Megaman sprite game tv tropes
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Chaos himself, the final boss, transforms back to normal after series of explosions. * ''VideoGame/DeCapAttack'': Bosses are destroyed by having multiple small red explosions cover their body after flashing a lot. * Defeating bosses in ''VideoGame/AdventureIsland'' games for NES (not counting the first one) causes them to vanish, leaving a stream of explosions erupting where they used to be. They're also seemingly ] characters that have been thus defeated can show up later none the worse for wear, and RecurringBoss Squid Baron remarks that "you get used to it" after a few fights. Virtually anyone bigger than Shantae herself will go up like a string of firecrackers once defeated. * ''VideoGame/'': This is standard for bosses. Blowing up all the engines in a section will destroy it, causing it to detach with a quick succession of small explosions. * ''VideoGame/PowerBomberman'': One of the stages takes place atop the ]. Not to be confused with DisasterDominoes. Subtrope of StuffBlowingUp, often with MadeOfExplodium, and DefeatEqualsExplosion. Obviously, machines in RealLife don't tend to behave this way - if something blows up, it tends to do it all at once rather than in a sequential manner or randomly across the machine.Ī common effect in 2D action games, particularly ] of the 1990s. Some games that use this effect attempt to inject more realism by having parts explode in a more logical fashion - for example, having the extremities disintegrate prior to the main body instead of the whole thing just randomly exploding all over. Often the explosions are spawned at a constant rate, giving a characteristic rhythm to this kind of destruction.
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Staggering the explosions in sequence reduces the number of sprites needed on-screen at the same time, which makes it easier for older hardware to handle while still giving a satisfyingly destructive effect. This is an easy effect to achieve with sprite animation - all a game has to do is spawn a series of explosion sprites at random locations.
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The explosions may not even match the mask of the structure very precisely, causing even seemingly empty air to erupt in flame. Generally, the explosions simply occur at random positions on the entity's body, even if there is nothing at that location that seems like it should be able to explode. In older 2D VideoGames, a common way of portraying the destruction of a large entity-typically, a mechanical ]-is to have multiple little explosions go off one-by-one all over its surface until it either ] or fully explodes in a giant fireball.