In Super Mario RPG: Legend of the Seven Stars, Thwomps act as obstacles and can not be fought
like normal enemies.
In fact, it looks more
like a normal enemy or even a sub-boss than being an actual boss.
The WORST ones were where you had to disable a small ship, not because of the enemies, because, until they were disabled, your computer controlled allies would often treat
it like a normal enemy target and attack it full on with their own lasers and missiles in an attempt to «help», generally blowing the damn ship up as soon as you got the shields down.
Not exact matches
He says that some fatty acids look
like the bacterial invaders that TLR4 senses, prompting
normal macrophages to mistake fatty acids for the
enemy and turn on inflammation.
brand of terror juxtaposes brilliantly against the hilarious ways you can kill zombies or human
enemies during
normal gameplay,
like putting novelty masks heads on their heads, or filling the floor with oil and watching zombie hordes tumble all over some marbles.
Like normal barrels, TNT Barrels can be picked up and thrown as a weapon, but will explode upon contact with an
enemy, the floor, or a wall.
Plus, gifts in this book tend to look and feel more
like normal fantasy fare: telepathy (one - way only, listening), scrying (distance viewing, but only by the
enemy spirits and subject to the twists caused by the lying
enemy), possession (only by the
enemy), healing (very quickly wounds disappear and much more — healing restoration is available if even a spark of life is left).
Attack of the Earthlings is a game that really grows on you; flavor dialogue, weird loading screens, and even the weird way the robotic Mr. Motivatio shouts «encouragement» at the office workers or the human drones waving their arms
like crazy to distract the
normal humans all work together to flesh out the
enemy characters and story in a hilarious way.
Just
like when riding a
normal size monster, you can atack
enemies while riding a giant monster, as well as utilize its large size to trample monsters wandering about.
On
normal difficulty, these felt more
like showcases than strategy - too hard to lose against a lacklustre
enemy showing, and more an opportunity to breed a few of my favourite units and give them names.
These elements are especially interesting, extending optional variations
like adding a flip to your jump or transforming
normal enemies into gun - toting bullies.
One character in particular is a pacifist of sorts, so he doesn't use guns and therefore makes it a challenge to face gun - toting foes, and has players crawl and take on foes one by one rather than having players play aggressively and blast through
enemies like normal.
You have your
normal run - of - the - mill
enemy groups
like any other dungeon RPG, but what makes Etrian Odyssey special is its super-bosses known as F.O.E.'s, known by their full name Formido Oppugnatura Exsequen.
This game is also the first appearances of the Big Koopa Troopa, which,
like other giant versions of
normal enemies in this game, can only be found on Giant Land, and Dry Bones, an undead version usually found in fortresses.
The rulebook mentions cool stuff
like the
enemy you're fighting maybe being nothing more than a
normal inmate, doctor or even a potted plant that just happened to get in the way.
Unfortunately that requires a lot of custom code and content, which is why many games have, from a player perspective, lazy boss battles —
like beefed up
normal enemies for example.
Although they function
like normal Note Blocks, they also play a sound with its pitch based on the block's height, and its instrument based on what object /
enemy bounces on it, but specifically plays a steel drum if Mario bounces on it.
Witch Time is a slow motion playback that allows you to release powerful attacks to your
enemies and bypass their defences which would otherwise be impossible at a
normal rate of speed, essentially
like slow motion.
It's never smarter or more intuitive, and only manages to become more of a challenge because
enemies either become able to withstand massive amounts of punishment (
like the juggernaut suited
enemies) or they simply use a specialized version of an auto - aim program to try and headshot you from what would otherwise be impossible for a
normal player to achieve.
Even the
normal enemies,
like a doctor from early in the game, looks menacing despite looking
like he could be anyone's next - door neighbor.
The new game seems to emphasize willpower, which can be used to extend movement, add to
normal attacks and power special ones, a little bit more, and the new
enemies, the addition of the centaur -
like units and the new environmental layouts keep the action fresh and engaging.
Similarly, Space Invaders Extreme starts off
like normal Space Invaders, but starts throwing
enemies at you in strange wave patterns, with power - ups, boss fights and
enemy abilities, as well as (once again) being faster, and smoothing the waves into each other so the player never gets that pause between levels.
Like normal barrels, TNT Barrels can be picked up and thrown as a weapon, but will explode upon contact with an
enemy, the floor, or a wall.
Instead of facing off against
normal enemies, Bomberman had to defeat a bunch of other evil Bombermen, who could also drop bombs
like you.