...it's like TV Tropes, but LINKED DATA!
Boss Room
- 350 statements
- 66 feature instances
- 73 referencing feature instances
Boss Room | type |
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Boss Room | label |
Boss Room | |
Boss Room | page |
BossRoom | |
Boss Room | comment |
The room in a video game where the boss and the player exchange blows. Typically features an imposing entrance door, and decor fitting the boss villain's Motif. May or may not be preceded by a Boss Corridor. | |
Boss Room | fetched |
2023-08-09T07:29:17Z | |
Boss Room | parsed |
2023-08-09T07:29:18Z | |
Boss Room | processingComment |
Dropped link to BigBad: Not an Item - FEATURE | |
Boss Room | processingComment |
Dropped link to BonusDungeon: Not an Item - FEATURE | |
Boss Room | processingComment |
Dropped link to BossArenaIdiocy: Not an Item - FEATURE | |
Boss Room | processingComment |
Dropped link to BossOnlyLevel: Not an Item - FEATURE | |
Boss Room | processingComment |
Dropped link to Castlevania: Not an Item - CAT | |
Boss Room | processingComment |
Dropped link to CutAndPasteEnvironments: Not an Item - FEATURE | |
Boss Room | processingComment |
Dropped link to DegradedBoss: Not an Item - FEATURE | |
Boss Room | processingComment |
Dropped link to FirstPersonShooter: Not an Item - IGNORE | |
Boss Room | processingComment |
Dropped link to GroundPound: Not an Item - FEATURE | |
Boss Room | processingComment |
Dropped link to Metroidvania: Not an Item - FEATURE | |
Boss Room | processingComment |
Dropped link to MidBoss: Not an Item - FEATURE | |
Boss Room | processingComment |
Dropped link to MiniBoss: Not an Item - FEATURE | |
Boss Room | processingComment |
Dropped link to SchmuckBait: Not an Item - FEATURE | |
Boss Room | isPartOf |
DBTropes | |
Boss Room / int_11fd7982 | type |
Boss Room | |
Boss Room / int_11fd7982 | comment |
When playing the Metroid Prime Trilogy, you can usually expect a boss fight if a room has the following properties: (1) it's been indicated as where you need to go, (2) it is large, (3) it has few platforming features in it. | |
Boss Room / int_11fd7982 | featureApplicability |
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Boss Room / int_11fd7982 | featureConfidence |
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Metroid Prime Trilogy (Video Game) | hasFeature |
Boss Room / int_11fd7982 | |
Boss Room / int_1331990c | type |
Boss Room | |
Boss Room / int_1331990c | comment |
In Puella Magi Madoka Magica the witches Gertrud, Charlotte, and Oktavia von Seckendorff all inhabit large rooms at the center of their respective labyrinths. Oktavia even gets a Boss Corridor leading up to hers. Averted with the other witches, who either drag the characters right into the center of their labyrinths or are simply confronted there with no buildup. | |
Boss Room / int_1331990c | featureApplicability |
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Boss Room / int_1331990c | featureConfidence |
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Puella Magi Madoka Magica | hasFeature |
Boss Room / int_1331990c | |
Boss Room / int_1aa793b6 | type |
Boss Room | |
Boss Room / int_1aa793b6 | comment |
The battle against Volgin takes place in a hangar, which inexplicably has a platform that lowers to form an enclosed fighting space, and which Snake happened to be standing on top of. This is lampshaded in Hiimdaisy's rendition of the event. | |
Boss Room / int_1aa793b6 | featureApplicability |
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Boss Room / int_1aa793b6 | featureConfidence |
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Hiimdaisy (Webcomic) | hasFeature |
Boss Room / int_1aa793b6 | |
Boss Room / int_1d45e6aa | type |
Boss Room | |
Boss Room / int_1d45e6aa | comment |
In zOMG, the only dedicated boss rooms are the Stone Coatl's Throne Room, and Sea Lab X, where the Mechlab Bot is kept. Most other bosses appear on the main map, though they spawn in specially designated squares. These squares are usually somewhat spacious, may be guarded by some weaker Animated, and are often blocked off from the rest of the map in some way to prevent the boss from escaping. (Though there have been many instances of a boss escaping.) The Boss Map may also feature a chest as an additional reward. Notably, if you see a big square with very little decor, it's probably a boss square. | |
Boss Room / int_1d45e6aa | featureApplicability |
1.0 | |
Boss Room / int_1d45e6aa | featureConfidence |
1.0 | |
Gaia Online (Website) | hasFeature |
Boss Room / int_1d45e6aa | |
Boss Room / int_223c2a48 | type |
Boss Room | |
Boss Room / int_223c2a48 | comment |
The Blight Ganon dungeon bosses in The Legend of Zelda: Breath of the Wild play with this. Only Waterblight Ganon is located in its own separate room used exclusively for the fight. The others are fought in rooms that you must traverse frequently to solve puzzles that will eventually reveal the boss. Nevertheless, these rooms are all big and arena-like. | |
Boss Room / int_223c2a48 | featureApplicability |
1.0 | |
Boss Room / int_223c2a48 | featureConfidence |
1.0 | |
The Legend of Zelda: Breath of the Wild (Video Game) | hasFeature |
Boss Room / int_223c2a48 | |
Boss Room / int_24d953d0 | type |
Boss Room | |
Boss Room / int_24d953d0 | comment |
The first game hints at bosses by architectural features in the room before. However, they're only one room big, so it's not easy to tell it if you had a map (which you don't, really). | |
Boss Room / int_24d953d0 | featureApplicability |
1.0 | |
Boss Room / int_24d953d0 | featureConfidence |
1.0 | |
Metroid (Video Game) | hasFeature |
Boss Room / int_24d953d0 | |
Boss Room / int_2819aebd | type |
Boss Room | |
Boss Room / int_2819aebd | comment |
