One of the more obvious techniques in a platformer game in which gaps, lava, spike pits, or what have you, are involved is to simply let the enemies walk into it, thereby committing suicide. Super Mario Bros. is a nice experience for this given the green-shelled Koopa Troopas and Goombas. The general idea is to let the enemy walk into the pit before heading past them - most enemies, even in modern platformers, will run mindlessly into the pit. There are a few exceptions to this rule, such as the red-shelled Koopa Troopas.
There are a few other games that allow this technique outside of the Mario games. The original MegaMan games did, as did Godzilla for the GameBoy. In fact, in Godzilla, the developers would actually force designs where only one enemy would get past spike pits and you could watch the rest just die off. It was hilarious the first few times.
All in all, this idea is not exceptionally unique, in that the technique is spread across dozens, if not hundreds, of games. But it is still a relatively unorthodox technique - after all, would you really ignore a fireball-spitting Koopa Troopa unless it meant it also getting killed?
In Super Smash Bros. Melee, there is a large number of ways to defeat your opposition. You can punch them, kick them, toss them, beat them with a bat, fireball them, plant flowers on them, use Pokemon... The list goes on. But, in this game, there is one entirely unique method of getting rid of an opponent temporarily.
Luigi, in this game, has a taunt. Like the rest of the characters, Luigi will do a pose - look down at the ground in an absentminded manner and kick in front of him very lightly. This will usually do damage, although rarely more than 1% or 2%. If you've not played this game, 999% is the max amount, so I think you can do the comparisons.
So, in a way, this way of defeating enemies is extremely situational. You'll need to end up getting the opponent to an extremely high percentage of damage - 800% or higher, generally - and do so without letting them fly off of the battlefield. Otherwise, their damage resets. But, if you do get their damage that high, and do this extremely weak move, you will almost always send them flying.
The uniquity in this move comes moreso from the physics-defying part of it. Imagine it like you barely dribble a basketball and it goes through the roof. That's the basic idea. Not to mention the fact that using Luigi's taunt to KO an opponent actually gets you bonus points used in the Bonus Matches.
Bubble Bobble is a fairly typical platformer. In these games, you get a bunch of levels - 60 or more, easily - and, in each, you have to defeat all of the enemies to go on to the next one. In the Bubble Bobble series, there is but one way to defeat these enemies.
The cute dinosaur you control can blow bubbles (rather than the stereotype of fire). These bubbles can often encase enemies inside, temporarily disabling all of the enemy's acts and sending them floating off. To actually get rid of the enemy, you'll need to simply run into the bubble. The enemy will fly off, often leaving a point-containing fruit behind. But that's too easy, isn't it?
Often, you'll need to get more power than your jump provides to get over a ledge. But how? There are no ledges nearby, nor can you bounce off of enemies. Well, you can actually use bubbles to jump around, including enemy bubbles. It is one of the key ways in progressing through the levels in as fast a manner as possible.
All in all, Bubble Bobble is fairly unique in its way of killing enemies. The end result is a little disappointing - after all, the enemy just flies off, akin to enemies hit in Super Mario Bros. with fireballs. Why not have the enemy explode? Alas, let's ignore that fact and continue on.
In most games, you rarely ever get the chance to eat your opponents, usually for one of three reasons. One, you're not always a zombie. Two, lots of enemies are human and cannibalism would, theoretically, skyrocket the ESRB rating. And, three, most enemies in general don't look appetizing in the least. I doubt I've ever heard anyone say, "Mmmm... That was some finger-licking good Goblin!"
In Pac-Man, you revert to your primal instincts - eat or get eaten. Pac-Man must outrun the ghosts as long as possible while also eating dots. However, he can't always make it out of corners very well. What's a ... whatever Pac-Man is to do? All he must do is eat a Power Pellet and all of the ghostly beings flee from his wrath. Pac-Man must have his munchies, after all, though I doubt non-materialistic ghosts really makes a good diet for anyone! Maybe he should go after those eyeballs?
To put it rather briefly, I don't think I've ever seen the controlled characters get to eat other enemies. Granted, the possibly is always there, and it is possible for you to get eaten. One of the prime examples in my mind is being eaten by the Killer Snake for losing in Dark Cloud (PS2), but that's another story.
I have encountered a similar method of defeating enemies in Super Paper Mario, and would presume this ideal is also in the original Super Mario 64, but I cannot confirm the latter option. There is also a way of killing the eyes in gates in The Legend of Zelda: Skyward Sword that is somewhat like this.
