A common level type in games already relying on the UnexpectedGameplayChange, and almost expected in GameplayRoulette titles, the UnexpectedShmupLevel is a SubTrope where your character ends up having to go through an unexpected ShootEmUp based level, usually of the 2D side scrolling space shooter kind (think Gradius or the like). This is very common in the SpaceZone or [[UnderTheSea underwater]] levels, and for some reason unknown, a relatively common gameplay style for final levels and FinalBoss battles.

As the example list shows, there are two very distinct forms of this level, and they are as follows:

# The standard [[ShootEmUps space shooter]] game where your character is automatically moving down a left to right or bottom to top path, shooting down numerous [[{{Mooks}} enemy spaceships]] and collecting power ups. Think say, ''VideoGame/{{Gradius}}'', ''VideoGame/RType'' or ''VideoGame/{{Ikaruga}}'', and this is the exact gameplay style used. There will always be a boss battle at the end against either a [[BattleshipRaid giant UFO/space ship/mecha]] or a [[ReactorBoss reactor]].
# A 3D Rail shooter type of level.

----
!!Examples

'''Side Scrolling/Up Scrolling Space Shooter Examples'''

* The UrExample is the first ''Videogame/{{Ultima}}'', which included a space shooter segment inside what was normally an RPG--published in 1981.
* The games in the ''SonicTheHedgehog'' series, following ''[[VideoGame/Sonic3AndKnuckles Sonic and Knuckles]]'', tend to have a TrueFinalBoss battle that plays like this as a reward for collecting all of the GreenRocks/getting HundredPercentCompletion / etc. The main character goes [[SuperMode Super Saiyan]] and flies off to fight the Big Bad by either shooting at it or ramming into it. Or in one case, letting it shoot at you and then ramming the things it shot.
** Sky Chase Zone from ''VideoGame/SonicTheHedgehog2'' is an odd borderline case, as you're on a biplane and the level is arranged like a horizontal shooter, but you still control and attack like in the normal platforming levels.
** ''SonicTheHedgehog2SpecialEdition''[[labelnote:*]]an AffectionateParody of ''Sonic'', taking the form of a LetsPlay of a fictitious UpdatedRerelease[[/labelnote]] has a side-scrolling shooter level (blatantly "borrowed" from ''VideoGame/SeGaGaGa'') in which you fight various Sega game systems. By that point, it's probably the most sensible thing that's happened.
* Levels 2-3 and 4-3 in ''VideoGame/SuperMarioLand'' were this kind of level.
* The first part of ''VideoGame/SuperPaperMario'''s Outer Space chapter and the battle against Brobot had elements of this.
* ''VideoGame/WarioLand The Shake Dimension'''s Subwarine underwater levels were this type of level.
* ''VideoGame/{{Kirby}}'' games have a habit of playing this for penultimate battles, in conjunction with an EleventhHourSuperpower, starting with the second game in the series, ''VideoGame/KirbysAdventure'', and reaching an apotheosis in ''VideoGame/KirbySuperStar'' (and again in ''Kirby Super Star Ultra''). As it's standard for the series, ''unexpected'' is probably the wrong word, but, let's face it, the rest of the levels are about a cuddly pink thing running around and eating stuff.
** ''Kirby's Dream Land'', the first game, used it for the level 3 boss fight with Kaboola instead. This boss was left out of the rehash of the game in ''Kirby Super Star'', but finally made a comeback in ''Kirby Super Star Ultra''.
** They also used this for the last final boss fight in ''Kirby and the Amazing Mirror''.
** [[RunningGag And again in]] ''VideoGame/KirbysEpicYarn''.
** [[OverlyLongGag And again in]] ''VideoGame/KirbysReturnToDreamLand''. [[spoiler: The tradition is played with somewhat this time, if you've been paying attention to the pattern of past games.]]
