History ThatOneLevel / ShootEmUps

7th Mar '18 8:54:57 AM nombretomado
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* ''ThunderForce III'', Stage 4 (Haides). Moving terrain, rotating rock poles that can corner and kill you if you aren't careful, a high-speed section with suddenly-popping-out rock poles, and a section full of rocks that jump up and can catch you off guard. There's also Stage 2 (Gorgon), which has laser ships that can kill you easily if you don't opt to stop moving vertically when they appear, rocks that burst into pieces and can swarm you, and lava pillars that can make life miserable; while most of them eventually stop, one in particular will start up and ''never stop''; guaranteed life or shield loss if you get stranded behind it.

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* ''ThunderForce ''VideoGame/ThunderForce III'', Stage 4 (Haides). Moving terrain, rotating rock poles that can corner and kill you if you aren't careful, a high-speed section with suddenly-popping-out rock poles, and a section full of rocks that jump up and can catch you off guard. There's also Stage 2 (Gorgon), which has laser ships that can kill you easily if you don't opt to stop moving vertically when they appear, rocks that burst into pieces and can swarm you, and lava pillars that can make life miserable; while most of them eventually stop, one in particular will start up and ''never stop''; guaranteed life or shield loss if you get stranded behind it.
21st Oct '17 6:08:35 PM Novaheart
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*** The original Stage 7 High Speed Zone from SNES ''Gradius III''. It doesn't help the music intentionally throws you off before suddenly speeding up along with the auto scrolling....often into the wall. The Diagonal Climb section in the first part will leave you in tears if you don't have at least three speed ups and even then.

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*** The original Stage 7 High Speed Zone from SNES ''Gradius III''. It doesn't help the music intentionally throws you off before suddenly speeding up along with the auto scrolling....often into the wall. The Diagonal Climb section in the first part will leave you in tears if you don't have at least three speed ups and even then.then requires percise moving to keep from smashing into the wall or ceiling ''and'' possibly dodge fire from turrents. What's worst is this level has the first appearance of Beacon ''and'' the next stage is both a Cube attack and BossRush.
17th Aug '17 12:56:02 PM Novaheart
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** Stage five of ''Legacy of Lunatic Kingdom'' is a ''Difficulty Gut Stab'' in a game full of [[DifficultySpike Difficulty Spikes]]. Not only is most of the screen often filled with bullets in patterns designed to box you in, but Clownpiece comes in and ''speeds up the fairies'', making them fire faster. The middle part is the most infamous due to dodging slow firing laser lances to wall you off while spamming small hard to dodge star bullets. You will have to do it again and again in Point Device mode. Oh and you must fight [[Touhou/ThatOneBoss Clownpiece]] as well.
17th Jun '17 9:11:43 AM nombretomado
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* Pretty much all of the desert levels in [[EpicBattleFantasy Bullet Heaven]]. Level 12 has you facing a seemingly neverending barrage of falling rocks, which constantly split into smaller rocks when you shoot them, and alongside them are the [[DemonicSpiders Slingers]] who shoot a very nasty large orb that also splits into smaller orbs, seemingly when you're least expecting it to do so. Level 13 is probably the worst, in that not only do the Slingers return, but the Monoliths are introduced. Monoliths were [[BossInMookClothing incredibly overpowered enemies]] in EpicBattleFantasy 3, and they really don't disappoint here either, especially when they come in a group of '''four''', or when a pair of them charges straight at you. The fact that the creator seems outright out to get you here does not help.[[note]] For one thing, the tip at the beginning tells you to save your bombs for the midboss, despite how he's vastly easier than the stage itself, and for another, there are two sections in which it is possible to lose a life through absolutely no fault of your own; granted you can avoid both of these on your second run through, but you'd have to know they were there beforehand.[[/note]] Level 14 gives little breathing room, as it is filled with enemies that shoot at you when they die, in patterns that make simply not shooting at them not an option.

