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  • In Axiom Verge, Gir-Tab, the giant scorpion boss in Kur, starts as a pretty easy fight. You just have to damage its underside and its projectiles are trivially easy to dodge. Then it lays flat on its underside. Its attacks become more difficult to avoid and it's basically invulnerable. Then you realize it can do this whenever it wants.
  • Castlevania III: Dracula's Curse has two rather nasty instances of this:
    • The Cyclops, whose for some reason can only be damaged by hitting its eye. It walks left and right, forcing you to constantly outrun it across the screen repeatedly until you get that split second of time in which to Attack Its Weak Point. What makes it especially frustrating is that if you don't keep just the right amount of distance, it will sprint towards you, closing in on you and forcing you to waste even more time running away. Luckily, there are a few items and spells that make the Cyclops a bit less of a chore to deal with, such as the Knife, Axe, and Sypha's Lightning.
    • The Water Dragons from Level 6 are a combination of this and That One Boss. Thanks to the Bottomless Pit river making their fire breath knockback a guaranteed One-Hit KO, the player is forced to stand on the middle platform and very carefully move to the left and right edges and crouch accordingly. In order to defeat the dragons in a way in which you'll actually survive, you have to patiently wait for one of the dragon's heads to be at a position where you can hit it with the Axe, or repeatedly turbo-fire your whip in the hopes it'll make contact with one on its way down. And of course, each hit only deals 1/16 of the boss' life bar in traditional Castlevania fashion. It's one of the rare cases where even the timer can kill you in a Castlevania game.
  • Elizabeth Bartley of Castlevania: Bloodlines starts out fighting you in a Medusa guise, which is fairly fun if a bit repetitive. Beat that, though, and she shifts back into human form while relying on conjuring up magical attacks while teleporting around the arena. Hitting her only removes the components of her magic one by one; dispelling all of them finally damages her at a fixed rate. It's slow, tedious, not particularly difficult, and just feels like a huge time waster, especially when she gets her Last Chance Hit Point when she should have been killed in an even four cycles.
  • Castlevania: Order of Ecclesia on a New Game Plus has Brachyura. Unlike other bosses, who you can simply rip to shreds with your carried-over glyphs, Brachyura is invincible for the entirety of the fixed-pace tower climb, only killed when it and Shanoa reach the top. At best, he drags on compared to the other bosses. At worst, getting his medal is a test of patience that will most likely dwindle with each re-attempt, but while knowing his routine makes getting the Medal trivial even on your first run of a Hard Mode, the poor decision that was Brachyura truly rears its head in the Boss Rush Mode. While with the right equipment and tweaked out Attributes it's possible to oneshot every other boss in Boss Rush A, Brachyura will defiantly stick to the script, no matter how much damage you deal even though it's completely possible to deal over 10,000 in two hits. The end result of this is that Boss Rush A will take over two minutes to complete (which adds up when you need to clear it several times in order to get all the unique prizes). By comparison, Boss Rush B can be cleared in a matter of about twenty seconds, making the giant enemy crab's presence over the Giant Skeleton, who adheres to no such script, completely unacceptable.
  • In Cave Story, the game's True Final Boss, Ballos. He's definitely hard, and interesting, but not hard enough to count as That One Boss (as in, not hard enough by True Final Boss standards). No, he's a Goddamned Boss because to get to him, you have to go through the long Bonus Level of Hell, which is hard enough by itself, and fight ANOTHER challenging boss immediately before it without saving or using the full-heal boxes. To quote Yahtzee, it's like eating an entire bucket of corn on the cob without getting a kernel stuck in your teeth.
  • The Mother Monster from Crusader of Centy just sits there without doing anything whatsoever. It is easy to kill if you know which of the (couple of dozen) weapons you're supposed to be using, but of course there's no hint as to what that might be. Use anything else, and you can just whack at her for half an hour without accomplishing much.
  • La-Mulana:
    • Baphomet could definitely qualify for one. While he doesn't have all that much health, and bombs (his primary weakness) do damage even if his wings are closed, the witches are what make this battle infuriating. There are about 4 witches on the screen at a time, and they vary from white (lightning bolts if you're in their field of vision), green (shoots fireball that goes through walls), light red (fast, shoot a large energy ball), and the most infuriating, gray. They're slow, but they fire a projectile that goes through walls and stuns you after the knockback (even in midair), which have a nasty tendency to hit you while you're trying to jump onto the main platform. Those gray witches will make you wish you were able to burn them. Also, he has a few attacks that are hard to dodge.