* The ''VideoGame/{{Turrican}}'' games had this a lot, most notably in ''Turrican II'' where the entire third world was played as rather excellent 2D space shooter, lampshaded with a Force power-up from R-Type seen hanging by the world 2 exit.
* Some of the underwater levels in ''VideoGame/{{Bomberman}} Hero'' apparently.
* Level 2 of ''Battletoads'' for GameBoy is a horizontal-scrolling shmup level. Level 7 of the original ''VideoGame/{{Battletoads}}'' would be this, except that you can't shoot anything. Level 4 of ''Battletoads and Double Dragon'' is a turn-and-thrust shooting stage clearly based on ''VideoGame/SolarJetman'' (a previous {{Rare}} game for the NES), and the final level of the arcade ''Battletoads'' is best describable as a 2D side-view rail shooter. Another horizontal shooter level is "Pot Holing," exclusive to the UsefulNotes/{{Amiga}} port of ''Battletoads''.
** Speaking of ''VideoGame/SolarJetman'', its final act, after you complete the Golden Warpship, is a side-scrolling shmup.
* ''VideoGame/JadeEmpire'' has these kinds of minigames.
* ''VideoGame/GunstarHeroes'' features a spaceship level near the end. Interestingly, your weapons still work the same way as they normally do.
* ''VideoGame/Stinkoman20X6'' has this happen on level 9.
* ''VideoGame/NoMoreHeroes'' fills the time to one of the boss fights by having Travis fall asleep on a train and dream that he's playing a vertical shooter based on the ShowWithinAShow ''Pure White Lover Bizarre Jelly''.
** Another one in ''NoMoreHeroes2DesperateStruggle''
* The second-to-last boss in ''VideoGame/BeyondGoodAndEvil'' puts you in an on-rails spaceship boss fight to take down The Dragon's Tripod Terror.
* The boss game for ''Dribble and Spitz'''s level in the original VideoGame/WarioWare is a sudden scrolling shooter against a group of very geometric aliens. In ''[[VideoGame/WarioWare WarioWare: Twisted!]]'', in Kat & Ana's boss stage, you play as a robot who shoots out hands with fingers extended, destroying noses by picking them (nose-picking is SeriousBusiness at VideoGame/WarioWare Inc), and in ''Touched!!'', Ashley's boss stage has you controlling the Earth itself, dodging bullets and other stuff before finally shooting away at an alien mothership.
** Seeing how the game is based around GameplayRoulette, there are 3-second SHMUP sections in all of the games in the series.
* ''VideoGame/BurningRangers'' was a third person game based around a firefighter putting out fires, saving people, performing acrobatic movements with jetpacks and fighting giant monsters. However at one section of the game you controlled their spaceship and flew through a crumbling spacestation before it got crashed into a massive spaceship that just came through a wormhole. Now that I think about it, that game didn't make a whole lot of sense.
* Happened near the end of ''VideoGame/IWannaBeTheGuy'' when you jump into the [[VideoGame/{{Gradius}} Vic Viper]].
* The final level in the first ''VideoGame/KidIcarus'' game.
** ''VideoGame/KidIcarusUprising'', which is already mostly a shooting game, has a straight shoot-em-up segment when you use the Lightning Chariot. Oddly enough you can beat many enemies by ramming into them; only shots and asteroids actually hurt you.
* ''VideoGame/{{SeGaGaGa}}'' ends with a shoot-em-up segment straight out of ''VideoGame/ThunderForce V'', despite the rest of the game being an RPG/corporation sim. You fight various Sega game systems: the SG-1000, the Master System, then the Megadrive with the SegaCD reader and 32X.
** You can play this sequence as a minigame afterward, and you can select from two ships: the R-360 cabinet you use in the story mode, and the Syrinx, which was meant to be the main ship for ThunderForce VI on the Dreamcast before it got scrapped. The final boss theme, ''The Justice Ray Part.3'' is also on the "Broken Thunder" soundtrack for ThunderForce VI.