Robot Masters in Mega Man (Classic) series even get pre-Boss Room hallways with ominously locking gates. The "Dr. W" sign can be seen outside many of these hallways when Wily's not hiding behind someone else. The pre-Boss Room hallway was originally designed as an obvious checkpoint, so that the player would be able to ready their special weapons and such. There were even enemies to get weapon energy from, if needed. However, starting with 2, all the pre-Boss Room hallways became very featureless, and are typically viewed as a brief though unnecessary breather before the boss. The original game was supposed to be on disk, and the long pre-boss chamber was to allow the game time to spin up and load the data for the boss battle. When they switched to cartridges this was no longer necessary so they did away with the enemies in subsequent games. | |
Boss Room / int_2819aebd | featureApplicability |
1.0 | |
Boss Room / int_2819aebd | featureConfidence |
1.0 | |
Mega Man (Classic) (Video Game) | hasFeature |
Boss Room / int_2819aebd | |
Boss Room / int_2c4f4065 | type |
Boss Room | |
Boss Room / int_2c4f4065 | comment |
You Have to Burn the Rope, as a parody of boss battles, has this as the only room. | |
Boss Room / int_2c4f4065 | featureApplicability |
1.0 | |
Boss Room / int_2c4f4065 | featureConfidence |
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You Have to Burn the Rope (Video Game) | hasFeature |
Boss Room / int_2c4f4065 | |
Boss Room / int_2dfb1427 | type |
Boss Room | |
Boss Room / int_2dfb1427 | comment |
The "huge space to fight huge creature" aspect is played straight in the Baldur's Gate series, in which dragon lairs are usually quite telltale. The first game's Final Boss fight also takes place inside an abandoned temple that seems to consist only of the one big room, with a trap-filled circular symbol of Bhaal in the centre. The boss and his minions only appear once you've made your way across much of the room. | |
Boss Room / int_2dfb1427 | featureApplicability |
1.0 | |
Boss Room / int_2dfb1427 | featureConfidence |
1.0 | |
Baldur's Gate (Franchise) | hasFeature |
Boss Room / int_2dfb1427 | |
Boss Room / int_2e97466d | type |
Boss Room | |
Boss Room / int_2e97466d | comment |
In the first Ys games, boss rooms lie behind significant-looking double doors and are shaped to fit the player's entire viewing area. They are the perfect place to take a little health-regenerating rest after the boss has been defeated. | |
Boss Room / int_2e97466d | featureApplicability |
1.0 | |
Boss Room / int_2e97466d | featureConfidence |
1.0 | |
Ys (Video Game) | hasFeature |
Boss Room / int_2e97466d | |
Boss Room / int_34d22792 | type |
Boss Room | |
Boss Room / int_34d22792 | comment |
In Digimon World 2, at least, you can always tell when a boss room will be coming up by a strip of 6 or so specialty terrain features in the confined hallspace. In fact, even the NPCs notice this, because in the tutorial/training mission, Zudokorn, your superior, speaks up about the boss digimon coming up soon — though he doesn't explain it, he says it's "just a hunch". | |
Boss Room / int_34d22792 | featureApplicability |
1.0 | |
Boss Room / int_34d22792 | featureConfidence |
1.0 | |
Digimon World 2 (Video Game) | hasFeature |
Boss Room / int_34d22792 | |
Boss Room / int_4540b0b2 | type |
Boss Room | |
Boss Room / int_4540b0b2 | comment |
In an odd non-video game example, Spider-Man's first confrontation with Shikata, in the MTV Spider-Man: The New Animated Series episode "Sword of Shikata", played out exactly like a boss confrontation of this type, down to being locked inside a wide-open space for a moment, only for the adversary to dramatically reveal themselves, red-backlit, from behind a rising door before they get down to fisticuffs. | |
Boss Room / int_4540b0b2 | featureApplicability |
1.0 | |
Boss Room / int_4540b0b2 | featureConfidence |
1.0 | |
Spider-Man: The New Animated Series | hasFeature |
Boss Room / int_4540b0b2 | |
Boss Room / int_45501b8c | type |
Boss Room | |
Boss Room / int_45501b8c | comment |
Super Metroid, Metroid: Zero Mission, Metroid Fusion: Bosses are indicated on the map by a monster's image. After the boss is defeated, that image is replaced by a big X. Most boss rooms are also 2 units by 2 units large, and are also indicated by a large eye-creature covering the door that shoots Eye Beams at the player. | |
Boss Room / int_45501b8c | featureApplicability |
1.0 | |
Boss Room / int_45501b8c | featureConfidence |
1.0 | |
Super Metroid (Video Game) | hasFeature |
Boss Room / int_45501b8c | |
Boss Room / int_49a88435 | type |
Boss Room | |
Boss Room / int_49a88435 | comment |
Many rooms in Final Fantasy XII fit this trope, including the Sochen Cave Palace where you fight the five incredibly annoying onion creatures. | |
Boss Room / int_49a88435 | featureApplicability |
1.0 | |
Boss Room / int_49a88435 | featureConfidence |
1.0 | |
Final Fantasy XII (Video Game) | hasFeature |
Boss Room / int_49a88435 | |
Boss Room / int_49a88442 | type |
Boss Room | |
Boss Room / int_49a88442 | comment |
Final Fantasy XIV has a purple barrier signifying the entryway to the boss room. When the fighters have stepped onto the boss' room. A countdown of 15 seconds will commence. For those that haven't reached the boss' room by the end of the 15 seconds timer. The room will be sealed off. Only way of getting re-entry, is if all fighters (except you) have lost the fight. This later however, was rectified as a message would ask you if you would like to join in the battle. | |
Boss Room / int_49a88442 | featureApplicability |
1.0 | |
Boss Room / int_49a88442 | featureConfidence |
1.0 | |
Final Fantasy XIV (Video Game) | hasFeature |
Boss Room / int_49a88442 | |
Boss Room / int_49ad83ee | type |
Boss Room | |
Boss Room / int_49ad83ee | comment |
