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File: 3bac11d838cf3a5⋯.png (7.95 KB, 256x224, 8:7, Ninja_Gaiden_NES_boss_1.png)

File: d3528cd26c5be63⋯.jpg (30.8 KB, 256x223, 256:223, FF4_WT_7l.jpg)

f9eec8 No.14083497

Why did so many classic games have giant bosses?

Post your favorites.

e17a10 No.14083507

Giant sprite means more detail and conveys the difference between the mooks and a boss.


e21e3a No.14083509

ur mom has my giant boss


16d26f No.14083601

File: be8c4c85d98b121⋯.gif (115.03 KB, 1322x240, 661:120, Titanic Lance.gif)

File: d0dc1851939a823⋯.gif (497.62 KB, 224x320, 7:10, Rayforce stg5 boss.gif)

File: dfb35178b408f27⋯.png (34.47 KB, 216x197, 216:197, Batrider Blunt.png)

Your two examples don't explain it much, but large bosses simply provide more possibilities for gameplay.


f9eec8 No.14083631

File: ad65d0c319609fb⋯.gif (7.26 KB, 256x224, 8:7, 2.gif)

File: 7ffd0b83d6ec8c4⋯.gif (22.75 KB, 512x448, 8:7, Spot_g5-198889-25.gif)

>>14083601

Specifically I was talking about how normal human characters seemed to double (or more) in size once the boss battle starts. Take Malth for example.

I kind of understand this sort of thing in RPGs but it even happens in action and adventure games too.


7fc220 No.14083669

>>14083497

Only shitty western games slack giant bosses.


b313d7 No.14083674

metal gear


732bae No.14083687

>>14083631

It's most likely because it makes for a more challenging and fair boss fight in that regard. If the boss was about your size, or even smaller, you could pretty easily get past them without any problems, and at the same time getting to hit them(especially in games where precision always an option like Mega Man X/Zero, GnG, Ys, whatever) would be difficult and annoying.


f9eec8 No.14083696

>>14083687

I guess the question is then why didn't all games do it?


7dacfd No.14083699

File: 226f480bd8a11b7⋯.jpg (127.86 KB, 942x960, 157:160, 1454354928263.jpg)


eae8d3 No.14083708

>>14083687

>>14083631

Also size conveys ideas of grandure and power.


732bae No.14083712

>>14083696

What are you referring to?


f9eec8 No.14083741

>>14083708

I always figured it was something like this. There's also the fact that it makes them harder to jump over so it causes the boss to actually apply pressure on you during the fight.

>>14083712

Take Mega Man for example.


732bae No.14083787

>>14083741

Your answer to that is in Mega Man 3's Doc Robot fights. The dude is slightly larger than MM and as such it's pretty infuriating to dodge collision damage with him. With X and Zero they could play around more with this because X and Zero are more mobile and have a vertical element to them. But on the other hand I remember either MM7 or 8 having really large sprites and I was okay with those games.


b0162d No.14083920

>>14083741

Megaman robot masters were made the same size than Mega but they kept this in mind when designing their attack patterns with lots of windup time and telegraphing of attacks, so the skills involved are pattern recognition and dodging. Latter bosses are larger for dramatic effect and to involve jumpnshoot more.


d43788 No.14084125

File: 21be57538c76ea1⋯.jpg (16.61 KB, 638x178, 319:89, yeee.jpg)


637dd0 No.14084259

Big bosses are a good idea for 3d games too. It can make their animations much easier to read, very useful if they have a large variety of attacks. It also means you're unlikely to lose track of them for even a second, even if you get really far away. Mario Oddysey has some pretty satisfying bosses because of this imo.


a40477 No.14084277

The bigger they are…


b3ca95 No.14084321

>>14084277

The more they're used for rape animations in rule 34?


12781a No.14084359

File: 0d606220ce1b84b⋯.jpg (91.98 KB, 640x480, 4:3, 158195-g-darius-playstatio….jpg)

File: 6cbc5ca0a03aaa6⋯.png (742.59 KB, 600x473, 600:473, Rip_and_tear.png)

File: 8c5766efe17f554⋯.jpg (77.1 KB, 400x279, 400:279, Metal_Gear_Solid_-_Metal_G….jpg)

File: 05f45a6957cc0d8⋯.jpg (72.32 KB, 400x240, 5:3, 6.jpg)

off the top of my head


1e593f No.14084386

>>14083497

You're thinking about Video games WAY too hard.