Anyways, there is a certain type of enemy in this game called the Mr. I. They look like a simple eyeball - white sclera, blue iris, black pupil, but no optic nerve or anything to really make it truly alive. This enemy is able to shoot lasers from its pupils to hurt you. And there is but one method to actually get rid of this enemy.
As you probably know, getting dizzy messes with your vision - younger children assume their eyes are moving, but it is probably common knowledge that it has to do with the inner ear's crystal-filled fluid getting shook around. Obviously, the Mr. I lacks an ear, or pretty much any other organ for that matter, but I digress. The idea is that you simply run around and around the Mr. I in about three circles.
The eye will follow your track until it eventually spins around frantically and disappears, leaving behind a blue coin in Super Mario 64 DS. The uniquity of this method comes from the fact that making an enemy dizzy can rarely ever actually kill them - it does make it easier to thrust a sword through them or something, or makes them fall into a pit, but the dizziness cannot alone actually kill someone.
Often, when a Keyblade emits a beam of light, it is usually doing but one thing - unlocking a lock, typically that of one of the Keyholes. This act is repeated often throughout the whole of the Kingdom Hearts series, but it is rarely used directly as a weapon.
FINAL BOSS SPOILERS FOR THIS GAME BELOW:
However, when fighting Xemnas at the end of Kingdom Hearts II with just Sora and Riku, something ... different happens. Xemnas, using the intense power of darkness he has, summons an immense swarm of laser bolts at Sora and Riku. They deftly avoid being hit by smacking them with their Keyblades. However, jumping around like they did tires them out. This sequence was, after all, about a minute long and Sora and Riku were blazing around, protecting themselves and each other from direct injury.
As Sora is kneeling, catching his breath, Xemnas summons his own blade and tries to attack Sora. Riku intervenes and gets hit for his trouble. As Riku is about to hit the ground, losing the grip on his own Keyblade, Sora rushes to Riku and puts his hand, too, on Riku's Keyblade. The point aims towards Xemnas and a powerful beam of light flashes out.
This beam pierces Xemnas's chest, dealing an exorbitant amount of damage. By this point in the battle, it is almost a guaranteed drop to one sliver of HP, which, in effect, kills him. In fact, in the introductory scenes to Kingdom Hearts 3D, it is depicted as absolutely disintegrating Xemnas, finishing the battle.
One of the more comical methods of defeating an enemy is featured in the classic, great arcade game known as Dig Dug. In this game, you are to defeat all of the enemies in the level. There are two varieties of enemies - the Pookas, which simply run into you to hurt you, and the Fygars, which breathe fire at you. There are also two methods of defeating enemies.
One involves the rocks scattered throughout the level. Get rid of the dirt beneath them and gravity takes hold, squishing all beneath until the rock hits a slightly thick piece of dirt - this can include you. The other method is the subject of this Top 10 List. In this game, the primary method used to finish all of the enemies is the air pump.
In doing so, you smash the designated button and, eventually, the enemy will puff up more, and more, and more, until you see a hole rupture in the enemy's side, and then the enemy disappears followed by a number of points. Think about it visually and it is hard not to get at least a chuckle.
There are also varying techniques that involve the use of this. For example, the blowing up tends to paralyze the enemies, allowing for breathing room while you take care of its allies. You can further advance that technique by running at the enemy and hitting the pump's button to stun enemies next to it. You can also use the pump's piercing qualities to go through thin walls.
The main reason for the entry being here is pure uniquity - other than Dig Dug, I've never even heard of another game using air pumps to beat enemies - with a pinch of humor. Just imagine pumping up an enemy until it gets comically large, then just pops.
This method of defeating someone is extremely situational. Throughout the several games in the series I have played, I have only seen this pop up one time in one mission. This is also in a brief part of the mission you never really think too much about; just "get mission", "go", "stop", "go".
This occurs during the mission "Chaperone" for Salvatore Leone. I will be spoiling the process of the earlier half of this mission, though it is not much to mention at all. I believe some type of firearm (Pistol, Uzi, etc.) is required.
At one point, Maria, the person you're escorting, will request to go down near the Chinatown waterfront. She stops by a drug dealer named Chico to pick up the "stuff", so to speak. After that, she wants you to speed on down to Atlantic Quays where there is a party. Immediately ignore her and actually get out of the car. Ignore the message saying get back in.
Chico should still be nearby. Use the lock-on function to aim at him while facing the nearby water. As with most people, he'll raise his hands and, like about half of such people, not flee. (Most people will either instantly flee, or flee after you stop locking-on, in this game.) Stop locking-on and, against all other habits, he just stands there, like a fool.
