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* The third-to-last boss of the game (and second-to-last, in terms of bosses that put up a real effort), Heavy Ducker. It's a massive version of those "Ducker" walker enemies that have been a staple of the series since the first game, and it pulls absolutely no punches, from a machinegun with bullets that demand precision dodging, a WaveMotionGun attack that forces you to quickly position yourself to its blindspot, and an attack where it drops mines with high-reaching explosions, dashes to the background, and fires shots at you from the background that can potentially corner and kill you since those shots fire ''while'' the mines are going off. It is perhaps a relief that it is one of the few bosses that does not get any major upgrades from the second loop beyond.

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* The third-to-last boss of the game (and second-to-last, in terms of bosses that put up a real effort), Heavy Ducker. It's [[KingMook a massive version of those "Ducker" walker enemies enemies]] that have been a staple of the series since the first game, and it pulls absolutely no punches, from a machinegun with bullets that demand precision dodging, a WaveMotionGun attack that forces you to quickly position yourself to its blindspot, and an attack where it drops mines with high-reaching explosions, dashes to the background, and fires shots at you from the background that can potentially corner and kill you since those shots fire ''while'' the mines are going off. It is perhaps a relief that it is one of the few bosses that does not get any major upgrades from the second loop beyond.
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* The third-to-last boss of the game (and second-to-last, in terms of bosses that put up a real effort), Heavy Ducker. It's a massive version of those "Ducker" walker enemies that have been a staple of the series since the first one, and it pulls absolutely no punches, from a machinegun with bullets that demand precision dodging, a WaveMotionGun attack that forces you to quickly position yourself to its blindspot, and an attack where it drops mines with high-reaching explosions, dashes to the background, and fires shots at you from the background that can potentially corner and kill you since those shots fire ''while'' the mines are going off. It is perhaps a relief that it is one of the few bosses that does not get any major upgrades from the second loop beyond.

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* The third-to-last boss of the game (and second-to-last, in terms of bosses that put up a real effort), Heavy Ducker. It's a massive version of those "Ducker" walker enemies that have been a staple of the series since the first one, game, and it pulls absolutely no punches, from a machinegun with bullets that demand precision dodging, a WaveMotionGun attack that forces you to quickly position yourself to its blindspot, and an attack where it drops mines with high-reaching explosions, dashes to the background, and fires shots at you from the background that can potentially corner and kill you since those shots fire ''while'' the mines are going off. It is perhaps a relief that it is one of the few bosses that does not get any major upgrades from the second loop beyond.
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to:

* The third-to-last boss of the game (and second-to-last, in terms of bosses that put up a real effort), Heavy Ducker. It's a massive version of those "Ducker" walker enemies that have been a staple of the series since the first one, and it pulls absolutely no punches, from a machinegun with bullets that demand precision dodging, a WaveMotionGun attack that forces you to quickly position yourself to its blindspot, and an attack where it drops mines with high-reaching explosions, dashes to the background, and fires shots at you from the background that can potentially corner and kill you since those shots fire ''while'' the mines are going off. It is perhaps a relief that it is one of the few bosses that does not get any major upgrades from the second loop beyond.
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** The issue is that in the arcade, the first time you reach the boss it will launch multiple indestructible blue bouncing orbs before even becoming vulnerable. Death is nearly impossible to avoid in this case. Upon quartering your way past this boss, if you start again from the beginning, then the next time no blue balls will be launched until the cores open up, if at all, which allows you to win much easier.
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*Also following the trend of the 'Shadow Walker' boss above, there is also 'Gunwalls' bosses since ''Gradius II''. They are usually the game's hardest penultimate boss (if the corresponding games' Shadow Walkers does not take the title yet), but some example where both the Walkers and Walls are in one game DO exist (I.e, ''Gradius Gaiden's'' Gunner Wall with Sol, or ''Gradius Galaxies's'' Cliff Core with Rotating Wall). They attack you with [[BulletHell curtain of bullets]] and sending mooks (usually Fans or Duckers) at you. Oh, and some of them can move as well (like the Keeper's Core from ''Gradius V'', or Gunner Wall of ''Gaiden''). Dying to them [[GameOver will be suck hardcore, for granted.]]
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As an arcade ShootEmUp series, ''VideoGame/{{Gradius}}'' has its fair share of [[ThatOneBoss bosses of outstanding difficulty]]. Not helped by this is that in most games, dying to a boss [[{{Checkpoint}} takes you back to right before the boss]], [[ContinuingIsPainful with barely any powerup items to re-arm yourself with]].

