Bossfight Mechanics for Bloons 3

This is a compilation for my mechanics to use for Bossfights in Bloons 3. They're too short to make individual pages so I decided to just put them all here. Anyway, for Bloons 3 Bossfights, I think we should have...

Infinite Ammo
Some boss fights will feature Infinite Ammo, and the only way to lose is to lose all of your health. Some boss fights will still use limited ammo though (those boss fights will usually be relaxing yet puzzling and require you to think properly before shooting)...

Movement
Some boss fights in Bloons 3 (and some normal levels too!) will enable you to move, using the arrow keys or the WASD keys, it's up to you. However, most levels will have some ways to limit movement. You can't move when there's a bloon or a block blocking your path, and some levels will have "movement zones" too! If a movement zone does exist, then you can only move in that zone.

Weakpoints
Some bosses (actually, most bosses) will have weakpoints. You can only damage the boss if you hit those weakpoints, and some even requires you to shoot special ammo into the weakpoint to cause damage (like missile darts... ok I'll add that later), normal ammo won't work! All the weakpoints of the bosses will be revealed when the boss comes (but doesn't attack yet) or when the boss changes form (that's right, multi-form bosses!). I.e. For the Siegemaster, its weakpoints are its two cannons.

Pusher Darts
Some boss fights will feature Pusher Darts as a special ammo, or even as a default ammo! These darts can make the first bloon they touch go with them, and that poor bloon will pop/explode/whatever on impact. This would be crucial for some boss fights, like in the Siegemaster's case, you'll have to push the bomb bloons into the cannons' mouth in order to do massive damage! (Though you can still win without pushing...)

Meta07 (talk) 14:43, March 27, 2013 (UTC)