26a424 No.14084389

>>14084386

right? what a nerd LMAO xP


7cf486 No.14084406

File: 0c5583ee822047e⋯.png (250.89 KB, 620x348, 155:87, It's all ogre.png)

File: ec014968540d0cb⋯.jpg (129.45 KB, 1280x720, 16:9, MH Yama Tsukami.jpg)

File: 90a805e4041996a⋯.jpg (8.88 MB, 628x205, 628:205, MISSILE_BARRAGE.jpg)

File: c3dea012bacffad⋯.jpg (311.05 KB, 1280x720, 16:9, xb0.jpg)


fc2b4a No.14085994

I don't particularly mind menacingly big bosses, but when did the "bosses explode into pieces, more explosions, coins/banknotes and/or lighting effects" gimmick fall out of fashion?


b095d6 No.14086106

>>14083497

>Why did so many classic games have giant bosses?

for you


f9eec8 No.14086507

File: 8534184705e48a6⋯.gif (7.88 KB, 200x150, 4:3, gamesbramwiz.gif)

File: 1f4939051a385f0⋯.gif (16.07 KB, 200x150, 4:3, gamesbramgary.gif)

File: bb31887e67d6830⋯.gif (5.73 KB, 200x150, 4:3, gamesbramgary2.gif)

File: 97cb93f6c4834ef⋯.gif (9.53 KB, 200x150, 4:3, gamesbramfinal.gif)

File: 8e085c80625708e⋯.gif (10.02 KB, 200x150, 4:3, gamesbramtom.gif)

Bram Stoker's Dracula got really ridiculous in this regard.

I love this shit.


ae4385 No.14086526

>>14084359

>Posting Eclipse Eye instead of Queen Fossil or Fire Fossil


d253c9 No.14086529

>>14084406

>4th pic

>each successful takeoff raises oil prices across the globe


8e6294 No.14086536

>>14084406

i don't remember yama tsukami being that big.


5a9dc5 No.14086629

File: 62a156685c4f20f⋯.gif (41 KB, 129x198, 43:66, DC_BO_Ultimate_Phalanx.gif)

File: 698d604d0e19fce⋯.jpg (212.62 KB, 1280x720, 16:9, rs22017122522051300-0E6CFD….jpg)

File: ef99d8dd353a551⋯.png (164.44 KB, 640x480, 4:3, 東方蒼神縁起 2014-03-11 20-57-31….png)

File: 6c4251586a7db73⋯.png (226.53 KB, 364x503, 364:503, Heavenbringer.png)


126706 No.14086710

File: e670b85c3f55346⋯.png (365.95 KB, 819x504, 13:8, MH4U-Gogmazios_Render_001.png)

File: 1d616faa0c1a8fe⋯.jpg (129.5 KB, 1200x675, 16:9, MHXX-Atoraru_Ka_Screenshot….jpg)

File: 79f044d1512a62e⋯.jpg (148.78 KB, 1920x1080, 16:9, maxresdefault.jpg)

File: d42e6f5328b9a8c⋯.jpg (156.12 KB, 1200x675, 16:9, DNon6dsW4AAZhhT.jpg)

>>14084406

>>14084359

Gogmazios/Dire Miralis/Atoraru-ka were fun fights and all pretty huge but I have no clue in the slightest how they are going to pull off zorah magdolos.

That fucker is ridiculously massive

It would make sense if it would play like the jhen-mohran fights


1c7dab No.14086732

The most simple reason I can think of is that a larger boss can have a more detailed sprite. For sidescrollers in particular, if everything else was as big as the bosses, there would be less room on the screen, which means simpler level design and the player has to move slower in case an enemy comes from offscreen.


12781a No.14089256

File: 75d836c7fc6a2fb⋯.jpg (66.67 KB, 1280x720, 16:9, maxresdefault.jpg)

File: e218af1fa946a13⋯.jpg (87.46 KB, 1280x720, 16:9, rock.jpg)

>>14086526

In my defence, G-Darius was the first Darius game I played and Eclipse Eye, being the first boss, was always the most iconic, for me at least.




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