    • Bahamut is even more annoying. You fight him in a tiny-ass boat that drifts back and forth across the screen. You can't control it, only being able to influence its speed. Bahamut, meanwhile, will pop out of the water on the left and right sides and either charge you, breathe fire, or spit projectiles. If the boat drifts over him, you're going in the water, which hurts you even if you have the Scalesphere, and God help you if you get stuck under the boat.
    • Tiamat, oh boy. Her room has four infinity symbols that can be destroyed, and it's highly recommended that you do. If you don't, she attacks with her hair in 8 fixed directions (and they're in an awkward offset) making it almost impossible to get close to her for a respectable amount of time to hit her. Not only that, she spawns Goddamn Bats which increase in number over time.
    • All of those pale in comparison to Ba, a miniboss in the Confusion Gate. Ba is essentially Moldorm from hell. You fight him in a room lined with spikes and filled with very tiny platforms. Being a giant bat, all Ba does is fly around randomly and occasionally spit a single projectile at you. However, the knockback from any hit will send you flying off the platform and down one screen, refilling Ba's health. Unlike Moldorm, however, getting back to Ba is not as easy as just climbing back up. There's a few ways, but if you don't know how to do it, you may well be climbing all the way back up the Tower of the Goddess. It's one of the few puzzles in the game where the pistol would come in handy...except it's a puzzle you have to solve to open the door to where the pistol is hidden. Blargh. If you use a combination of Shuriken and the Lamp of Time, however, he becomes really easy.
  • The Legend of Zelda:
    • A Link to the Past:
      • Moldorm from the Tower of Hera, the third dungeon. It fights you on top of a platform with open edges and a hole in the middle, and while its attacks don't do a dangerous amount of damage, they do cause Knock Back that can send you plummeting down a floor (two floors if you fall down the hole in the middle). After a tedious climb back up and recollecting hearts, any damage you've done to him is reset and you must start the fight all over. Once it reaches its last hit point, it gets faster and more likely that it will knock you off and you'll lose more progress. There's a reason why speedrunners call him Trolldorm.
      • The first Agahnim fight isn't too difficult. However, he can be a bane for speedrunners. He can only be harmed by magic that he launches, including an unblockable lightning attack every fifth attack pattern. Sometimes, he has a habit of launching nothing but smaller blue projectiles when he's close to being defeated, instead of the red energy ball that can be reflected to him.
    • The Moldorm is the first boss of Link's Awakening and has basically the same schtick, but the frustration is slightly mitigated by the fact that you can now jump over it to keep from getting trapped near a ledge. The seventh boss is an evil eagle who likes to blow you off the tower and will also instantly regenerate if you fall off; this too can be mitigated if you sequence break and get the Magic Rod from Turtle Rock before completing the 7th dungeon. It takes out the boss in 3 hits.
    • The third form of Puppet Ganon in Wind Waker is basically Moldorm except that, instead of the pits, it has a very specific weak point that you need to hit with a light arrow. Simple, right? Only, it moves around the ground very fast, so that you'll have a hard time hitting it. It doesn't pose much of a threat to you, but it's still pretty damned annoying. There is a redeeming factor to this fight, however: the music. And the fact that he's weak to bait.
    • Twilight Princess:
      • The Twilit Bloat that is the last Tear of Light. First of all, it's electrified — imagine the unholy union of Barinade from Ocarina of Time and a gigantic tick. He flies, naturally. You're on this floating wooden platform in the middle of Lake Hylia, that of course tilts with your weight, and he can swim under it and knock you off. The only time you can attack him is after he tries to attack you (for a FULL HEART of damage — and you only have five at this point), assuming you managed to both dodge him and are still close enough to reach him. And if you've managed to do this three times, you have to leap on top of him and attack his little tick legs all simultaneously.
      • Ganon's Puppet: Zelda is an interesting idea for a boss, but cannot be attacked in any way... She's a Tennis Boss and, damaging her is entirely dependent on when the game decides "now's a good time to throw another energy ball that can be hit back".