World of Warcraft has many examples of boss rooms, although some of them are huge rooms with tons of minor mooks that need to be dealt with beforehand. Perhaps the purest example is the Eye of Eternity, which is an entire boss realm. The raid consists of nothing more than a large circular platform floating alone in space that players can reach via teleportation to fight Malygos. The location is used again in the Dragon Soul raid to fight a different boss. |
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Boss Room / int_49ad83ee | featureApplicability |
1.0 | |
Boss Room / int_49ad83ee | featureConfidence |
1.0 | |
World of Warcraft (Video Game) | hasFeature |
Boss Room / int_49ad83ee | |
Boss Room / int_4d1ba412 | type |
Boss Room | |
Boss Room / int_4d1ba412 | comment |
Parodied in The Adventures of Dr. McNinja, where Ronald McDonald is found in a featureless black room. He explains that this is the room video game bosses hang out in until their minions are beaten. | |
Boss Room / int_4d1ba412 | featureApplicability |
1.0 | |
Boss Room / int_4d1ba412 | featureConfidence |
1.0 | |
The Adventures of Dr. McNinja (Webcomic) | hasFeature |
Boss Room / int_4d1ba412 | |
Boss Room / int_4d7a68a4 | type |
Boss Room | |
Boss Room / int_4d7a68a4 | comment |
In Kirby's Pinball Land, all of the Boss Battles take place in a single screen-sized playfield. | |
Boss Room / int_4d7a68a4 | featureApplicability |
1.0 | |
Boss Room / int_4d7a68a4 | featureConfidence |
1.0 | |
Kirby's Pinball Land (Video Game) | hasFeature |
Boss Room / int_4d7a68a4 | |
Boss Room / int_4d97191f | type |
Boss Room | |
Boss Room / int_4d97191f | comment |
Castlevania: Dawn of Sorrow also has an ornamented door that you need to open following a certain pattern on the touch screen. The same pattern is also needed to finish off most bosses. | |
Boss Room / int_4d97191f | featureApplicability |
1.0 | |
Boss Room / int_4d97191f | featureConfidence |
1.0 | |
Castlevania: Dawn of Sorrow (Video Game) | hasFeature |
Boss Room / int_4d97191f | |
Boss Room / int_50cfb3ae | type |
Boss Room | |
Boss Room / int_50cfb3ae | comment |
In Castlevania: Lament of Innocence and Castlevania: Curse of Darkness, you'll see bosses coming. They're in the giant circular rooms behind the red doors with the skull-and-crossbones on the front. | |
Boss Room / int_50cfb3ae | featureApplicability |
1.0 | |
Boss Room / int_50cfb3ae | featureConfidence |
1.0 | |
Castlevania: Lament of Innocence (Video Game) | hasFeature |
Boss Room / int_50cfb3ae | |
Boss Room / int_5921531a | type |
Boss Room | |
Boss Room / int_5921531a | comment |
The Boss Rooms in Persona 3 all feature the same largely-identical colonnaded antechamber and a Warp Point back to the first floor. Of course, it also helps that your Mission Control tells you when to expect a Boss Battle in advance a few floors before that (and continues to do so every other floor thereafter). | |
Boss Room / int_5921531a | featureApplicability |
1.0 | |
Boss Room / int_5921531a | featureConfidence |
1.0 | |
Persona 3 (Video Game) | hasFeature |
Boss Room / int_5921531a | |
Boss Room / int_59735062 | type |
Boss Room | |
Boss Room / int_59735062 | comment |
Subverted in Deus Ex: Mankind Divided, which has similar rooms - frequently boobytrapped - for its boss battles... nearly all of which can be bypassed in some way. | |
Boss Room / int_59735062 | featureApplicability |
-0.3 | |
Boss Room / int_59735062 | featureConfidence |
1.0 | |
Deus Ex: Mankind Divided (Video Game) | hasFeature |
Boss Room / int_59735062 | |
Boss Room / int_68ff28c9 | type |
Boss Room | |
Boss Room / int_68ff28c9 | comment |
Subverted in Silent Hill 2, where you find a really big room that seems perfect for a boss room. All you have to do is to solve a puzzle, but you feel like you're going to get jumped by one. Also, many of the actual boss rooms in the game are incredibly small, with barely any room to maneuver. For example, the stairwell in which the first Pyramid Head battle is fought, and the room where the Abstract Daddy is fought. | |
Boss Room / int_68ff28c9 | featureApplicability |
-0.3 | |
Boss Room / int_68ff28c9 | featureConfidence |
1.0 | |
Silent Hill 2 (Video Game) | hasFeature |
Boss Room / int_68ff28c9 | |
Boss Room / int_68ff28cb | type |
Boss Room | |
Boss Room / int_68ff28cb | comment |
The Boss Room of Silent Hill 4 is large and symmetrical, but most of the space is taken up with a dramatic centerpiece, leaving the net combat effect of battling in a curved corridor. | |
Boss Room / int_68ff28cb | featureApplicability |
1.0 | |
Boss Room / int_68ff28cb | featureConfidence |
1.0 | |
Silent Hill 4 (Video Game) | hasFeature |
Boss Room / int_68ff28cb | |
Boss Room / int_6af78ff5 | type |
Boss Room | |
Boss Room / int_6af78ff5 | comment |
Metroid II: Return of Samus: If you count each of the Metroids as a boss, then the game practically has no boss rooms, except for the last boss. | |
Boss Room / int_6af78ff5 | featureApplicability |
1.0 | |
Boss Room / int_6af78ff5 | featureConfidence |
1.0 | |
Metroid II: Return of Samus (Video Game) | hasFeature |
Boss Room / int_6af78ff5 | |
Boss Room / int_74f7210c | type |
Boss Room | |
Boss Room / int_74f7210c | comment |
