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Most extremely generic bosses.


sjrathbun812

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Does anybody ever wonder why to many games have the same boss?

For instance, Zelda, OoT, had you fight Bonga Bonga. A floating head and hands was all he was.

Starfox 64/Adventures, you fight a floating head and hands. Andross.

Super Mario 64, you fight a floating head and hands in the desert place in the pyramid.

Zelda, Wind Waker, in the "Goddess temple" you fight a floating head and hands.

Anybody else realize that these bosses are everywhere?

Not only that, but you always fight them pretty much the same way; take out the hands, then go for the head.

Rather generic don't you think?

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Well thats the way they programed the games then. And they dont want it to be too hard to beat either.

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To clarify, SM64 was just a pair of hands. No head.

The wind waker example was a shoutout to Andross, actually, right down to having to bomb his mouth.

Anyhow, this guy:

Gradius_iii_core.png

He's a typical "SHOOT THE CORE!!!" boss and seems to be in any retro game in which you are given a gun.

There's also the standard RPG bosses that are just recolers or giant versions of early game monsters, which in themselves don't seem to have much variety.

And finally there's any boss that moves back and forth, maybe jumps or shoots something, and needs to be jumped on three times.

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Gradius_iii_core.png

Any boss that has glowing (or something obvious) "SHOOT ME HERE" lights is generic. XD

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Any boss that has glowing (or something obvious) "SHOOT ME HERE" lights is generic. XD

oh heey! That enemy is from one of the Gradious Galaxies games!

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Notice how all those head and hand bosses are all in Nintendo games? I wouldn't even be surprised if they had the same code.

Any boss that has glowing (or something obvious) "SHOOT ME HERE" lights is generic. XD

What ever happened to big red buttons with a big sign saying "DO NOT PRESS!"

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ha, it also somewhat appears in Super Mario Galaxy. (The big rock monster the the haunted galaxy?)

I understand they want things simple, but they could at least make the designs a little more...I don't know...Interesting? The rock monster is somewhat unique, but it still holds the same basic premise. >.< Then again, Mario has always been simple.

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EVERY BOSS IN LoZ Twilight Princess. Hit it three times, use a finishing move and its dead. Simple, boring, and formulaic.

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Exactly. Lets have some variety, hmm?

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If a somewhat realistic FPS game ever has a single human as a boss, it's always a chase through a repetitive tower/hallway/set of rooms and with each level/section of hall/room having a set of other standard mooks to kill before shooting the boss, who's a normal mook, but sharper shooting and high amounts of health, and his own personal health indicator that all other mooks don't have. (Goldeneye 2010 is the primary source here for me)

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It could be Miyomoto's favourite monster. Some people are just obsessed with a creature and want to always have it in their stories when it's possible.

It could also be some sort of youkai (Japanese Demon) that you westerners don't know about.

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Bongo Congo from the Shadow Temple in Ocarina of Time is my favourite one then.

Any boss that has a very simple pattern (Move left, move right, charge forward, repeat)

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Well it's consistent, and don't dis Andross, without him Lylat Wars would be nothing. Anywho, if it works, don't fix it.

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Anywho, if it works, fix it anyway and resell it as an improved product.

Fixed

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  • 2 weeks later...

Every boss is the same. Giant and over powered in some way.

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Any boss that ever appeared in a Survival Horror, games which revolve around avoiding combat then force you into a fight.

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"Crimson Head Prototype 1" from the first Resident Evil game, was just like a Normal Crimson head except it was in a boss fight. No seriously, there was nothing special about that boss.

And it gets better, there was a lot leading up to that boss fight, so I was expecting something really big and powerful.

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