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As an arcade ShootEmUp series, ''VideoGame/{{Gradius}}'' has its fair share of [[ThatOneBoss bosses of outstanding difficulty]]. Not helped by this is that in most games, dying to a boss [[{{Checkpoint}} takes you back to right before the boss]], [[ContinuingIsPainful with barely any powerup items to re-arm yourself with]].
with]]. And no, despite the series being the inventor of KonamiCode, equipping with it does not save you.
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With more BulletHell of random unpredictable patterns, all the bosses in Treasure-developed ''Gradius V'' can be considered this even for experienced players, but these examples below stand out.

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With more BulletHell of random unpredictable patterns, all the bosses in Treasure-developed ''Gradius V'' can be considered this even for experienced players, players (and giving the below-mentioned Doom in ''Salamander 2'' a run for his money), but these examples below stand out.
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With more BulletHell of random unpredictable patterns, all the bosses in Treasure-developed ''Gradius V'' can be considered this even for experienced players, but these below stands out.

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With more BulletHell of random unpredictable patterns, all the bosses in Treasure-developed ''Gradius V'' can be considered this even for experienced players, but these examples below stands stand out.
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With more BulletHell of random unpredictable patterns, all the bosses in Treasure-developed ''Gradius V'' can be considered this even for experienced players, but these below stands out.
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Renamed per TRS


* Stage 10 features Disrupt, a CoresAndTurretsBoss but with parts of the floor and ceiling sliding up and down to restrict your movement, followed right after by Shadow Gear, yet another "survive this indestructible boss until time runs out" fight, while Duckers walk up and down to harass you. It's an eight-legged mech that often moves four legs at a time and has a severe case of HitboxDissonance, sometimes getting you killed when no part of its body is visibly touching you. There's even a [[GameBreakingBug crippling bug]], albeit a rare one, where [[UnwinnableByMistake Shadow Gear's hitboxes inexplicably fill the screen and kill you with no way to counteract it]]! But apparently, just facing each of them isn't enough, because there is ''no checkpoint'' between Disrupt and the Shadow Gear, so if you die at any point in this set, you have to fight Disrupt all over again!

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* Stage 10 features Disrupt, a CoresAndTurretsBoss but with parts of the floor and ceiling sliding up and down to restrict your movement, followed right after by Shadow Gear, yet another "survive this indestructible boss until time runs out" fight, while Duckers walk up and down to harass you. It's an eight-legged mech that often moves four legs at a time and has a severe case of HitboxDissonance, sometimes getting you killed when no part of its body is visibly touching you. There's even a [[GameBreakingBug crippling bug]], albeit a rare one, where [[UnwinnableByMistake [[UnintentionallyUnwinnable Shadow Gear's hitboxes inexplicably fill the screen and kill you with no way to counteract it]]! But apparently, just facing each of them isn't enough, because there is ''no checkpoint'' between Disrupt and the Shadow Gear, so if you die at any point in this set, you have to fight Disrupt all over again!
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* The first example is Blaster Cannon Core, the boss of Stage 5, the asteroid base. What makes this boss hard is the exact navigation the pilot has to go through; the meteor field for the boss is much thicker than the rest of the stage (as if it wasn't thick enough to begin with), and when the blaster first spirals onto the screen, it's leaving behind a trail of mines that produce two shockwaves of bullets. You CAN destroy the mines before they explode and no bullets will come out of them. Once the rock flow changes and the Vic Viper can attack the core, this machine spams BulletHell on you and you have to navigate the asteroids (the blaster's superlasers can destroy the rocks, but make sure you're in the center of the vertical axis). It's also the current page image of that trope's Shoot 'Em Up page.

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* The first example is Blaster Cannon Core, the boss of Stage 5, the asteroid base. What makes this boss hard is the exact navigation the pilot has to go through; the meteor field for the boss is much thicker than the rest of the stage (as if it wasn't thick enough to begin with), and when the blaster first spirals onto the screen, it's leaving behind a trail of mines that produce two shockwaves of bullets. You CAN destroy the mines before they explode and no bullets will come out of them. Once the rock flow changes and the Vic Viper can attack the core, this machine spams BulletHell on you and you have to navigate the asteroids (the blaster's superlasers can destroy the rocks, but make sure you're in the center of the vertical axis). It's also the current page image of that trope's Shoot 'Em Up page.for good reasons.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gradius_v_blaster_cannon_core_thatoneboss.png]]]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gradius_v_blaster_cannon_core_thatoneboss.png]]]] png]]
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%% Image moved to this page per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1617211406095691000
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gradius_v_blaster_cannon_core_thatoneboss.png]]]]
[[caption-width-right:350:Asteroids destroy bullets... AND YOU!]]
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%% Caption selected per IP thread: https://tvtropes.org/pmwiki/posts.php?discussion=1578853323042270200
%% Please do not replace or remove without discussion in the Caption Repair thread:
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* Stage 10 features Disrupt, a CoresAndTurretsBoss but with parts of the floor and ceiling sliding up and down to restrict your movement, followed right after by the series-traditional Shadow Dancer, an invincible boss where your only hope is to survive until it passes by, while Duckers walk up and down to harass you. But this version of Shadow Dancer features a unique eight-legged design that often moves four legs at a time and has a severe case of HitboxDissonance, sometimes getting you killed when no part of its body is visibly touching you. There's even a [[GameBreakingBug crippling bug]], albeit a rare one, where [[UnwinnableByMistake Shadow Dancer's hitboxes inexplicably fill the screen and kill you with no way to counteract it]]! But apparently, just facing each of them isn't enough, because there is ''no checkpoint'' between Disrupt and the Shadow Dancer, so if you die at any point in this set, you have to fight Disrupt all over again!