The Legend of Zelda games make it painfully obvious with a huge door that is also locked, often with a big, mean looking, distinct keyhole that needs the dungeon's Big Key (or Master Key) to be opened, even though getting the Key can sometimes be pretty easy compared to actually getting to said door. To make it even more obvious, the room is marked with a skull once you pick up the compass. This was, however, subverted in The Legend of Zelda: The Minish Cap and at least one dungeon in The Legend of Zelda: A Link to the Past, when you open the enormous door with the enormous key, and... wait, you're only just beginning the dungeon, there's even more fighting and puzzle-solving through that door. The Legend of Zelda: Phantom Hourglass abandons all subtlety in the matter and simply calls the required key a "boss key". Some Mid Bosses are in less obvious locations. In The Legend of Zelda: Twilight Princess, for example, one sub-boss battle took place in a corridor (but showed up on the map as a circular room, giving you some warning). The original The Legend of Zelda didn't have the door to the boss room be any different from any other; the only clue the boss was in there was the sound of his roars. In Twilight Princess's Arbiter's Grounds, both the boss and miniboss aren't immediately visible: The boss room has a house-sized dragon skull that doesn't do anything until Zant reanimates it), while the miniboss room only has a very big sword tied to the floor with lots of ofuda-carrying ropes that just screams DO NOT CUT THESE ROPES. In The Legend of Zelda: Skyward Sword, one boss subverts it entirely. When you enter the room locked by the huge lock, you're chased out of the room by the boss, who instead faces you in the hub area of the dungeon. The Blight Ganon dungeon bosses in The Legend of Zelda: Breath of the Wild play with this. Only Waterblight Ganon is located in its own separate room used exclusively for the fight. The others are fought in rooms that you must traverse frequently to solve puzzles that will eventually reveal the boss. Nevertheless, these rooms are all big and arena-like. |
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Boss Room / int_74f7210c | featureApplicability |
-0.3 | |
Boss Room / int_74f7210c | featureConfidence |
1.0 | |
The Legend of Zelda (Franchise) | hasFeature |
Boss Room / int_74f7210c | |
Boss Room / int_7bf97a85 | type |
Boss Room | |
Boss Room / int_7bf97a85 | comment |
Every boss in ActRaiser fights on an open area at least as large as the screen (depending on the boss). Most of these areas are symmetrical and provide with platforms much needed to avoid their blows. | |
Boss Room / int_7bf97a85 | featureApplicability |
1.0 | |
Boss Room / int_7bf97a85 | featureConfidence |
1.0 | |
ActRaiser (Video Game) | hasFeature |
Boss Room / int_7bf97a85 | |
Boss Room / int_7eb3019f | type |
Boss Room | |
Boss Room / int_7eb3019f | comment |
In Magical Doropie, boss rooms had a door closing at the top and an "A" symbol similar to Wily's "W". | |
Boss Room / int_7eb3019f | featureApplicability |
1.0 | |
Boss Room / int_7eb3019f | featureConfidence |
1.0 | |
MagicalDoropie | hasFeature |
Boss Room / int_7eb3019f | |
Boss Room / int_815220e8 | type |
Boss Room | |
Boss Room / int_815220e8 | comment |
Partially averted in the Armada-based Transformers game. Though a Boss Fight may start in a certain area, in can move outside if that's the way things go. This is particularly evidenced in the Pyramid-top battle against Cyclonus, who will most likely throw you off within the first thirty seconds of the battle. | |
Boss Room / int_815220e8 | featureApplicability |
-1.0 | |
Boss Room / int_815220e8 | featureConfidence |
1.0 | |
Transformers: Armada | hasFeature |
Boss Room / int_815220e8 | |
Boss Room / int_8258e260 | type |
Boss Room | |
Boss Room / int_8258e260 | comment |
Fights against Bowser in the Super Mario Bros. games usually take place in a lava-filled room, or one with a bottomless pit. Normally these hazards are how he meets his demise, except in Super Mario 64, where he'll simply jump back onto the platform after being tossed off it. The level itself is usually also a clear hint that you are about to fight a boss. There are the typical castles in the 2D games (often with a big door leading into the Boss Room), the rather surreal Bowser levels in Super Mario 64 and Super Mario Galaxy... although the 3D games at least spread bosses among the normal star objectives aswell. Depending on the star, it can be more or less obvious from the start. In Galaxy and its sequel, we have boss planets instead. Bowser's planet (or Sun in the final level, where he is fought on three planets, including said Sun) in the first game resembles a metal sphere filled with lava and surrounded by six blue glass panels allowing the lava to come out of that get smashed apart when Bowser steps on them, setting his tail on fire, and allowing you to defeat him, while in the sequel it resembles a burnt rock planet in which a giant Bowser will try to punch the planet and send meteorites crashing down on it (you Ground Pound the meteorites back at Bowser in order to defeat him). Despite having more open areas, Super Mario Odyssey pulls this off, with most of the boss fights taking place on notable empty platform locations and sealing the player in during the fight. The most straightforward case is the Deepest Underground location under the Sand Kingdom, where the only way to go is forward, dropping to a large no-return circular platform, beneath a large statue head lodged in the ceiling. Of course, the platform is an arena, and the head comes crashing down as it is the boss, Knucklotec. Mollosque-Lanceur in the Seaside Kingdom completely averts this, however, since the entire map becomes the arena once his fight really starts. |
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Boss Room / int_8258e260 | featureApplicability |
1.0 | |
Boss Room / int_8258e260 | featureConfidence |
1.0 | |
Super Mario Bros. (Franchise) | hasFeature |
Boss Room / int_8258e260 | |
Boss Room / int_86814e94 | type |
Boss Room | |
Boss Room / int_86814e94 | comment |