* ''[[VideoGame/{{Boktai}} Lunar Knights]]'' is a surprisingly enjoyable Zelda/Diablo clone, with a rather unfortunate design decision to cap off every boss fight with a ten minute long unskippable really freakin' hard space shooter level. Making the shooter levels even harder is that the DS stylus is used to move your ship ''and'' to fire your guns, so you can only do one or the other at any given time.
* ''VideoGame/LaMulana'''s battle against Palenque (complete with a graphical reference to ''VideoGame/{{Gradius}} 2 MSX''.)
** Room 21 of the [[BonusLevelOfHell Hell Temple]] requires you to [[spoiler:score enough points on a [[AffectionateParody parody]] of a [[VideoGame/{{Parodius}} parody]] of ''Gradius''.]]
* ''VideoGame/DynamiteHeaddy'' has not one, but '''two''' consecutive shoot-em-up levels. At the start of the first, and at regular intervals throughout both, you can select one of three different flight heads for Headdy. The Air Head turns Headdy's head into an airplane and lets him fire 3-way bullets either left or right. The Feather Head gives him a bird head, letting him spit projectiles which arc downward. The Rocket Head turns his head into a missile, letting him fly faster than normal and shoot penetrating lasers straight forward, but he can only face to the right.
** This act also has two bosses (only counting bosses that have their own scene, otherwise three). Non-shmup fans, prepare for a DifficultySpike.
* ''VideoGame/RocketKnightAdventures'' has at least three true Shmup levels I can think of. One leading to the castle, one through the enemy city, and another through space.
* ''VideoGame/CaveStory'' turns into a HorizontalScrollingShooter for the BossBattle against Ironhead. (This is a ShoutOut to a previous Studio Pixel game, ''Ikachan'', which is however not a shmup but a {{Metroidvania}}.)
* VideoGame/MegaMan series:
** ''V'' (GB) has a Shmup level right before the final stage.
** ''VideoGame/MegaMan8'' has this happening twice during the course of the game, first during Tengu Man's stage and then in Wily's Castle.
** And the jet ski section of Wave Man's stage in ''5''.
** ''VideoGame/MegaManX 8'' has two of the 8 maverick stages as behind the rail shooters. Whilst the game was generally well recieved, these levels [[ThatOneLevel weren't]].
** ''VideoGame/Rockman4MinusInfinity'' has the second half of Cossack Castle Stage. Mega Man rode on the Balloon Adaptor until Shadow Man ambushed him. Rush saved him and Mega Man defeated Shadow Man, enabling the usage of the Robot Master Weapons for the rest of the stage.
* ''VideoGame/DrawnToLife'' has a shmup level once you draw the Rocket Ship.
* ''20th Anniversary PacMan World'' has a ''{{Galaga}}''-like space shooter level.
* ''VideoGame/MetalSlug 3'' has a vertical space shooter level accompanied by [[AwesomeMusic/VideoGames Crowning Music of Awesome]] as an intro to the [[Awesome/VideoGameLevels last level]].
** ''Metal Slug 5'' has a level that starts out as a normal one, but becomes an UnexpectedShmupLevel in the final section just before the level's boss (which is a giant airplane with turrets and missile launchers).
* Most of ''VideoGame/SinAndPunishment'' is a third-person rail shooter, but one level turns the perspective into a side-scrolling affair.
* The SegaSaturn game based on ''Manga/MagicKnightRayearth'' ends with two ''brutally'' hard vertical-shooter bosses.
* ''Shockman'', normally a poor-man's Mega Man clone, becomes an RType-style shmup in its third and sixth levels.
* ''VideoGame/ViewtifulJoe'' and its sequel allow you to pilot the Six Machine through part of a level.