    • The Imprisoned in Skyward Sword. It's basically a giant mouth and pair of legs covered in black scales, with its toes as its weakpoints. Your job is to stop it from walking up a spiral trail to the temple above by destroying all its toes and driving the seal back into its head three times. Not only do you have to keep up with its pace, but every time it takes a step that foot sends out a harmful shockwave from the feet you're supposed to be attacking. As if that's not bad enough, you have to fight the Imprisoned three times throughout the game.
    • Breath of the Wild:
      • Thunderblight Ganon. Overall not a difficult boss, but his many little mechanics make it infuriating to fight him. Thunderblight is infuriatingly fast, making it difficult to get Perfect Dodges or even Shield Parries, and — as the name implies — can use electricity. Getting hit by electricity in this game means that Link drops his weapon (except the Master Sword). All of this gets worse when it gets to lower HP and not only electrifies its sword and shield, but also begins to drop metal rods around Link and have them act as lightning rods.
      • There's also Waterblight Ganon, who the first time isn't particularly difficult, but the Champions' Ballad DLC sets up a rematch with each of the Blights with only the tools provided. For Waterblight, this is just a few spears and ten arrows with a fairly weak bow. This becomes frustrating in the second phase when Waterblight takes to the sky and can only be knocked down with arrows. Once you run out, the only way to damage is by getting close enough to use bombs or Urbosa's Fury if you have enough charges.
  • Metroid Prime Trilogy:
    • Depending on your weapons, the Cloaked Drone in Metroid Prime can be either a piece of cake or an aggravating encounter. If you took a detour and found the Wavebuster: congratulations! The Wavebuster automatically latches onto the Cloaked Drone and destroys it in three seconds flat. If you didn't, however, prepare for pain. It can't be locked onto, and the Thermal Visor doesn't help. It's very possible for first-time players to waste time trying to scan it to no avail and take more damage than necessary. With no way to lock on, trying to shoot it becomes frustrating because you can't manually aim and run around at the same time, or you have to lock your view to one specific point and try to meet the Cloaked Drone with your shots. note  In the meanwhile, it's constantly peppering you with powerful shots and just won't stay still. To top it all off, the Cloaked Drone is at the end of a very long run through the Phazon Mines and is guarding the one save room you've been trying to find for the past hour. Dying to it makes it even more aggravating.
      • The eponymous creature's 2nd form is this. It's completely immune to everything except the Phazon Beam, which can only be used if you stand in a pool of liquid phazon. Where are these pools? Prime excretes them occasionally. Prime's phazon excretion is completely random, though, meaning you may end up jumping over shockwaves for way longer than is reasonable before you can finally hurt her. Oh, and each Phazon Beam shot only lowers her HP by 1/8.
      • The first form of Prime is just as annoying. It's only vulnerable to certain beam weapons at a time, which is fine. The problem is that in the last quarter of the fight, it changes its vulnerability very quickly, and some of your beam weapons are not fast-moving. By the time your Ice or Wave Beam has reached Prime to hit, it could've changed its vulnerability one or two times, making the shot ineffective. Combined with the Plasma Beam's relatively short range, the only weapon that can do consistent damage is the Power Beam, and even then, you'll be lucky if you can hit it more than a few times before it changes vulnerability again. How serious is this problem? On harder difficulties, you'll see it change vulnerabilities nine times in as many seconds. Combined with the fact that in this phase it gains no new attacks, it just drags the fight out much longer than is reasonable. It also starts spamming its ramming attack, which is just a giant pain in the ass.
      • Meta Ridley, the penultimate boss of the first game, usually doesn't strike many people as intensely annoying simply because of how fun he is — however, he does dip into this a bit. Every so often, he starts flying outside of your shooting range for a while, and when he lands on the temple, produces a shockwave that is barely visible and is for some reason very difficult to dodge. At 1/5 health is where things get dicey: he lands, loses his wings, and starts utterly spamming his ridiculously damaging, accurate, and hard to dodge ram attack. On higher difficulties, this can shift to That One Boss instead of this trope, as the annoying factors are less visible past the overall difficulty.