Final Fantasy XI has "Burning Circles", battle arenas where special mission and quest related fights take place. These usually consist of a long walkway leading up to an open circular area, although a few are designed differently, such as the Elemental Cloisters. Perhaps the most unique Burning Circle is the Shrouded Maw, which consists of a group of floor panels suspended above a pit filled with high level monsters. Players must watch out for collapsing panels as well as the boss's knock-back attacks. | |
Boss Room / int_86814e94 | featureApplicability |
1.0 | |
Boss Room / int_86814e94 | featureConfidence |
1.0 | |
Final Fantasy XI (Video Game) | hasFeature |
Boss Room / int_86814e94 | |
Boss Room / int_86814ea1 | type |
Boss Room | |
Boss Room / int_86814ea1 | comment |
Final Fantasy XV: When you reach the end of the Steyliff Grove dungeon, Prompto says "Spacious! I bet there's a big nasty in here." | |
Boss Room / int_86814ea1 | featureApplicability |
1.0 | |
Boss Room / int_86814ea1 | featureConfidence |
1.0 | |
Final Fantasy XV (Video Game) | hasFeature |
Boss Room / int_86814ea1 | |
Boss Room / int_8c87469c | type |
Boss Room | |
Boss Room / int_8c87469c | comment |
In The Legend of Zelda: Skyward Sword, one boss subverts it entirely. When you enter the room locked by the huge lock, you're chased out of the room by the boss, who instead faces you in the hub area of the dungeon. | |
Boss Room / int_8c87469c | featureApplicability |
1.0 | |
Boss Room / int_8c87469c | featureConfidence |
1.0 | |
The Legend of Zelda: Skyward Sword (Video Game) | hasFeature |
Boss Room / int_8c87469c | |
Boss Room / int_99ffd788 | type |
Boss Room | |
Boss Room / int_99ffd788 | comment |
All of the boss battles in The Pinball of the Dead occur in a single-screen playfield separate from the main table. | |
Boss Room / int_99ffd788 | featureApplicability |
1.0 | |
Boss Room / int_99ffd788 | featureConfidence |
1.0 | |
The Pinball of the Dead (Video Game) | hasFeature |
Boss Room / int_99ffd788 | |
Boss Room / int_9c3ad747 | type |
Boss Room | |
Boss Room / int_9c3ad747 | comment |
The Legend of Zelda: Phantom Hourglass abandons all subtlety in the matter and simply calls the required key a "boss key". | |
Boss Room / int_9c3ad747 | featureApplicability |
1.0 | |
Boss Room / int_9c3ad747 | featureConfidence |
1.0 | |
The Legend of Zelda: Phantom Hourglass (Video Game) | hasFeature |
Boss Room / int_9c3ad747 | |
Boss Room / int_9f89a5f0 | type |
Boss Room | |
Boss Room / int_9f89a5f0 | comment |
Pokémon both plays this trope straight, and averts it. On one hand, a majority of boss battles take place at the end of Gyms, or at the ends of dungeons, or a series of rooms and corridors for the Elite Four. Most legendary Pokémon stand on top of raised platforms, politely waiting for you to approach them. However battles against The Rival and the roaming legendaries are scripted to come out of nowhere. | |
Boss Room / int_9f89a5f0 | featureApplicability |
1.0 | |
Boss Room / int_9f89a5f0 | featureConfidence |
1.0 | |
Pokémon (Franchise) | hasFeature |
Boss Room / int_9f89a5f0 | |
Boss Room / int_a4514a75 | type |
Boss Room | |
Boss Room / int_a4514a75 | comment |
The boss chambers in Iji are quite obvious, except Krotera's. It's not like you wouldn't know anyway, though, since all of them are after the end of the level proper. Except Asha. | |
Boss Room / int_a4514a75 | featureApplicability |
1.0 | |
Boss Room / int_a4514a75 | featureConfidence |
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Iji (Video Game) | hasFeature |
Boss Room / int_a4514a75 | |
Boss Room / int_a6b951e9 | type |
Boss Room | |
Boss Room / int_a6b951e9 | comment |
In Legacy of the Wizard, the player is Fight Wooshed into special boss areas on obtaining each of the four crowns. | |
Boss Room / int_a6b951e9 | featureApplicability |
1.0 | |
Boss Room / int_a6b951e9 | featureConfidence |
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Legacy of the Wizard (Video Game) | hasFeature |
Boss Room / int_a6b951e9 | |
Boss Room / int_a6fb0678 | type |
Boss Room | |
Boss Room / int_a6fb0678 | comment |
La-Mulana: Boss rooms may (Dimensional Corridor, Confusion Gate, Spring of the Sky) or may not (Mausoleum of the Giants, Twin Labyrinths) be obvious before you reveal the boss's ankh. But once you reveal the ankh (which has to be broken using an ankh jewel in order to reveal the boss), simply going into the boss's room causes the music to change to the pre-Boss Battle music ("Requiem"). The room will then be devoid of enemies (for the moment), but will have a noticeable ankh somewhere. | |
Boss Room / int_a6fb0678 | featureApplicability |
1.0 | |
Boss Room / int_a6fb0678 | featureConfidence |
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La-Mulana (Video Game) | hasFeature |
Boss Room / int_a6fb0678 | |
Boss Room / int_a796bde8 | type |
Boss Room | |
Boss Room / int_a796bde8 | comment |
Metal Gear Solid did the 'maze of obstacles' rooms before it was cool, with the fights between the Ninja (which took place in Otacon's cluttered office) and Psycho Mantis's boss fight (in a well-furnished office for the base's Commander). In Snake Eater, each of the Cobra Unit members are fought in an arena well-suited to their abilities. The Fear's room is full of trees he can jump between to shoot you better, The End is fought in a sprawling, multi-room forest with tons of sniping vantage points, and so on. The exception is The Pain, who fights you in a room filled with the only thing that can protect you from his swarm of bees - lots and lots of water. The battle against Volgin takes place in a hangar, which inexplicably has a platform that lowers to form an enclosed fighting space, and which Snake happened to be standing on top of. This is lampshaded in Hiimdaisy's rendition of the event. |
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Boss Room / int_a796bde8 | featureApplicability |
1.0 | |
Boss Room / int_a796bde8 | featureConfidence |
