For me it'd be Bowser from Super Princess Peach, which also qualifies as a Gargantuan Gaming Gaffe. You see, two of my former classmates also had this game and one of them often exchanged tips with me. The problem is that, in retrospect, there always was at least one wrong detail whenever we spoke about videogames. Most of the time it was harmless, like mispronouncing all the characters' names, but this time he got the method of damaging the boss. That caused me to partake in an exercise in futility as I tried to hurt his eyes with the Joy power, took a break as I played something else and tried later as the hint block told me to "find a way to reach his eyes", so I assumed that the method was correct and I just had to do something like a drill attack when on top, not helped by his eyes having bounce physics. It took me *years* to find out all I had to do was throw Bob-ombs at his eyes. Naturally, the fight was not as annoying as I made it out to be, but it's cases like these that make me understand why Zelda 1's word of mouth design philosophy was abandoned and guides are better than asking a friend.
I actually love the idea where the final boss can change to one of several different options based on the route you take throughout the game, if it’s open enough. As a kid, I actually enjoyed shadow the hedgehog’s game, largely because it was the first time I had played a game that seemed that open with different routes. However, that game was limited by some of the control aspects and the fact that, once you’re used to them, the “final bosses” are fairly quick and easy to take down. You can make a similar case with Undertale, and how sans is the only truly challenging final boss of that game, when it would have been awesome if there was maybe a less powerful counterpart if you did some kind of selective run to only beat specific characters or bosses in a playthrough. It’s a concept that I actually want to see more of, since there’s a lot of potential for telling different stories, or just increasing replay-ability.
Binding of Isaac does this with Delirium but the implementation is... bad. It just changes into any boss you've encountered in the run at random and is not balances at all. It also has a path that involves climbing back up the floors you've been to with stronger enemies, but the types of floors you've been to doesn't change which of the strong new enemies you find, and the normal ones are small fish by that point. SMT Soul Hackers has two different final bosses, depending on a boss you pick earlier, while not changing the story much. Advance Wars changes your CO line up for the final fight depending on your path, that's probably the closest to what you want, though you probably already know about it from Git like me. Dragon's Dogma from what I heard involves "fighting your character" shenanigans which obviously would depend on your playstyle. I have not actually played it yet. SMT Devil Survivor games have the same final boss for all routes (besides the "bad" one) but the form and specifics changes depending on the route you take. In DeSu1, this might mean summoning previous bosses or disabling your demons, while in DeSu2 it changes the objective of a part of the fight, like defending weak NPCs if you decide to pick the equality ending. (If you're gonna preach that everyone, even the weak deserve help, then you ought to actually show it, huh?) SMT Nocturne has the same final boss for all routes (besides the new rerelease one), but the other major bosses you fight in the last few hours depend on the route. I don't know if that actually fits your description, since there's a lot of games with multiple endings and paths, there's no shortage there. Like most SMT games. EBF5 buffs the final boss stats by up to 24% depending on how many quests/optional bosses you've killed. Only stats though. I think StarFox may have done something given how it has different routes.
I think multiple bosses depending on routes and actions is an already explored but mostly underused idea. At most we get 2 to 3 final bosses in such scenarios. But I wanna see a game with about 5 -6 final bosses depending on routes and actions throughout the run with all of them considerably different from each other!
@@dutczar5436 What Star fox 64 did was that if you got to Venom from Bolse, you only get to fight only Andross' phase 1 (who is destroyed after the fight and turns out it was a robot decoy) If you took the Area 6 route, you get to fight both Androssphases, 1st one is pretty much the same as the robot, but after that in the 2nd phase you fight his brain (and eyeballs, ew). Oh, and after blowing up his brain you gotta escape from the blowing up base too. SF Assault is super linear so only 1 final boss and one single route. Dunno much about SF Zero (except that the controls were *aweful* ) but AFAIK the game only has 1 final bos- Andross. Tbh a Star fox game would be perfect for having like, 5 final bosses depending on the path you take
tbh this seems like an extremely annoying boss the first time you try it "Didn't move in the first two seconds? Gotcha!" "Tried to avoid the machine by moving to the edges? Gotcha!" "Tried to jump on top? Gotcha!" "Didn't expect a phase change? Gotcha!" "Didn't expect the bombs to suddenly go high? Gotcha!" "Didn't expect the bomb to move above and drop on top of you? Gotcha!" "Didn't expect the shockwave of the bomb hitting the ground to send you careening into the abyss? Ha, you've been had!"
I'd love a Wario Land 5: Return to Syrup Island. Except this time Captain Syrup is on your side and you both have to take down some evil Pirate Boss, it could even be the playable debut of Captain Syrup. I hate that she isn't more popular. Sexy redheaded pirates are God Tier. Cap Syrup is Wario’s answer to a Peach/Weach, Would people even remember Pauline if Odyssey never brought her back? I also love how Wario’s Version of Powerups is just him getting hurt in some kind of way, or him literally transforming, do you guys ever feel bad for Wario?
They abandoned Syrup because it conflicted with their ideas for Wario caring for nothing but money, and Wario only being rivals with Mario. Sadly Nintendo's never been one for the "inner lives of the rogue's gallery" kind of expanded storytelling, so you never get things like Ganon squaring up against Vaati or Bowser working with Wart.
If there was a boss I remember hating, it was the final Riku boss fight from Chain of Memories. That fight took me half a year to beat and I felt that it was cheap and shit to the point where I restarted the game to figure out how to get good. Replaying the game made me realize it wasn't as bad as I thought since he was difficult but not as cheap as I thought.
When I was a kid the hardest boss for me was a big weird bee with two smaller ones flying around it. Today I have no problem with any boss in this game and I love going back to it and going through it again.