* The NES game for ''FelixTheCat'' has one of these when Felix is flying his spaceship in order to get The Professor's lair on an alien planet. This is also one of the more difficult levels, as you HAVE to keep on collecting powerups in order to keep your spaceship going; unlike the other levels, Felix can't survive without his spaceship.
* ''VideoGame/MushroomKingdomFusion'' was going to have a whole ''world'' based on this, but it was replaced with a fantasy / mythological world and the Shmup gameplay system was scrapped due to being an example of AuthorAppeal.
* While it's tough to consider it "unexpected" given the BulletHell [[VideoGame/{{Touhou}} franchise it's based on]], the World 6-2-4 boss in the mostly Mario-like fan-game ''Super Marisa World'', Kaguya, is, well, pretty much a side-scrolling version of the Kaguya fight from ''Imperishable Night''. (The level itself is based on the aforementioned ''Super Mario Land'' 4-3, as despite the title suggesting its a straight ''VideoGame/SuperMarioWorld'' knockoff, every pre-''64'' Mario game is referenced at times--even ''Super Mario World 2: Yoshi's Island'' and ''Super Mario Land 2: 6 Golden Coins''.)
* ''Super VideoGame/SpyHunter'' 's fourth stage is an AutoScrollingLevel on a highway in the sky, and the fifth stage is one-third boat shooter and one third airplane shooter, complete with [[SpreadShot spreadfire vulcan]] and missiles. The boat levels in the first game also count.
* The "Chase" and "Armada" levels in ''VideoGame/TheRocketeer'' for the SNES. Then again, it's a GameplayRoulette.
* In the Super Story Mode of the PS version of ''Manga/JoJosBizarreAdventure'', the fight against Lovers and its drones is the side-scrolling version of this.
* ''VideoGame/{{Machinarium}}'' has an in-game walkthrough, but every time you access it you must first complete a shmup {{Minigame}}. Perhaps intentionally, the game is incredibly boring, with one enemy type, no powerups or alternate attacks, slow movement speed, and controls of limited responsiveness.
* In ''[[VideoGame/MortalKombat3 Ultimate Mortal Kombat 3]]'', of all things, completing the game would let you choose one of a number of rewards (though the game wouldn't tell you what they were until you picked one). They included character bios, fatality demonstrations, particularly hard bonus fights... and a {{Galaga}}-themed shoot-em-up minigame.
* In the second ''DigitalDevilSaga'' there is a bonus where you can play a 2d shooter with Cielo.
* The PS (and assumedly PSP) version(s) of ''VideoGame/TalesOfPhantasia'' have a pretty elaborate shooter minigame available a [[TechnoWreckage broken-down hi-tech town]] called Groovy Arche, starring the resident BlackMagicianGirl, you guessed it, Arche, complete with 3 weapons that can be powered up and used simultaneously, bombs, complex scoring system and lots of voice clips unique to the minigame. Too bad it's only 2 levels long and to get to the second one, you need to score high enough in the first one, which is no easy feat. It was popular enough to be made into a separate cellphone game.
* Non-videogame example: Keima from ''Manga/TheWorldGodOnlyKnows'' plays a horse racing game that suddenly becomes BulletHell.
* ''Dark Nebula 2'' has one right at the end of the game in which you link up to a space-ship and fly into the sky to do battle with the final boss and escape.
* In ''VideoGame/Rayman3HoodlumHavoc'' the second phase of the final boss fight Rayman jumps into a plane and has to fight the boss to win the game.
* ''VideoGame/CaptainAmericaAndTheAvengers'' turned into a horizontal shmup at two points: the middle of Scene 2, flying above a city, and the beginning of Scene 5, flying through space.
* ''VideoGame/WaiWaiWorld'' has a shmup level towards the end, where the player is given the choice of flying either [[VideoGame/{{Gradius}} Vic Viper]] or VideoGame/TwinBee. The sequel has a short one in the middle of the first world and then later stages in the style of ''[=TwinBee=]'' and ''Gradius''.