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* Pretty much all of the desert levels in [[EpicBattleFantasy ''[[VideoGame/EpicBattleFantasy Bullet Heaven]].Heaven]]''. Level 12 has you facing a seemingly neverending barrage of falling rocks, which constantly split into smaller rocks when you shoot them, and alongside them are the [[DemonicSpiders Slingers]] who shoot a very nasty large orb that also splits into smaller orbs, seemingly when you're least expecting it to do so. Level 13 is probably the worst, in that not only do the Slingers return, but the Monoliths are introduced. Monoliths were [[BossInMookClothing incredibly overpowered enemies]] in EpicBattleFantasy 3, ''VideoGame/EpicBattleFantasy 3'', and they really don't disappoint here either, especially when they come in a group of '''four''', or when a pair of them charges straight at you. The fact that the creator seems outright out to get you here does not help.[[note]] For one thing, the tip at the beginning tells you to save your bombs for the midboss, despite how he's vastly easier than the stage itself, and for another, there are two sections in which it is possible to lose a life through absolutely no fault of your own; granted you can avoid both of these on your second run through, but you'd have to know they were there beforehand.[[/note]] Level 14 gives little breathing room, as it is filled with enemies that shoot at you when they die, in patterns that make simply not shooting at them not an option.
7th Jun '17 6:54:11 PM nombretomado
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* ''SpaceMegaforce'' has twelve levels. Level eight, which seems to take takes place in some kind of ship's graveyard, is the hardest one. In that level, shooting the walls will cause pieces to break off and become dangerous projectiles. Most of your weapons have bullet patterns that will cause you to hit the walls constantly, and most enemies are objects, such as gun turrets, mounted on the walls in places that are hard to hit. It's hard.

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* ''SpaceMegaforce'' ''VideoGame/SpaceMegaforce'' has twelve levels. Level eight, which seems to take takes place in some kind of ship's graveyard, is the hardest one. In that level, shooting the walls will cause pieces to break off and become dangerous projectiles. Most of your weapons have bullet patterns that will cause you to hit the walls constantly, and most enemies are objects, such as gun turrets, mounted on the walls in places that are hard to hit. It's hard.
16th Apr '17 4:58:39 PM nombretomado
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* ''{{DeathSmiles}}''[='=]s extra stage, the Gorge. In normal stages, if you pick Level 3 difficulty five times, you trigger Death Mode and suicide bullets will start to appear. So if you master scooping up and/or evading suicide bullets, the Gorge should be a high-scoring stage, right? ''Wrong.'' The Gorge is what the North American version's manual calls "Death level 2", in which there are far more suicide bullets than normal. It says something about this stage's difficulty when even otherwise-hardened high-scoring players choke on this stage; in fact, playing this stage for score is strongly discouraged unless you can complete it, as you will score ''lower'' than if you just go straight to the final stage and finish it.
* ''SpyHunter'' (for the [=PS2/GC/Xbox=]) has ''quite'' a few.

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* ''{{DeathSmiles}}''[='=]s ''VideoGame/DeathSmiles''[='=]s extra stage, the Gorge. In normal stages, if you pick Level 3 difficulty five times, you trigger Death Mode and suicide bullets will start to appear. So if you master scooping up and/or evading suicide bullets, the Gorge should be a high-scoring stage, right? ''Wrong.'' The Gorge is what the North American version's manual calls "Death level 2", in which there are far more suicide bullets than normal. It says something about this stage's difficulty when even otherwise-hardened high-scoring players choke on this stage; in fact, playing this stage for score is strongly discouraged unless you can complete it, as you will score ''lower'' than if you just go straight to the final stage and finish it.
* ''SpyHunter'' ''VideoGame/SpyHunter'' (for the [=PS2/GC/Xbox=]) has ''quite'' a few.
11th Jul '16 6:12:01 AM longWriter
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** And if you come from Sector X to avoid the extra StopHelpingMe of Kat, getting through the warp is nearly impossible without losing a wing, and your upgraded lasers with it.

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** And if you come from Sector X to avoid the extra StopHelpingMe AnnoyingVideoGameHelper of Kat, getting through the warp is nearly impossible without losing a wing, and your upgraded lasers with it.
30th Jun '16 10:11:44 PM Gravityman
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** There are two levels in the game that have you pilot the Landmaster tank, and where Macbeth is generally considered a BestLevelEver, the other is Titania, a ShiftingSandLand with annoying obstacles, annoying enemies, an annoying boss and nothing particularly interesting about it. There are ''two'' factors that make it even worse: firstly, going to Titania means you're locked into going to Bolse and Venom 1, and secondly Titania is a rescue mission to save Slippy, who in the story only ended up stranded there due to his own idiocy in jumping into the Sector X boss fight. As salt in the wound, if you come here, the game locks you out of Area 6, and by extension, the "backdoor" Venom route which is easier (see the "easy" Venom route described above) and yields the good ending.