However, he does slowly back up in the direction you're facing while you lock-on to him. Repeatedly lock-on and un-lock-on while facing the water and, slowly but surely, Chico will walk over the edge of the concrete embankment, falling straight into the water. In this game, if anyone hits the water, they die - even just a small amount of water causes the main character to lose a lot of health. Since he fell right into boating waters, Chico is dead.
But is it homicide? After all, his backing up into the deathly waters was provoked by your locking-on. But it could also be suicide - he could've known after the few dozen times that you weren't really going to shoot, not to mention that he could've done something else. It is quite the conundrum, but it is not like his bits and bytes matter; it doesn't even provoke a mission failure. Moving on.
Now that is a cool way to directly contradict the idea of this list, and even propose a paradox, assuming you read only that and have never played this game. Like with the previous entry, this is very situational. In fact, it is really only limited to one enemy - the Red Dragon found in the Dragon's Den.
After having trekked across the earth and defeated the eight elemental dragons, you are allowed to go into the Dragon's Den, the extra dungeon of this game, where you can find the eight dragons reborn, plus their god, Kaiser Dragon. So to speak, anyways. Some of these fights have extreme variations on the original fights - for example, the Skull Dragon needs to be killed by eliminating its MP and not its HP.
Anyways, the Red Dragon. Prior to the battle, it gave up its life force to attack you with immense power, which it has compared to most other enemies in the game, and even some of the bosses in the Dragon's Den. It can, for example, use Ultima. That alone is pretty scary in this game.
What makes it scarier is that you actually can't do any damage to it. The thing is giving off its life. It has, in effect, become a ghost. It can affect the physical world, but you cannot affect it. The fight is timed, and the powerful beast will likely go away in three-to-five minutes. But that fight can be trouble.
In short, waiting around is not really a method, in fact, anyone ever really uses to win a fight. After all, this fight tends to consist of healing, and using a Hi-Potion on yourself is typically not the idea you'd expect to help in actually killing the enemy.
Perhaps the most mind-blowing idea on this list, it is also almost impossible to explain in words. CRUSH3D is a dimension-warping game, akin to Super Paper Mario. Perhaps it is better if I give a relatable example. Imagine a flat platform, such as Final Destination in Super Smash Bros. Melee, but looked at from the side. Basically, you only move left or right, and that is 2D mode in CRUSH3D. If that area was in CRUSH3D, and you uncrushed, depth would be added and the camera angle would change to allow you to move all across the octagonal platform. That is like the world of CRUSH3D and, to some extent, Super Paper Mario. But flipping into 2D/3D doesn't kill enemies in that game.
In CRUSH3D, you use this technique of crushing to and from 2D and 3D to cross ledges and grab marbles. Often, you must solve complex puzzles just continue along to another part of the area, because you have to remember that everything becomes flattened into 2D when you crush, and how it flattens is based on the camera angle.
There are solid things in this world that will hurt you when you crush against them. Like with the platforms in many platformers, there are things you can crush up against and be okay, at least physically. Other things, such as brick and metal, will hurt you. And that is the idea of killing the small number of enemies in this game.
The enemies in this game tend to be some form of gigantic cockroach. They kill you if you touch them. Often, the only way to pass them is get rid of them. But how? You can't go around, and you can't use any type of weaponry... All you can do is crush them against something hard. That will hurt them (and, so long as you're not also hurt, that's perfectly fine).
That one hurt typically kills them. Which, in the case of cockroaches, means bug gloop all over the place. It is mind-blowing, unusual, unique, and gut-twisting, all in one!
To conclude this list, I'll include a brief list of the big candidates I considered for this list, since, after all, some of these methods are also pretty cool. They're also pretty borderline for consideration for this list, a primary reason why they didn't come in here, but they still deserve recognition.
Thanks for reading this list, and I hope you've enjoyed!
~ Honorable Mentions ~
Final Fantasy VI Advance (GBA): The Skull Dragon re-battle, explained briefly in the FFVI entry above, where you kill via MP.
Kingdom Hearts (PS2): Using the light of Kingdom Hearts is actually sensible to defeat Ansem as of Kingdom Hearts 3D realizations and not really special.
The Legend of Zelda series: The power of the Triforce grants any wish, but death hasn't been used ... yet.
Some Guitar Hero Games: Using the power of rock to defeat enemies is a little cliched, in my opinion.
Tetris Blast (GB): There is a mode in which you can squish enemies with the Tetris blocks. Not exactly unique, but cool.
List by KeyBlade999 (09/06/2012)
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