* Quite a number of {{Mini Game}}s from ''MiniRobotWars'' are like this.
* Shows up in several ''VideoGame/BatmanSunsoft'' games:
** The "Gotham City Street" stage in ''Batman'' for the SegaGenesis is nominally a Batmobile driving level, but it actually plays as a horizontal shooter. The later sky stage with the Batwing (also featured in the GameBoy version) is a more normally styled example, aside from the MonsterClown inflatables.
** ''Batman: Return of the Joker'' for the NES also has two shooter stages (2-2 and 5-2) where Batman flies down horizontal tunnels in a JetPack.
** ''Batman'' for Game Boy has two Batwing stages. The second one is considered to be ThatOneLevel.
* ''VideoGame/TakeshisChallenge'' has the hang-gliding level, a horizontal scrolling stage which is made all the more infuriating because of the inability to gain height without clouds that can fall victim to shots.
* In ''VideoGame/{{Bravoman}}'', the UnderTheSea levels all play shmup style, with the ordinary attacking and jumping controls now producing missiles and depth charges.
* The Cloud Land boss battle in ''The Adventures of Tom Sawyer'' combines this with a BattleshipRaid against an airship/zeppelin. Earlier, the River stage is a vertical-scrolling shmup-style level on a raft.
* ''Final Zone II'', a run-and-gun shooter, switches to continuous vertical-scrolling helicopter action in Round 3.
* In the ''VideoGame/AdventureTime'' video game, [[spoiler: [[DramaQueen Lumpy Space Princess]] goes on a SuicidalCosmicTemperTantrum when she finds Finn threw out the home-made ashtray she made for his birthday, and tries to [[DisproportionateRetribution sabotage the Lumpy Space Reactor Core and blow up all of Ooo]]. Finn and Jake proceed to ride Lady Raincorn through Lumpy Space in order to stop LSP... by blasting her with rainbow-colored lasers while a delightfully-cheesy pop song plays.]]
* In ''VideoGame/KnightsOfTheOldRepublic'' you have to shoot a bunch of enemy ships before they let you take off on the Ebon Hawk for the first time.
* Creator/{{Taito}}'s ''Superman'' ArcadeGame ended each stage with a HorizontalScrollingShooter section.
** ''The Death and Return of Superman'', a BeatEmUp by Creator/{{Sunsoft}} for the SuperNintendo, had similar segments.
* In ''VideoGame/AliceMadnessReturns'', the game transitions from the land-based platforming section to the underwater-but-it-doesn't-much-matter platforming section with a side-scrolling underwater shooter featuring you piloting the ''HMS Gryphon'' and avoiding the Shipwreck Sharks and Cannon Crabs and their shots or shooting them with cannonballs and depth charges. [[spoiler:There's an achievement for getting through using only one ship.]]
* ''VideoGame/AngryVideoGameNerdAdventures'' has multiple auto-scrolling shooter sequences, such as the VideoGame/SilverSurfer sequence in "Future Fuckballs 2010", the [[TheGiantClaw Giant Claw]] fight in "Dungeons and Dickholes" and the shark ride in "Thy Farts Consumed".
* ''{{Videogame/Shantae}}'' ''Risky's Revenge'' has a bubble-shooting underwater section like this right before the final boss.
* Every chapter in ''VideoGame/AstroBoyTheVideoGame'' has at least one shmup level.
'''Rail Shooter Examples'''

* The first ''VideoGame/DevilMayCry'', after hack'n'slashing your way through the entire game, ends with two of these. [[spoiler:The first one is the first battle against Mundus, then, after battling his second form, going through a TimedMission that has you escaping the place, and then throwing down with his third and final form, Dante and Trish escape on a biplane in the second and final rail shooter level]].
** ''VideoGame/{{Bayonetta}}'', the SpiritualSuccessor to DMC, turns into a rail shooter for Chapter 14. True to the game's mood, you're not flying a jet, spaceship, or even unassisted; you're riding a missile toward the next area.