    • The last Dark Samus battle in Metroid Prime 2: Echoes is a giant exercise in frustration not because she's difficult, but because there's a seven minute time limit and the damage calculators are set so that she takes very little damage on the rare chances you have of hitting her. So for most of that seven minutes, you're just helplessly staring at her cheap invincibility waiting for her to take her sweet time to give you a chance to hit her. Incidentally, this is only on hard mode. The damage calculators on normal mode are such that beating her is much less of a chore.
      • Despite being much easier, the first Dark Samus battle is a pain near the end. Dark Samus starts shielding near the end, making it impossible to hit her while she's using one of her attacks. However, when she's not attacking, she's zipping around the room so fast you can't keep a lock on her. So basically, the only way to do it is to just spray the room with Power Beam shots and hope they hit her. While she only has about a quarter of her health left when she does this, it's a pain because the fight just drags on and on.
      • The Grapple Guardian also has the potential to be a major pain in the ass, just because it's so hard to effectively stun him to get good hits. Before this thing even becomes vulnerable you have to scan it with your scan visor. Expect to either spam your basic power beam until your finger hurts or waste your precious light/dark ammo, however. Once you hit it enough, the Grapple Guardian fires the eponymous Grapple Beam at you. If you get hit, you'll take damage as you get closer and closer to it. If it misses completely, you're soon back to the eye phase, during which it takes no "real" HP damage. The trick is to stand behind one of the electrified pillars in the room and let the boss stun itself by grappling it. Once it does you can hit its back, but by the time you've run/jumped behind it you only have a second to act. Firing a Super Missile (as you will want to do) takes almost precisely this amount of time. A 5-shot spread missile is a bit faster, but takes time to lock on instead. Charged beam shots also work, but either drain loads of ammo or leave you with very little damage dealt. The boss actually gets easier when it Turns Red later, since the process for hurting it becomes a lot quicker.
    • The second phase of the final battle in Metroid Prime 3: Corruption takes a really long time, about twice the other two phases put together, but is substantially more mechanical and less fun. You're most likely to screw it up because you get impatient with how it's taking forever.
      • Mogenar from takes almost an hour to beat on Hyper difficulty. His only weaknesses {orbs on his shoulders, stomach, and back) are shielded 75% of the time, and heal over time. Then if you do wind up destroying one, he stops and grabs another one to heal himself. The fight itself isn't that challenging, just long and stupidly annoying. It doesn't help that you only have the Power Beam in this fight and it's early in the game so you're low on health anyway. The kicker is, that to actually cause real damage to it, you have to jump into Hypermode once the orb is white, shoot it with the Hyper Beam (which saps your health), and use it really quickly so it doesn't go for the recovery orbs.
      • Prime 3 also has the Korakk Beast, a miniboss that takes an absurd amount of time to defeat. The pattern to defeating it includes shooting its tongue when it shoots it out, rolling into the Morph Ball, rolling under it, and planting a bomb under its stomach, then rolling out and shooting it in the stomach during the short window you have to do so. It takes a fair amount of damage, but also deals a fair amount as well, and moves around at a quick enough pace.
      • The Metroid Hatcher. It's really hard to hit because it not only moves quickly, but it has to be shot in the tips of its quickly-moving tentacles to make it vulnerable. It also has a hard-to-dodge spinning attack, and if you don't attack it when all its tentacles have been shot, it'll spawn Metroids. These Metroids make the fight much more difficult. If you don't attack the Hatcher quickly enough when it's vulnerable, it'll draw out the tentacles and you have to start all over. (At least when a tentacle is torn off, it means one less tentacle in the process.) Fortunately, you only have to fight one the hard way. The other two can be easily handled with the X-Ray Visor and Nova Beam.
    • Slench 3 in Metroid Prime: Hunters. Oh my, where do I begin talking about it?
  • NiGHTS: Journey of Dreams: Bomamba is a Puzzle Boss with an immediately obvious solution, yet still manages to be absolutely infuriating. What you need to do is grab onto the pegs and tilt the board to roll her little cat flunkies into the holes, but the controls for tilting the board are atrocious, and in order to dodge her otherwise slow and heavily telegraphed attacks you need to move to a different peg and then resume the puzzle from a different perspective. This would be annoying enough on its own, but this in this game, your time is your health, meaning each time you take a hit, you have less time to complete the puzzle, and as you waste more time on the puzzle, you can't afford to take as many hits.