Best example I have of this is Piranha Plant from Mario Party DS. Just didn't figure out that being at the top wasn't enough, gotta press that button much faster.
I remember hating that one too , I did figure out you have to button mash. But I found that the speed at which you're expected to button mash to be ridiculous.
Boss pattern recognition was the order of the day in most old-school games since they had limited space, but younger kids aren't so good at that. Coincidentally, the boss I remember giving me the most frustration (as in raging and crying) who I can roll over easily now is Tatanga of Super Mario Land. Just have to focus on dodging the spread shot instead of shooting him, staying far enough back to avoid it. I guess Wario Land II is kind of like Dark Souls in that you lose money by dying, except in the latter case you lose it ALL and have to retrace your steps to reclaim it. And you need it to buy equipment/upgrade your character.
Honestly, this machine looks like Syrup went to plunder Mobius and came up with Robotnik's Egg Mobile (or Eggomatic, if you're into Adventures of Sonic the Hedgehog). I can almost hear the old man scream "I hate that pirate! And also that hedgehog!!!"
To this day, one of the most obnoxious boss fights I've ever dealt with was the Act 1 boss on the Game Gear version of Sonic the Hedgehog 2. Supposedly since it was a port of the Master System game, the resolution is lower, so you can't see the attack patterns like you normally can, making jumping over them nearly impossible. It's by far the hardest boss in the entire game. In fact, I remember only winning a few times by complete luck.
I honestly wished more of the final fights were like the factory to be honest. It and the Syrup Castle fight were the only ones to feel like final bosses. It was a rude shock the first time reaching it though.
1:43 yeah and that got progressively more annoying as you made it through this game and Wario Land 3. Some of the bosses in Wario Land 3 were such a pain to get back too that I was genuinely thrilled that in 4 they made the bosses their own level lol.
Finally, someone mentions what a chore it is to trudge all the way back to a boss, being careful not to waste finite resources (like health), just to do a rematch in a Dark Souls game. Holy crap. That's what kept me from getting far in the original game, and makes me hesitant to try any others. And it's not just rough for boss rematches, either. :v
While I haven't played any Dark Souls specifically, Demon Souls and Sekero: Shadows Die Twice are both pretty good about that. And Elden Ring is even better, most bosses that don't have a save point within two minutes of them have a checkpoint in less than that.
5:01 I was reminded of when I tested the home run bat in SSBB for any situation where its smash attack is survivable at all on a large custom stage platform. Didn't test it that extensively but from memory King Dedede, DK and Bowser barely survive being cross mapped by the home run bat with the help of DI tilted towards exactly between the 2 blast lines.
The bosses that come to mind with this idea all come from Drawn To Life.... the first one is the second boss in the first game, I think its name is Deadwood. It's a giant tree boss. In the first phase you have to jump on its branches and destroy its acorns to weaken it. During this phase, Deadwood only has two attacks: Summoning enemies to harass you as you climb up, and roaring to knock you down. I remember thinking that getting the last acorn or two was basically impossible with how quickly Deadwood roared, and at the time I hated bosses who's attack pattern was "Don't attack directly and just summon a bunch of dudes" and constantly got hit. It took me years to beat that boss, but when I did... it wasn't that bad. It was hard, don't get me wrong, but not the BS nonsense I thought it was. Oh, and the second phase was easy. You go inside of Deadwould's and fight the evil monster controlling it. That monster, while a bit annoying, wasn't terribly diffacult. I think I just didn't have the reaction time and speed to do it fast enough. Or refused to learn how, I was a stuborn kid. The second one was the last boss of the first game, Wilfre. For the first phase of the fight, he summons a giant scorpian for you to fight. Its main attack is to rush at you and attack you with its tail, and you have to hit it with your sword to knock it back. But dumb tweenage Lanky couldn't figure out that I was supposed to hit the boss rhythmically and just spammed the attack button. It didn't take me nearly as long to figure it out though, and once i did I felt kinda dumb for not figuring it out. The third comes from the second game.... I think the third boss from that game? The one in the sci-fi section. The first phase of that boss was fun, it's a shoot-em-up level that ends with a massive boss that... I remember being fun to fight, although I can't say I remember the fight well. After you beat that phase, though, it unceremoniously transitions to a second boss that's fought in a non-autoscrolling section, and it's a tank that rolls along the ground and shoots a beam attack and homing missile. Its attacks aren't hard to dodge, but the beam attack is, for some reason, an insta-kill. I think the only insta-kill in the game that isn't an environmental hazard. Eventually I learned to play super defencivly, and figured out how to defeat that boss. It didn't take nearly as the other two, though. There is one more that... I'd like to say is an instance of this, and that's the 'boss' of the sixth stage of R-Type. That stage is a maze filled with fast-moving, hard to kill block enemies, and the boss of the stage is just a whole bunch of them. It took me years to figure out what I'm supposed to do... and I still haven't done it in a real run. 10 years since I've discovered that game, and I still haven't properly beaten it. I'll conquer you one day, R-Type!
I remember absolutely despising the Nestor fight from Ys 8 as a kid thinking it was the most unfair BS with Egg Viper Syndrome but replaying it last year it was... surprisingly very easy so easy I beat it first try without healing and I was playing on a higher difficulty.
Impossible. You cannot change your opinion on the internet. Everything you have ever said is and will continue to be held against you as a person. This is a joke by the way
@@spidermacho123 | And even after, SJWs threaten to unperson you because the jokes were offensive to the speck of dust in the corner of some hotel on the planet Jesofufusy.
Can someone please explain the Split Paths system to me? I played WL2 only 3 times and much prefer WL3. The Spit Paths system confuse me! Please and Thank you!