A common level type in games already relying on the Unexpected Gameplay Change
, and almost expected in Gameplay Roulette
titles, the Unexpected Shmup Level
is a Sub-Trope
where your character ends up having to go through an unexpected Shoot 'em Up
based level, usually of the 2D side scrolling space shooter kind (think Gradius or the like). This is very common in the Space Zone
levels, and for some reason unknown, a relatively common gameplay style for final levels and Final Boss
As the example list shows, there are two very distinct forms of this level, and they are as follows:
- The standard space shooter game where your character is automatically moving down a left to right or bottom to top path, shooting down numerous enemy spaceships and collecting power ups. Think say, Gradius, R-Type or Ikaruga, and this is the exact gameplay style used. There will always be a boss battle at the end against either a giant UFO/space ship/mecha or a reactor.
- A 3D Rail shooter type of level.
Side Scrolling/Up Scrolling Space Shooter Examples
Rail Shooter Examples
- The games in the Sonic the Hedgehog series, following Sonic and Knuckles, tend to have a True Final Boss battle that plays like this as a reward for collecting all of the Green Rocks/getting 100% Completion / etc. The main character goes 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 Sonic the Hedgehog 2 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.
- Sonic the Hedgehog 2: Special Edition* has a side-scrolling shooter level (blatantly "borrowed" from Se Ga Ga Ga) 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 Super Mario Land were this kind of level.
- The first part of Super Paper Mario's Outer Space chapter and the battle against Brobot had elements of this.
- Wario Land The Shake Dimension's Subwarine underwater levels were this type of level.
- Kirby games have a habit of playing this for penultimate battles, in conjunction with an Eleventh Hour Superpower, starting with the second game in the series, Kirby's Adventure, and reaching an apotheosis in Kirby Super Star (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.
- And again in Kirby 64.
- And again in Kirby's Epic Yarn.
- And again in Kirby's Return to Dream Land.
- The 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 Bomberman Hero apparently.
- Level 2 of Battletoads for Game Boy is a horizontal-scrolling shmup level. Level 7 of the original 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 Solar Jetman (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 Amiga port of Battletoads.
- Speaking of Solar Jetman, its final act, after you complete the Golden Warpship, is a side-scrolling shmup.
- Jade Empire has these kinds of minigames.
- Gunstar Heroes features a spaceship level near the end. Interestingly, your weapons still work the same way as they normally do.
- Stinkoman 20X6 has this happen on level 9.
- No More Heroes 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 Show Within a Show Pure White Lover Bizarre Jelly.
- The second-to-last boss in Beyond Good & Evil 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 WarioWare is a sudden scrolling shooter against a group of very geometric aliens. In 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 Serious Business at 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 Gameplay Roulette, there are 3-second SHMUP sections in all of the games in the series.
- Burning Rangers 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 I Wanna Be the Guy when you jump into the Vic Viper.
- The final level in the first Kid Icarus game.
- Kid Icarus: Uprising, 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.
- SeGaGaGa ends with a shoot-em-up segment straight out of Thunder Force 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 Sega CD 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 Thunder Force 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 Thunder Force VI.
- 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.
- La-Mulana's battle against Palenque (complete with a graphical reference to Gradius 2 MSX.)
- Dynamite Headdy 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 Difficulty Spike.
- Rocket Knight Adventures 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.
- Cave Story turns into a Horizontal Scrolling Shooter for the Boss Battle against Ironhead. (This is a Shout-Out to a previous Studio Pixel game, Ikachan, which is however not a shmup but a Metroidvania.)
- Mega Man series:
- V (GB) has a Shmup level right before the final stage.
- Mega Man 8 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.
- Mega Man X 8 has two of the 8 maverick stages as behind the rail shooters. Whilst the game was generally well recieved, these levels weren't.
- Rockman 4 Minus Infinity 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.
- Drawn to Life has a shmup level once you draw the Rocket Ship.
- 20th Anniversary Pac-Man World has a Galaga-like space shooter level.
- Metal Slug 3 has a vertical space shooter level accompanied by Crowning Music of Awesome as an intro to the last level.
- Another Metal Slug game - possibly 4, though I could be mistaken - has a level that starts out as a normal one, but becomes an Unexpected Shmup Level in the final section just before the level's boss (which is a giant airplane with turrets and missile launchers).
- Most of Sin and Punishment is a third-person rail shooter, but one level turns the perspective into a side-scrolling affair.
- The Sega Saturn game based on Magic Knight Rayearth ends with two brutally hard vertical-shooter bosses.
- Shockman, normally a poor-man's Mega Man clone, becomes an R-Type-style shmup in its third and sixth levels.
- Viewtiful Joe and its sequel allow you to pilot the Six Machine through part of a level.
- The NES game for Felix the Cat 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.
- Mushroom Kingdom Fusion 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 Author Appeal.
- While it's tough to consider it "unexpected" given the Bullet Hell 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 Super Mario World 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 Spy Hunter 's fourth stage is an Auto-Scrolling Level on a highway in the sky, and the fifth stage is one-third boat shooter and one third airplane shooter, complete with spreadfire vulcan and missiles. The boat levels in the first game also count.
- The "Chase" and "Armada" levels in The Rocketeer for the SNES. Then again, it's a Gameplay Roulette.
- In the Super Story Mode of the PS version of JoJo's Bizarre Adventure, the fight against Lovers and its drones is the side-scrolling version of this.
- 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 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 Digital Devil Saga there is a bonus where you can play a 2d shooter with Cielo.
- There is a side-scrolling shooter level in the JoJo's Bizarre Adventure videogame's story mode, which also takes place inside one of the protagonists. Though by that point in the game, you've had so many non-standard levels (it's supposed to be a Fighting Game) it doesn't come as much of a surprise.
- The PS (and assumedly PSP) version(s) of Tales of Phantasia have a pretty elaborate shooter minigame available a broken-down hi-tech town called Groovy Arche, starring the resident Black Magician Girl, 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 The World God Only Knows plays a horse racing game that suddenly becomes Bullet Hell.
- 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 Rayman 3: Hoodlum Havoc the second phase of the final boss fight Rayman jumps into a plane and has to fight the boss to win the game.
- Captain America and the Avengers 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.
- The Konami crossover platformer Wai Wai World has one towards the end, where the player is given the choice of flying either Vic Viper or 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 Games from Mini Robot Wars are like this.
- Shows up in several Batman (Sunsoft) games:
- The "Gotham City Street" stage in Batman for the Sega Genesis 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 Game Boy version) is a more normally styled example, aside from the Monster Clown 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 Jet Pack.
- Batman for Game Boy has two Batwing stages. The second one is considered to be That One Level.
- Takeshis Challenge 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 Bravoman, the Under the Sea 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 Battleship Raid 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 Adventure Time video game, Lumpy Space Princess goes on a Suicidal Cosmic Temper Tantrum when she finds Finn threw out the home-made ashtray she made for his birthday, and tries to 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 Knights of the Old Republic you have to shoot a bunch of enemy ships before they let you take off on the Ebon Hawk for the first time.
- Taito's Superman Arcade Game ended each stage with a Horizontal Scrolling Shooter section.
- In Alice: Madness Returns, 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. There's an achievement for getting through using only one ship.