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Metal Gear Solid (Video Game) | hasFeature |
Boss Room / int_a796bde8 | |
Boss Room / int_af60702d | type |
Boss Room | |
Boss Room / int_af60702d | comment |
The original The Legend of Zelda didn't have the door to the boss room be any different from any other; the only clue the boss was in there was the sound of his roars. | |
Boss Room / int_af60702d | featureApplicability |
1.0 | |
Boss Room / int_af60702d | featureConfidence |
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The Legend of Zelda (Video Game) | hasFeature |
Boss Room / int_af60702d | |
Boss Room / int_afa87e53 | type |
Boss Room | |
Boss Room / int_afa87e53 | comment |
The room where you fight the Joustasaurus in Backyard Skateboarding has all the qualities of a boss room...except it is small. | |
Boss Room / int_afa87e53 | featureApplicability |
1.0 | |
Boss Room / int_afa87e53 | featureConfidence |
1.0 | |
Backyard Sports (Video Game) | hasFeature |
Boss Room / int_afa87e53 | |
Boss Room / int_b54c7522 | type |
Boss Room | |
Boss Room / int_b54c7522 | comment |
Every boss in Justice League Heroes: The Flash has a unique room for their fight. Gorilla Grodd has an open, City Hall-esque building, Killer Frost has created an icy chamber in the midst of Gotham, Circe is atop a mountain temple, Zoom fights you in the half-destroyed ruins of a house, and Braniac is inside of his mothership, which you have to break into. | |
Boss Room / int_b54c7522 | featureApplicability |
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Boss Room / int_b54c7522 | featureConfidence |
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Justice League Heroes: The Flash (Video Game) | hasFeature |
Boss Room / int_b54c7522 | |
Boss Room / int_b5a2b326 | type |
Boss Room | |
Boss Room / int_b5a2b326 | comment |
The Elder Scrolls III: Morrowind: The room where you can actually fight the Big Bad is about average for most dungeon chambers — rather cramped considering his size and reach — but it is symmetrical. The room where you finish him off is the massive interior of a volcano. The final battle of the Tribunal expansion against Almalexia takes place in a large room of Sotha Sil's Clockwork City. The final battle of Bloodmoon is against one of Hircine's aspects is in a Daedric shrine inside a massive glacier. |
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Boss Room / int_b5a2b326 | featureApplicability |
1.0 | |
Boss Room / int_b5a2b326 | featureConfidence |
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The Elder Scrolls III: Morrowind (Video Game) | hasFeature |
Boss Room / int_b5a2b326 | |
Boss Room / int_b8b43ba | type |
Boss Room | |
Boss Room / int_b8b43ba | comment |
Haunting Ground: These rooms tend to either be large, open spaces (Debilitas, Daniella, Lorenzo I), or cramped arenas (Riccardo, Lorenzo II), always with a puzzle to solve or contraption to use in order to defeat the current threat. They are marked red on Fiona's map. | |
Boss Room / int_b8b43ba | featureApplicability |
1.0 | |
Boss Room / int_b8b43ba | featureConfidence |
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Haunting Ground (Video Game) | hasFeature |
Boss Room / int_b8b43ba | |
Boss Room / int_b9419bd1 | type |
Boss Room | |
Boss Room / int_b9419bd1 | comment |
Deus Ex: Human Revolution has the player encounter each of the three Tyrants in large areas, with all but the first having significant obstacles to hide behind and one having Malevolent Architecture in the form of a wet floor with nearby electronics. These rooms were upgraded in the Director's Cut with additional traps, hiding places, and other features to allow more diverse playstyles in the boss battles. | |
Boss Room / int_b9419bd1 | featureApplicability |
1.0 | |
Boss Room / int_b9419bd1 | featureConfidence |
1.0 | |
Deus Ex: Human Revolution (Video Game) | hasFeature |
Boss Room / int_b9419bd1 | |
Boss Room / int_b9c1cff1 | type |
Boss Room | |
Boss Room / int_b9c1cff1 | comment |
The boss battles in the Prince of Persia: Sands of Time series mostly take place in huge halls, elevated platforms, battle arenas or the top of the tallest tower of Babylon. | |
Boss Room / int_b9c1cff1 | featureApplicability |
1.0 | |
Boss Room / int_b9c1cff1 | featureConfidence |
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Prince of Persia (Franchise) | hasFeature |
Boss Room / int_b9c1cff1 | |
Boss Room / int_c35ec21c | type |
Boss Room | |
Boss Room / int_c35ec21c | comment |
Despite having more open areas, Super Mario Odyssey pulls this off, with most of the boss fights taking place on notable empty platform locations and sealing the player in during the fight. The most straightforward case is the Deepest Underground location under the Sand Kingdom, where the only way to go is forward, dropping to a large no-return circular platform, beneath a large statue head lodged in the ceiling. Of course, the platform is an arena, and the head comes crashing down as it is the boss, Knucklotec. Mollosque-Lanceur in the Seaside Kingdom completely averts this, however, since the entire map becomes the arena once his fight really starts. | |
Boss Room / int_c35ec21c | featureApplicability |
1.0 | |
Boss Room / int_c35ec21c | featureConfidence |
1.0 | |
Super Mario Odyssey (Video Game) | hasFeature |
Boss Room / int_c35ec21c | |
Boss Room / int_c6e9c6cc | type |
Boss Room | |
Boss Room / int_c6e9c6cc | comment |
The level itself is usually also a clear hint that you are about to fight a boss. There are the typical castles in the 2D games (often with a big door leading into the Boss Room), the rather surreal Bowser levels in Super Mario 64 and Super Mario Galaxy... although the 3D games at least spread bosses among the normal star objectives aswell. Depending on the star, it can be more or less obvious from the start. | |