* The battle against N. Gin in ''Videogame/CrashBandicoot3Warped'' was basically a rail shooter.
* ''VideoGame/StarFoxAdventures'' was mostly a Zeldalike--but being a Star Fox game, included shoot-em-up mini-games between The Hub and the different dungeons. Oh, and the final boss as well. Hope you practiced!
** Of course, this may be an inversion: people ''expect'' the space shooter levels in a ''VideoGame/StarFox'' game, while the ''Zelda''-esque bits are the aberration. Played straight in the level where you're shooting down missiles from the back of a sauropod, though.
** The game was originally called Dinosaur Planet and got shoehorned into the Star Fox universe. The shooter levels were added in an attempt to make it more like Star Fox.
* The credits of ''SuperSmashBrosMelee'' is a shooting game.
** ''Brawl'' does this too when you beat Classic or All-Star mode. It also features the Coin Shooter minigame that lets you collect trophies and stickers, and is a [[SidetrackedByTheGoldSaucer great source of distraction]].
* The two Pegasus segments of ''VideoGame/GodOfWar II'' might feel familiar to those who played ''VideoGame/StarFox64''. Of course, without Peppy saying [[MemeticMutation "Do a barrel roll!"]].
** Or Slippy. So infinitely preferable.
* One of the {{minigame}}s from ''VideoGame/FinalFantasyVII'' is a rail shooter. Literally. You're firing from a roller coaster car and you can see the tracks.
* FinalFantasyCrystalChroniclesCrystalBearers has this right at the beginning.
* The final boss of ''VideoGame/Kirby64TheCrystalShards''.
* ''VideoGame/{{Cyberia}}'' included a first-person rail shooter segment near the end of the game.
* The Prague Countryside truck ride and Colombia helicopter ride in ''SoldierOfFortune II: Double Helix''.
* ''VideoGame/CallOfDuty'' has few rail-shooter segments, such as the car ride level in the first game. Prominently featured in Call of Duty 4: Modern Warfare are: Death from Above, Shock and Awe, and Game Over (the final mission).
* A rare case of a shmup having an Unexpected Different Kind of Shmup Level: ''{{Gradius}} III'' (Arcade version) had a 3D rail shooter sequence pop up in the fourth stage, the difficulty here being using the [[ScrappyLevel impossible controls to avoid walls.]]
* ''RedFaction 2'': "Shrike's Wild Ride" and "Tank on the Town".
* Konami's ''Ajax'' alternates between a top-down helicopter ShootEmUp and a 3D jet rail shooter. A form of GameplayRoulette, actually.
* ''{{Driver}} 3'' features a rather [[ThatOneLevel scrappy]] rail shooter mission in France.
** And then again in Istanbul, only here, you have a {{BFG}} No more needing to burst the police cruisers after you with a [[BoringButPractical machine pistol]]!
* The ''MedalOfHonor'' series does this several times, ''e.g.'' the jeep level in ''Allied Assault'', the halftrack ride in ''Spearhead'', and the truck ride and MinecartMadness sequences in ''Frontline''.
* ''KingdomHearts'' does this with the Gummi Ship, which is used to travel between worlds. ''VideoGame/KingdomHeartsII'' plays the trope even straighter: while the ''Kingdom Hearts'' example was essentially a 3D standard "moving forward" shmup, ''Kingdom Hearts II'' updates it to be a full rail shooter. It even adds a BattleshipRaid complete with a ReactorBoss. And then there's the random rail-shooter segment during the [[FinalBoss final battle]] which does not involve the Gummi Ship. And that's leaving out the minigame in Christmas Town...