  • No More Heroes 2: Desperate Struggle:
    • One particularly annoying boss is New Destroyman. The fight consists entirely of the red one fighting you up front and the blue one standing on the catwalks above shooting at you. You're supposed to position yourself so the blue one's attacks hit the red one, but occasionally, the attack will outright go around the red one to make sure it hits you. Once you kill the red one, it then degrades to grave-camping, as you basically just wait for the blue one to come revive him, the only opportunity you'll have to hit him.
    • The other Shinobu boss, Million Gunman, is pretty frustrating. He's a "Get Back Here!" Boss who will dodge roll out of any attempt to directly attack him, moves around a multi-tiered stage really fast at random, forcing the player to rely on Shinobu's jumping mechanics to even get close to him. He's also somewhat of a Marathon Boss, as he takes a very small number of hits before taking off again, and can knock back the player with his fairly powerful projectile attack. And he doesn't shut the hell up.
    • Hell, ANY Shinobu fight can become this due to her overly annoying habit of stopping to taunt after every single combo, meaning she's about half the speed of Travis or Sir Henry, which makes her the worst character to play as. Of course that's provided you don't mitigate this by never actually finishing a single combo, since both available can link into each other pretty gracefully.
  • The Superboss of Poacher. His first form is a Damage-Sponge Boss that likes to fill the screen with bullets, but that's only the beginning — both of his other two forms are fought while jumping across small platforms above the only Bottomless Pit in the game. Any and all damage you take causes knockback and locks up your controls until you hit solid ground. All three forms have to be defeated without saving, and even after that, there's a good stretch of rooms covered in spikes between you and the next save point. Do the math.
  • In Shadow of the Colossus, several of the Colossi may fit this role:
    • Phaedra is extremely slow and not that interesting to look at, but is very quick to fall once you've managed to climb onto it, and the method by which you do this can be executed very quickly: all you have to do is run down one of the tunnels in its arena to trick it into looking inside, then emerge on the other end and climb up the oblivious creature's tail. The problem is that Phaedra's finicky AI turns this into a Luck-Based Mission; sometimes it can fall within minutes, otherwise it can take much longer just to get the stupid thing into position.
    • Avion. To defeat it, you first have to get on top of it, which requires you to wait around until it gets near you and then execute a perfectly aimed and timed jump when it does. You lose your grip (and the ability to attack) whenever Avion makes a mid-air turn, which it spends most of the battle doing. If you fall (and you will), you have to swim all the way back across the huge lake-arena via a lazy breast stroke, which is frustratingly slow and takes an enormous amount of time.
    • Basaran, if only because getting it to stand over a geyser — and have it centered so it actually hits it — can be a pain to accomplish.
    • Pelagia is incredibly tedious to fight. The idea is to use Pelagia's lip to jump up to the top of a small building so it will put its forefeet on the roof, exposing the weak point. Everything from getting its attention close enough to the building to jump to it, succeeding in jumping to its lip, succeeding in jumping to the building, and making the jump to its weak point is absolutely obnoxious.
  • Venom from Spider-Man (2000) will really get on the nerves of players, particularly those on a first-time playthrough who haven't mastered the decent but often dodgy controls. You first have to chase him across the city and battle him in an alley, with his favorite attacks being vanishing and teleporting and a difficult to avoid attack that amounts to just grabbing and immobilizing you for five straight annoying seconds. Then you get to do the same chase through the sewers, and then the same battle except with Mary Jane dangling in a tank with a "fill" switch that Venom keeps flipping on. It doesn't help either that Venom never once shuts up throughout the entire 45 minute or so segment.
  • Hyper-Electro from Spider-Man 2 – Enter: Electro isn't anything special until you fight him on Hard Mode thanks to one little change. Normally you can just whale on him when you trick him into temporarily changing back to normal; but on Hard Mode, Spidey will get electrocuted for attacking him physically. Your only method of attack is to use impact webbing which immediately makes him escape after one hit and litter electric mines around the area. This little change means you'll be fighting the boss for at least ten minutes at best.