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** There are two levels in the game that have you pilot the Landmaster tank, and where Macbeth is generally considered a BestLevelEver, the other is Titania, a ShiftingSandLand with annoying obstacles, annoying enemies, an annoying boss and nothing particularly interesting about it. There are ''two'' factors that make it even worse: firstly, going to Titania means you're locked into going to Bolse and Venom 1, and secondly Titania is a rescue mission to save Slippy, who in the story only ended up stranded there due to his own idiocy in jumping into the Sector X boss fight. As salt in the wound, if you come here, the game locks you out of Area 6, and by extension, the "backdoor" Venom route which is easier (see the "easy" Venom route described above) and yields the good ending.
4th Jun '16 9:48:29 PM nombretomado
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** If a stage is a mechanical fortress, it's going to be a DeathCourse, especially in ''Gradius III'' (arcade/PS2 version). Swarms of Zubs, aka GoddamnedBats teleport in to assault the Vic Viper, then there's MalevolentArchitecture in the form of flying ceiling tiles, followed by ships that leave behind indestructible wrecks when killed, miniature DegradedBoss versions of the invincible spider mecha from ''Gradius II'', a LaserHallway, SmashingHallwayTrapsOfDoom, as well as a MiniBoss that must be fought while dodging those, and an invincible giant blue spider mecha boss where you must navigate through the legs. At the entrance to Bacterion's lair, you must blast through Regenerating Walls that have organic SmashingHallwayTrapsOfDoom in between. After you defeat the AntiClimaxBoss, you have to escape through a narrow turbo tunnel, better have an extra speed-up or two.

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** If a stage is a mechanical fortress, it's going to be a DeathCourse, especially in ''Gradius III'' (arcade/PS2 (arcade/[=PS2=] version). Swarms of Zubs, aka GoddamnedBats teleport in to assault the Vic Viper, then there's MalevolentArchitecture in the form of flying ceiling tiles, followed by ships that leave behind indestructible wrecks when killed, miniature DegradedBoss versions of the invincible spider mecha from ''Gradius II'', a LaserHallway, SmashingHallwayTrapsOfDoom, as well as a MiniBoss that must be fought while dodging those, and an invincible giant blue spider mecha boss where you must navigate through the legs. At the entrance to Bacterion's lair, you must blast through Regenerating Walls that have organic SmashingHallwayTrapsOfDoom in between. After you defeat the AntiClimaxBoss, you have to escape through a narrow turbo tunnel, better have an extra speed-up or two.
29th Dec '15 7:08:59 AM LucaEarlgrey
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* One stage of ''VideoGame/PointBlank 2'' has you shooting parachutes to drop bombs into your respective mascot's basket. As any seasoned ''Point Blank'' player knows, shooting a bomb in any stage costs 1 life, ''per bomb shot''. And because there are so many bombs on the screen at once parachuting down, it's perfectly possible to lose all of your lives for a GameOver afterwards even if you clear the stage. Ultimately, the strategy for this stage if you're not feeling confident boils down to going in with at least 2 lives left and just ''not doing anything''; losing 1 life because of a failed quota is better than losing 3 (or 5, or [[EpicFail enough to make two lines of MISS tallies]]) due to bombs.

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* One As any seasoned ''VideoGame/PointBlank'' player knows, shooting a bomb in any stage costs 1 life, ''per bomb shot''. But, one stage of ''VideoGame/PointBlank ''Point Blank 2'' has you shooting parachutes to drop bombs into your respective mascot's basket. As any seasoned ''Point Blank'' player knows, And yes, shooting a bomb bombs in any this stage costs 1 life, ''per bomb shot''.still takes away lives. And because there are so many bombs on the screen at once parachuting down, it's perfectly possible to lose all of your lives for a GameOver afterwards even if you clear the stage. Ultimately, the strategy for this stage if you're not feeling confident boils down to going in with at least 2 lives left and just ''not doing anything''; losing 1 life because of a failed quota is better than losing 3 (or 5, or [[EpicFail enough to make two lines of MISS tallies]]) due to bombs.
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