** In ''VideoGame/KingdomHeartsCoded'', the entire ending stage of Wonderland, including the boss, is a rail-shooter.
** Dive Mode ''VideoGame/KingdomHearts3D'' is closer to a rail-shooter than anything else.
* ''VideoGame/SuperMarioSunshine'' has a literally on-rails mission in Pinna Park where one must get water rockets while on a roller coaster to aim and fire at Mecha-Bowser while avoiding Bullet Bills from behind. This is repeated in the same world except with shooting down balloons under a time limit.
* ''Franchise/JamesBond''
** ''VideoGame/AgentUnderFire'' has one in the second mission. The first mission is standard FPS controls. The second? Rail shooter. Then it's back to the FPS controls... [[GameplayRoulette before the 4th mission that is a DRIVING MISSION.]]
--> Bond (to partner) You drive, I'll shoot!
** The LicensedGame of ''VideoGame/TomorrowNeverDies'' also has a ''VideoGame/SpyHunter''-style driving level.
* The 3D ''VideoGame/GrandTheftAuto'' games every now and then include a mission where you're gunning enemies from a moving vehicle.
** Subverted in The "Da Nang Thang" from ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'', where it initially looks like it's going this route, only for your helicopter to be shot down almost immediately, forcing you to complete things on foot.
* In ''SuperStarWars'':
** Two early levels have the player shooting Jawas in a landspeeder (third-person view) in order to head to a destination. The second-last level is similar with the player in an X-Wing having to shoot TIE fighters and Death Star towers that one-hit-kill the player. The final level is a first-person rail shooter, in the Death Star trench, of course.
** The trend continues in ''Super Empire Strikes Back'' (Battle of Hoth 3D and side-scrolling shooter sequences, Asteroid Field in the Falcon after escaping Hoth, and in Luke's X-Wing approaching Cloud City), ''Super Return of the Jedi'' (Speeder Bike chase on Endor and the fleet battle above Endor / Death Star II bombing run).
** The trend also continues in ''Shadows of the Empire'' where literally every other level is some sort of vehicle based mission. Two of these, the Asteroid Field and the first half of the Skyhook Battle, are rail shooters, one is a speeder bike race, and the last two are free-range flight combat.
** ''Star Wars'' platform games have a love for this trope dating back to the 1987 Famicom game, prior to which almost every ''Star Wars'' LicensedGame was a ShootEmUp of one sort or another.
* Bomber Jet and Bomber Marine levels in ''VideoGame/BombermanHero'', with the exception that the Marine is capable of stopping and moving backwards.
* ''VideoGame/JakIIRenegade'' has a couple of levels like this, shooting down Krimzon Guards with jetpacks or flying Metal Heads and at one point destroying a tanker. Jak 3 also has a couple ''stationary'' rail-shooter type missions, using Spargus City's turret gun to shoot targets [[spoiler: or Dark Makers]] out of the sky before they make landfall. Of course, this series is one of the kings of the UnexpectedGameplayChange.
* The FinalBoss battle of ''VideoGame/SyphonFilter: Logan's Shadow'' combines this with an ElevatorActionSequence.
* The final stage of the SegaGenesis version of ''VideoGame/MichaelJacksonsMoonwalker'' is a [[SimulationGame space sim]] style level.
* The 3D ''SpyHunter'' games occasionally have RailShooter levels where you control the Weapons Van's turret.
* The final boss of ''ExMortis II'' turns the game into a simplistic arcade shooter where he throws imps and melee attacks at you.
* ''VideoGame/{{Scaler}}'' tosses a couple of RailShooter segments in at the start of a couple of stages, where you control [[GiantFlyer Reppy]]. There's also a boss battle consisting of this.
* ''VideoGame/QuakeIV'' features a scene where you go between two towers on a monorail which is slightly damaged, so it doesn't make full speed. Other rails are constantly catching up...
** There's also the convoy level.
* ''VideoGame/AssassinsCreedBrotherhood'' has this happen when [[spoiler: Ezio steals the Machine Gun.]]
* GearsOfWar 2 has a brief rail shooter sequence when you first get your flying mount.