Boss Room / int_c6e9c6cc | featureApplicability |
1.0 | |
Boss Room / int_c6e9c6cc | featureConfidence |
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Super Mario Galaxy (Video Game) | hasFeature |
Boss Room / int_c6e9c6cc | |
Boss Room / int_c7a2f584 | type |
Boss Room | |
Boss Room / int_c7a2f584 | comment |
In Axiom Verge, red doors usually (but not always) indicate a boss room on the other side, especially when placed opposite a normal door to a Save Point. The larger boss rooms will have the camera pan out when the player enters. They are colored red on the map. | |
Boss Room / int_c7a2f584 | featureApplicability |
1.0 | |
Boss Room / int_c7a2f584 | featureConfidence |
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Axiom Verge (Video Game) | hasFeature |
Boss Room / int_c7a2f584 | |
Boss Room / int_c7aa39fa | type |
Boss Room | |
Boss Room / int_c7aa39fa | comment |
Doom 64 has the Absolution, a large battlefield where the Mother Demon awaits. A very large army of mooks will come at you as well unless you have the special keys that close the doors where they come from. | |
Boss Room / int_c7aa39fa | featureApplicability |
1.0 | |
Boss Room / int_c7aa39fa | featureConfidence |
1.0 | |
Doom 64 (Video Game) | hasFeature |
Boss Room / int_c7aa39fa | |
Boss Room / int_c7aa3c5c | type |
Boss Room | |
Boss Room / int_c7aa3c5c | comment |
Doom II: Hell on Earth has MAP20: Gotcha!, with an extremely large room with two pillars in the center. Upon entering the room, the pillars lower to reveal both a Cyberdemon and a Spider Mastermind. Played with in that it's actually set up for you to deliberately invoke a battle between the two, after which you can kill the weakened victor. | |
Boss Room / int_c7aa3c5c | featureApplicability |
1.0 | |
Boss Room / int_c7aa3c5c | featureConfidence |
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Doom II (Video Game) | hasFeature |
Boss Room / int_c7aa3c5c | |
Boss Room / int_ca48bb5c | type |
Boss Room | |
Boss Room / int_ca48bb5c | comment |
In Fable, the final boss battle takes place in the aptly-named Chamber of Fate, which is a massive domed room with gothic architecture which has frescoes adorned across the walls of your exploits in Albion, added as you completed each goal. An earlier boss battle against the bandit leader Twinblade takes places in a circular clearing, with lesser bandits forming an edge. If you choose to kill Twinblade, the bandits will actually join in to try to prevent you from killing him. |
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Boss Room / int_ca48bb5c | featureApplicability |
1.0 | |
Boss Room / int_ca48bb5c | featureConfidence |
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Fable (Video Game) | hasFeature |
Boss Room / int_ca48bb5c | |
Boss Room / int_cd95b8df | type |
Boss Room | |
Boss Room / int_cd95b8df | comment |
Dead Space: Take a look at the map, see any unusually humongous rooms on this level? | |
Boss Room / int_cd95b8df | featureApplicability |
1.0 | |
Boss Room / int_cd95b8df | featureConfidence |
1.0 | |
Dead Space (Franchise) | hasFeature |
Boss Room / int_cd95b8df | |
Boss Room / int_cdac637a | type |
Boss Room | |
Boss Room / int_cdac637a | comment |
Jet Force Gemini wants to make absolutely sure the player knows when a boss fight is coming. Every boss in the game is preceded by an empty room stocked to the rafters with health and ammunition for all the player's guns, and the following room is always a massive, seemingly-empty chamber, which is perfect considering the average boss is about fifty feet tall. | |
Boss Room / int_cdac637a | featureApplicability |
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Boss Room / int_cdac637a | featureConfidence |
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Jet Force Gemini (Video Game) | hasFeature |
Boss Room / int_cdac637a | |
Boss Room / int_d2050b4c | type |
Boss Room | |
Boss Room / int_d2050b4c | comment |
Prince of Persia: Warrior Within has a large chamber behind the throne room that is entirely unlike any other room in the game — a giant, flat stone table, in the middle of a stream running through a cave, with no walls or other climbable spots. Three separate boss fights take place here. | |
Boss Room / int_d2050b4c | featureApplicability |
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Boss Room / int_d2050b4c | featureConfidence |
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Prince of Persia: Warrior Within (Video Game) | hasFeature |
Boss Room / int_d2050b4c | |
Boss Room / int_d64a968 | type |
Boss Room | |
Boss Room / int_d64a968 | comment |
In Ravensword: Shadowlands, there is one in the Citadel of Ror-Dan, housing a giant eel you need to defeat. | |
Boss Room / int_d64a968 | featureApplicability |
1.0 | |
Boss Room / int_d64a968 | featureConfidence |
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Ravensword: Shadowlands (Video Game) | hasFeature |
Boss Room / int_d64a968 | |
Boss Room / int_da93207f | type |
Boss Room | |
Boss Room / int_da93207f | comment |
The Last Remnant doesn't feature specific rooms for bosses, but you can bet the dead end on the map the quest is directing you towards will have a boss in it. Also, there are world map locations that take you straight to a battle, and are considered Boss Fights. | |
Boss Room / int_da93207f | featureApplicability |
1.0 | |
Boss Room / int_da93207f | featureConfidence |
1.0 | |
The Last Remnant (Video Game) | hasFeature |
Boss Room / int_da93207f | |
Boss Room / int_dc7a5d8f | type |
Boss Room | |
Boss Room / int_dc7a5d8f | comment |
The bosses in Purple are fought in rectangular rooms with no distinguishing features besides a display in the background showing the bosses remaining hitpoints. | |