  • Super Mario 64:
    • Despite being a Warm-Up Boss, King Bob-omb can be obnoxious for new players. While he can't harm Mario directly, merely throwing him off the stage with the chance of inflicting Fall Damage, this comes with the penalty of being forced to start the battle over, with all his health regained. Attempting to throw him out of the arena — which will be the first instinct of most players — will also cause the battle to start over, with his health regained. For as slow as he walks, he can still turn quickly, making it difficult to circle around him to pick him up from behind.
    • Wiggler on Tiny-Huge Island can be a bit of a chore to get through. He has four text boxes, and with each hit, it pauses the game briefly to have to display it. And while he's not one of the harder bosses in the game, his erratic movement can be annoying and can take a while.
    • All three fights against Bowser are by no means difficult, as it's a relatively simple pattern of running behind him, grabbing him by the tail, and throwing him into spike bombs, and his supposedly powerful attacks can all be cancelled mid-animation by grabbing his tail. They make up for it by being incredibly annoying, however, as getting him to hit a spike bomb is dependent on reflexes, and more often than not, the player will end up throwing Bowser either too early or too late, causing him to just barely miss taking damage. The Bowser in the Sky battle is especially annoying, as not only does Bowser need to be hit three times, but his aerial fire attack spawns bouncing blue fireballs that can interrupt Mario mid-spinning.
  • Super Mario Galaxy:
    • Kingfin isn't difficult, he's just insanely annoying. After you get the first hit on him, he'll surround himself with several torpedo fish which have a nagging tendency to get in the way of your attacks against Kingfin, no matter how perfectly you've lined up your shot. The fight essentially just devolves into a pattern of find a shell, swim around a while looking for Kingfin, find him, line up your shot, watch it hit one of the torpedo fish instead of Kingfin, curse your bad luck, and then start the pattern all over again. This fight can take a while.
    • Also Bouldergeist in a standard playthrough (on the Daredevil run, he's an outright That One Boss). On this difficulty, the fight consists almost entirely of running around and grabbing rocks to hit him with. It's pretty easy, it just takes a little while.
    • Bugaboom is an odd case. While his first two hits are easy, and you're not likely to be killed by him, you will likely spend several minutes trying to land the third hit. It's so difficult because he flies very quickly, and frequently flies horizontally, making that final Ground Pound a matter of perfect aim and timing.
  • Super Mario Odyssey: Hariet of the Broodals. Even if you don't find her difficult she may still give you your run of money in terms of frustration. First off, of all the four she's the only one who using Cappy is a must, that is, while the others can be fought with techniques to work around with, the only way to knock off her metal bonnet is to use Cappy to throw her bombs back at her. To top if off, her bombs leave lava spots when exploding which all the player can do is either go around/jump over or wait for to disappear. This can be more frustrating as she leaves trails of bombs retreating into her helmet from being stomped unless a bomb is thrown at her bonnet before doing so. Also, once her helmet's off, she'll run in panic making it difficult for the player to stomp her and if not in time, she'll then reset, and start her tactics all over again.
  • The Spore Spawn in Super Metroid is an elaborate test of patience and jarringly slow paced compared to the other fights. Most of the fight is spent dodging falling pollen and its body just waiting for it to open up and show its weak point (there's a strategy to easily dodge this, but still. Luckily, you can completely skip it with a little Sequence Breaking, even in a 100% Completion run.
  • Ultimate Spider-Man has many challenging bosses, but they're mostly hard in a good way. Then there's the second Silver Sable fight. Firstly, Sable only gets hurt from the first couple of hits each time, then she just starts auto-blocking and you have to move away and wait until she's vulnerable again, which results in the battle getting very monotonous. To make things harder, she constantly leaps around the area, all the while you're robbed of your webshooters and can only run and jump. Not to mention Sable attacks in combos only, and has her troops constantly distract and annoy you further. The redeeming factor is that the fight is fairly short and ends once you bring Sable's health down to a certain point.
  • Judge Doom, the Final Boss of Who Framed Roger Rabbit, is easily hit and can't really hit you effectively, but his stamina is far beyond absurd. Worse, when he's been knocked down and you have a chance to finish him off with a can of Dip, Judge Doom inexplicably gains the ability to kill you with one hit!

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