pit|s}}. 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).
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nah - reverting. Previous trope was more accurate.


See also HighAltitudeBattle and HighSpeedBattle, which can overlap. Can also be combined with {{Temporary Platform}}s, [[InconvenientlyPlacedConveyorBelt conveyor belts]] or [[FrictionlessIce ice blocks]] for extra NintendoHard bonus points.

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See also HighAltitudeBattle and HighSpeedBattle, which can overlap. Can also be combined with {{Temporary Platform}}s, [[InconvenientlyPlacedConveyorBelt conveyor belts]] or [[FrictionlessIce [[SlippySlideyIceWorld ice blocks]] for extra NintendoHard bonus points.
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See also HighAltitudeBattle and HighSpeedBattle, which can overlap. Can also be combined with {{Temporary Platform}}s, [[InconvenientlyPlacedConveyorBelt conveyor belts]] or [[SlippySlideyIceWorld ice blocks]] for extra NintendoHard bonus points.

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See also HighAltitudeBattle and HighSpeedBattle, which can overlap. Can also be combined with {{Temporary Platform}}s, [[InconvenientlyPlacedConveyorBelt conveyor belts]] or [[SlippySlideyIceWorld [[FrictionlessIce ice blocks]] for extra NintendoHard bonus points.
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See also HighAltitudeBattle and HighSpeedBattle, which can overlap.

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See also HighAltitudeBattle and HighSpeedBattle, which can overlap.
overlap. Can also be combined with {{Temporary Platform}}s, [[InconvenientlyPlacedConveyorBelt conveyor belts]] or [[SlippySlideyIceWorld ice blocks]] for extra NintendoHard bonus points.
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A type of BossBattle that restricts the player's freedom of movement to a set of FloatingPlatforms. Although the boss's attacks may be easily avoidable and nothing to write home about, the real challenge to match here is simply to avoid falling off in the process: One false step, or the slightest {{knockback}} can quickly send you down off the screen into whatever awaits below (usually a BottomlessPit or SpikesOfDoom). Thus, victory all but requires a NoDamageRun, regardless of whether your protagonist would otherwise be a OneHitPointWonder.

Alternatively, instead of causing an instant death some games may provide a NonLethalBottomlessPit instead, or falling down may simply drop you into a room below where you have to find a way to climb back up before you can resume fighting. When this is the case, falling off the platform will incur a noticeable penalty: Perhaps you receive damage from the fall. Maybe the boss will taunt your lack of platforming prowess by hurling long-range attacks at you while you're scrambling to get back up. Sometimes it's simply a ''long'' and tedious climb just to get back up there at all. Or, at the most NintendoHard extreme of the spectrum, sometimes falling down terminates the boss battle entirely, causing it to start over from the top (with the boss's HP ''fully replenished'') once you're back onto the platforms to fight the boss on.

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A type of BossBattle videogame battle (or BossBattle) that restricts occurs with the player's freedom of movement footing restricted to a set of FloatingPlatforms. Although the boss's FloatingPlatforms above some hazard. The opponent's attacks may or may not be easily avoidable and nothing much of a threat were the player to write home about, face them on level ground, but the real challenge to match meet here is simply to avoid falling off in the process: process: One false step, or the slightest {{knockback}} at the wrong moment can quickly send you down off the screen into whatever awaits below (usually a BottomlessPit or SpikesOfDoom). Thus, victory all but requires a NoDamageRun, regardless of whether your protagonist would otherwise be a OneHitPointWonder.

Alternatively, instead of causing an instant death some games may provide a NonLethalBottomlessPit instead, or falling down may simply drop you into a room below where you have to find a way to climb back up before you can resume fighting. When this is the case, However, falling off the platform will incur must still occur a noticeable penalty: Perhaps you receive damage from the fall. Maybe fall; maybe the boss will taunt your lack of platforming prowess by hurling long-range attacks at you while you're scrambling to get back up.up within range. Sometimes it's simply a ''long'' and tedious climb just to get back up there at all. Or, at the most NintendoHard extreme of the spectrum, sometimes falling down terminates exits the boss battle entirely, causing it to start over from the top (with the boss's HP ''fully replenished'') once you're back onto the platforms to fight the boss on.



In any case, the platforms must be relatively small so as to restrict the player's available footing, and falling off must carry some weight of penalty; examples where the platform fills the entire arena, or where it is a trivial matter to jump back up after falling off, do not count.

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In any case, Note that the platforms must be relatively small so as in size to restrict limit the player's available footing, and falling off must carry some weight of penalty; examples where footing; if the platform fills is large enough to allow unhindered player movement, the entire arena, or where it is a trivial matter player may as well be fighting the boss on level ground to jump back up after falling off, do not count.
begin with -- indeed, many a standard BossRoom are simply large open arenas, even when bordered by some kind of hazard.



See also HighAltitudeBattle and HighSpeedBattle, two specific settings that can overlap.