* ''[[VideoGame/JustCause Just Cause 2]]'' has a few missions that the player is expected to complete primarily like this. All are {{escort mission}}s where you car-surf on the protectee's vehicle. However, you are still free to complete these as you like. One, done on a car, relies on your own finite ammo supply, and so practically requires jumping from car to car. Another is for a boat with a mounted minigun, so it's a bit more sensible to stay put.
* By combining a mine cart, BulletHell, and magical ranged attacks in ''VideoGame/NieR''... and you get a shoot-em up. While you can attack with your melee weapons, the bulk of the enemies are well outside their range, forcing you to use magic.
* ''{{Darksiders}}'' has a ''VideoGame/PanzerDragoon''-esque rail shooter section as you ride on a griffin to a dungeon inaccessible by land. The trophy/achievement for killing a certain number of enemies during it is considered ThatOneAchievement by some, especially since you can't replay it unless you knew to make a save right before it or you start a new game.
* ''Videogame/TheWorldIsNotEnough'' (N64) has Cold Reception, a ski shooter based on the parahawk battle from the movie.
* In one chapter of the Tip of the Spear mission from ''VideoGame/HaloReach'', during your ride to the Spire, you use the [[FutureCopter Falcon]]'s mounted grenade launcher to take out ground targets, including Shade turrets, Fuel Rod turrets, and Wraiths. Exodus also has a rail shooter chapter, this time using the machine gun.
* ''VideoGame/AsurasWrath'' subverts this. Unlike most other action games with a shmup level, the ones on this game are an integral part of the gameplay.
* In the third mission of ''GhostRecon: Advanced Warfighter 2'', you man a helicopter minigun turret to destroy an enemy convoy. The first ''GRAW'' has two levels of this type, one where you're clearing a landing zone near Zocalo Plaza, another while being dropped at Chapultepec Castle.
* ''TheJourneymanProject'' has a pseudo-3d space shooter minigame at the end of the Mars Colony quest, where you must chase down and neutralize the robot's escape shuttle before he destroys the alien ship.
* ''MaxPayne 3'' has a helicopter [[SnipingMission sniping]] EscortMission sequence during the second chapter, and the boat chase in Chapter 5.
* ''VideoGame/CandyMountainMassacre Revenge'' puts you in a Cupcake-piloted fighter craft for the final mission, which plays out like a rail shooter. You have a machine gun (which can overheat), and missiles (which you get two of at a time). You're up against pretty much all the enemies of the game, including ones in ships that fly and shoot purple beams and missiles at you. This is also how you fight [[SequentialBoss all three phases]] of the FinalBoss of the game.
* ''FarCry3BloodDragon'' does this in the prologue.
* ''Videogame/DynastyWarriors 7'' ([[BeatEmUp of all things]]) had these "siege weapon" sections, which are mountable weapons put in certain places in the battlefield. First there's the Ballista (you aim, fire, and wait for the ammo to hit the gate, rinse repeat), used for opening gates. Then there's the [[GatlingGood Gatling]] [[AutomaticCrossbow Crossbow]] with BottomlessMagazines ([[AnachronismStew seriously]]) sections where you basically go MoreDakka with arrows on a huge number of people (thankfully they're fixtures, so you [[GameBreaker can't use one on the whole level]]). Then there's the optional Tiger ''[[TankGoodness Tanks]]'', which [[AwesomeButImpractical move as fast as molasses]] and has an extremely slow firing rate, and is somehow [[StrongFleshWeakSteel as fragile as porcelain despite being made of bronze]], making it completely useless in harder modes where you need to quickly travel around the map and defeat enemies.
* ''VideoGame/{{Vanquish}}'' has a rail shooter sequence on a hijacked enemy transport in Act 2-3, and a ''VideoGame/SilentScope''-style [[StealthBasedMission stealth]] {{sniping mission}} on a monorail in Act 3-4.
----