Boss Room / int_dc7a5d8f | featureApplicability |
1.0 | |
Boss Room / int_dc7a5d8f | featureConfidence |
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Purple (Video Game) | hasFeature |
Boss Room / int_dc7a5d8f | |
Boss Room / int_df7e11cd | type |
Boss Room | |
Boss Room / int_df7e11cd | comment |
Parodied in Manly Guys Doing Manly Things, where Gackt directs Commander Badass and Jones to his empty combat atrium so that they can battle without having to worry about breaking Gackt's stuff. | |
Boss Room / int_df7e11cd | featureApplicability |
1.0 | |
Boss Room / int_df7e11cd | featureConfidence |
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Manly Guys Doing Manly Things (Webcomic) | hasFeature |
Boss Room / int_df7e11cd | |
Boss Room / int_e247f391 | type |
Boss Room | |
Boss Room / int_e247f391 | comment |
This was, however, subverted in The Legend of Zelda: The Minish Cap and at least one dungeon in The Legend of Zelda: A Link to the Past, when you open the enormous door with the enormous key, and... wait, you're only just beginning the dungeon, there's even more fighting and puzzle-solving through that door. | |
Boss Room / int_e247f391 | featureApplicability |
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Boss Room / int_e247f391 | featureConfidence |
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The Legend of Zelda: The Minish Cap (Video Game) | hasFeature |
Boss Room / int_e247f391 | |
Boss Room / int_e5d5d23c | type |
Boss Room | |
Boss Room / int_e5d5d23c | comment |
Doom: The secret level for Episode 3 looks exactly like the map for that episode's Mission 1, until you get to the end of the level, and step on what you think is the exit teleporter. A wall drops instead, exposing a Cyberdemon (the really tough boss of Episode 2, who is also fought in a similar area), and the key card you need to acquire is behind him, so you either have to kill him or run well enough to get past him, steal the key and leave. The eighth mission of each episode features a boss battle: Two Barons of Hell in the first, Cyberdemon in the second, and the Spider Mastermind in the third and fourth (though the latter is much more elaborate, thus not being a Boss-Only Level). |
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Boss Room / int_e5d5d23c | featureApplicability |
1.0 | |
Boss Room / int_e5d5d23c | featureConfidence |
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Doom (Video Game) | hasFeature |
Boss Room / int_e5d5d23c | |
Boss Room / int_ee04f49a | type |
Boss Room | |
Boss Room / int_ee04f49a | comment |
The Deus Ex Universe has made use of this trope multiple times: Deus Ex: Human Revolution has the player encounter each of the three Tyrants in large areas, with all but the first having significant obstacles to hide behind and one having Malevolent Architecture in the form of a wet floor with nearby electronics. These rooms were upgraded in the Director's Cut with additional traps, hiding places, and other features to allow more diverse playstyles in the boss battles. Subverted in Deus Ex: Mankind Divided, which has similar rooms - frequently boobytrapped - for its boss battles... nearly all of which can be bypassed in some way. |
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Boss Room / int_ee04f49a | featureApplicability |
-0.3 | |
Boss Room / int_ee04f49a | featureConfidence |
1.0 | |
Deus Ex Universe (Franchise) | hasFeature |
Boss Room / int_ee04f49a | |
Boss Room / int_eec712e0 | type |
Boss Room | |
Boss Room / int_eec712e0 | comment |
Light Crusader has some fancy-looking Boss Rooms. | |
Boss Room / int_eec712e0 | featureApplicability |
1.0 | |
Boss Room / int_eec712e0 | featureConfidence |
1.0 | |
Light Crusader (Video Game) | hasFeature |
Boss Room / int_eec712e0 | |
Boss Room / int_f04b4111 | type |
Boss Room | |
Boss Room / int_f04b4111 | comment |
Metroid: The first game hints at bosses by architectural features in the room before. However, they're only one room big, so it's not easy to tell it if you had a map (which you don't, really). Metroid II: Return of Samus: If you count each of the Metroids as a boss, then the game practically has no boss rooms, except for the last boss. Super Metroid, Metroid: Zero Mission, Metroid Fusion: Bosses are indicated on the map by a monster's image. After the boss is defeated, that image is replaced by a big X. Most boss rooms are also 2 units by 2 units large, and are also indicated by a large eye-creature covering the door that shoots Eye Beams at the player. When playing the Metroid Prime Trilogy, you can usually expect a boss fight if a room has the following properties: (1) it's been indicated as where you need to go, (2) it is large, (3) it has few platforming features in it. |
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Boss Room / int_f04b4111 | featureApplicability |
1.0 | |
Boss Room / int_f04b4111 | featureConfidence |
1.0 | |
Metroid (Franchise) | hasFeature |
Boss Room / int_f04b4111 | |
Boss Room / int_f88df431 | type |
Boss Room | |
Boss Room / int_f88df431 | comment |
In the Mega Man Legends series the boss battles would always be telegraphed by a cutscene. In one case in the second game the cutscene involves a electric barricade suddenly materializing behind Mega Man. In the first game the island reaverbot boss comes seemingly out of nowhere and the trope is subverted as the room is actually much smaller than most of the other rooms in the dungeon. | |
Boss Room / int_f88df431 | featureApplicability |
-0.3 | |
Boss Room / int_f88df431 | featureConfidence |
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Mega Man Legends (Video Game) | hasFeature |
Boss Room / int_f88df431 |
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