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See also HighAltitudeBattle and HighSpeedBattle, two specific settings that which can overlap.
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In any case, the platforms must be relatively small so as to restrict the player's available fotting, and falling off must carry some weight of penalty; examples where the platform is large enough to move around on easily, or where it is a trivial matter to jump back up after falling off, do not count.

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In any case, the platforms must be relatively small so as to restrict the player's available fotting, footing, and falling off must carry some weight of penalty; examples where the platform is large enough to move around on easily, fills the entire arena, or where it is a trivial matter to jump back up after falling off, do not count.
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In any case, if the platforms are of large enough size to allow unhindered player movement (especially if the entire arena is one large platform), or if it is a trivial matter to simply jump back onto the platforms after falling off, then the boss is ''not'' a PlatformBattle.

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In any case, if the platforms are must be relatively small so as to restrict the player's available fotting, and falling off must carry some weight of penalty; examples where the platform is large enough size to allow unhindered player movement (especially if the entire arena is one large platform), move around on easily, or if where it is a trivial matter to simply jump back onto the platforms up after falling off, then the boss is ''not'' a PlatformBattle.
do not count.



** The battle against The Core. The lower half of the room is filled with water, requiring the player to climb back out before they drown.
** The game's FinalBoss can only be attacked by standing on the boss's moving platforms, which is also right in line with the boss's own attacks... unless you use the booster. But it is possible to do this battle without the booster as a SelfImposedChallenge, which makes getting back on the platforms quite difficult.
** In the final phase of the game's BonusBoss, the floor fills with spikes, requiring the player to finish the boss off on a set of platforms that rotate around the boss himself.

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** The battle against The Core. The Core, although it isn't difficult to climb back up, the lower half of the room is filled with water, requiring threatening to drown the player to climb back out before they drown.
player.
** The game's FinalBoss can only be attacked by standing on the boss's moving platforms, platforms (or using the jetpack), which is also right in line with the boss's own attacks... unless you use the booster. But it is possible to do this battle without the booster as a SelfImposedChallenge, which makes getting back on the platforms quite difficult.
attacks.
** In the final phase of the game's BonusBoss, the floor fills with (non [[SpikesOfDoom lethal]]) spikes, requiring the player to finish the boss off on a set of platforms that rotate around the boss himself.himself, while fending off all sorts of flying flunkies.



** The battle against Kraid in Super Metroid once he reveals his full form. Only his mouth is vulnerable, and it can only be attacked by climbing platforms, including the ones he shoots out. Falling off may land Samus in damaging spikes or cause her to receive CollisionDamage from Kraid.

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** The battle against Kraid in Super Metroid once he [[TurnsRed reveals his full form.form]]. Only his mouth is vulnerable, and it can only be attacked by climbing platforms, including the ones he shoots out. Falling off may land Samus in damaging spikes or cause her to receive CollisionDamage from Kraid.



** Lava Reef Zone from ''SonicAndKnuckles''. After a forced-scrolling segment, you have to fight Robotnik from blocks of ice floating in a lava pit. (However, once you find the fire shield--which allows you to walk on the lava unharmed--in the boss arena, the boss fight becomes much, much easier.)

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** Lava Reef Zone from ''SonicAndKnuckles''. After a [[FixedScrollingLevel forced-scrolling segment, segment]], you have to fight Robotnik from blocks of ice floating in a lava pit. (However, once you find the fire shield--which allows you to walk on the lava unharmed--in the boss arena, the boss fight becomes much, much easier.)
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Duplicate example


* The second battle with Ludwig in ''NewSuperMarioBrosWii''.

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[[caption-width-right:256:Don't look down, MegaMan....]]

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[[caption-width-right:256:Don't look down, MegaMan....Game/MegaMan....]]



* The ''MegaMan'' series is replete with examples, such as:
** The first Wily boss in ''MegaMan 2'', as pictured above.

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* The ''MegaMan'' series is replete with examples, such as:
**
The first Wily boss in ''MegaMan ''Game/MegaMan 2'', as pictured above.



** Late in the game the player encounters the "Dragon Devil" which combines the MegaMan series's Dragon boss with its original ThatOneBoss, Yellow Devil.

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** Late in the game the player encounters the "Dragon Devil" which combines the MegaMan Game/MegaMan series's Dragon boss with its original ThatOneBoss, Yellow Devil.
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* The second battle with Ludwig in ''NewSuperMarioBrosWii''.

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* The second battle with Ludwig in ''NewSuperMarioBrosWii''.''NewSuperMarioBrosWii''.
* ''{{Ys}}'' has this in spades, especially {{final boss}}es. During the battle with Dark Fact, a piece of the platform disappears everytime you hit him.
Is there an issue? Send a MessageReason:

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* The second battle with Ludwig in ''NewSuperMarioBrosWii''.
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* Most WarioLand 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 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

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* Most WarioLand 2 ''WarioLand 2'' and 3 ''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 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 sequelsequel.
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*** Not quite. Since the spikes don't cause instant death, one common (and [[SpeedRun fast]]) strategy is to achieve a near-NoDamageRun of the stage and his other three forms and then stand in the spikes below him and fire Super Missiles upwards until he dies.

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