Some time ago I made a mod for Red Alert that was quite ridiculous. For those unfamiliar with it, the game is an RTS, and its configuration files are hidden in a proprietary archive format, but if a file with the same name exists in the game's directory, the game uses that file instead of the archived one. The config files are regular ol' plain-text .ini files, so they're easy to edit (rules.ini, art.ini, etc.). There were several changes that I made, but the main one was an update to Tanya. Specifically, her dual pistols. I turned the fire rate up to something like 1000 rounds per minute, set the projectile speed to something really slow like 5 or 10 (0 is immobile, 100 is insta-hit), set the projectile turn rate to something small like 5 or 10 (0 is dumb-fire, >0 is homing, 100 is the maximum rate), changed the projectile artwork to the mid-leap "flying" attack dog animation, and changed the warhead damage application percentages to 100% for every armor type (0% prevents targeting; the number can be above 100%), and set the special "nuclear" flag to true.
This meant that Tanya would run up to her maximum range away from any target, begin shooting, quickly hit the maximum number of projectiles on the map (255), which would prevent anyone or anything else anywhere on the map from attacking, and then wait while the deadly dogs levitate creepily towards their target. If the target moves, then the dogs would start to circle around it like a flock of vultures, getting closer with every revolution. Once they finally started impacting the target, the game would see that the nuclear flag was set and run the special atomic explosion animation. That would stop all other game execution, dissolve the whole screen (including the sidebar) to white, and fade back in to color, apply damage, display a mushroom cloud explosion and play death animations and audio for anything that died or was destroyed, and then resume normal game execution. Since the next frame was the next dog's impact, the whole sequence would repeat. That made it tedious, but quite comical, to play.
After enough damage had been applied to the target to destroy it, the chain of dogs would stop tracking and just fly from their current position to the maximum range of the weapon in a straight line before just disappearing. If the chain had become a spiral, there would be an interesting flowering effect of dogs that seemed to be running flying away from the epicenter. Unfortunately (?), because the range of Tanya's pistols is close the radius of the nuclear blast, she would often as not be caught in it and die. Increasing her range a little bit helped with that, though. Maybe sometime I'll recreate it and post some screenshots.