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* Stage 10 features Disrupt, a CoresAndTurretsBoss but with parts of the floor and ceiling sliding up and down to restrict your movement, followed right after by the series-traditional Shadow Dancer, an invincible Gear, yet another "survive this indestructible boss where your only hope is to survive until it passes by, time runs out" fight, while Duckers walk up and down to harass you. But this version of Shadow Dancer features a unique It's an eight-legged design mech that often moves four legs at a time and has a severe case of HitboxDissonance, sometimes getting you killed when no part of its body is visibly touching you. There's even a [[GameBreakingBug crippling bug]], albeit a rare one, where [[UnwinnableByMistake Shadow Dancer's Gear's hitboxes inexplicably fill the screen and kill you with no way to counteract it]]! But apparently, just facing each of them isn't enough, because there is ''no checkpoint'' between Disrupt and the Shadow Dancer, Gear, so if you die at any point in this set, you have to fight Disrupt all over again!
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* Starting with ''Gradius II'', nearly every game has one boss in the "enemy base" stage (usually the last or second-to-last stage) where a giant screen-filling mech appears and you must maneuver your way around it, [[FlunkyBoss while regular enemies continue to harass you]] and become even deadlier due to your limited breathing room. Oh, and several of these bosses are ''invincible'' (Club in non-NES versions of ''Gradius II'', Shadow Gear in ''Gradius III'', Sol in ''Gradius Gaiden'', to name a few), meaning that [[HoldTheLine the only way out is to survive until it leaves]].

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* Starting with ''Gradius II'', nearly every game has one boss in the "enemy base" stage (usually the last or second-to-last stage) where a giant screen-filling mech appears and you must maneuver your way around it, [[FlunkyBoss while regular enemies continue to harass you]] and become even deadlier due to your limited breathing room. Oh, and several of these bosses are ''invincible'' (Club in non-NES versions of ''Gradius II'', Shadow Gear in ''Gradius III'', III'' AC, Sol in ''Gradius Gaiden'', to name a few), meaning that [[HoldTheLine the only way out is to survive until it leaves]].
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* Starting with ''Gradius II'', nearly every game has one boss in the "enemy base" stage (usually the last or penultimate stage) where a giant screen-filling mech appears and you must maneuver your way around it, [[FlunkyBoss while regular enemies continue to harass you]] and become even deadlier due to your limited breathing room. Oh, and several of these bosses are ''invincible'' (Club in non-NES versions of ''Gradius II'', Shadow Gear in ''Gradius III'', Sol in ''Gradius Gaiden'', to name a few), meaning that [[HoldTheLine the only way out is to survive until it leaves]].

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* Starting with ''Gradius II'', nearly every game has one boss in the "enemy base" stage (usually the last or penultimate second-to-last stage) where a giant screen-filling mech appears and you must maneuver your way around it, [[FlunkyBoss while regular enemies continue to harass you]] and become even deadlier due to your limited breathing room. Oh, and several of these bosses are ''invincible'' (Club in non-NES versions of ''Gradius II'', Shadow Gear in ''Gradius III'', Sol in ''Gradius Gaiden'', to name a few), meaning that [[HoldTheLine the only way out is to survive until it leaves]].
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[[AC:In General]]
* Starting with ''Gradius II'', nearly every game has one boss in the "enemy base" stage (usually the last or penultimate stage) where a giant screen-filling mech appears and you must maneuver your way around it, [[FlunkyBoss while regular enemies continue to harass you]] and become even deadlier due to your limited breathing room. Oh, and several of these bosses are ''invincible'' (Club in non-NES versions of ''Gradius II'', Shadow Gear in ''Gradius III'', Sol in ''Gradius Gaiden'', to name a few), meaning that [[HoldTheLine the only way out is to survive until it leaves]].
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[[AC:''Salamander'' / ''Life Force'']]
* In the arcade versions, the Stage 4 boss is just utter nonsense. It's a trio of cores that shoot out bouncing bullets that quickly fill the screen and can overwhelm any player. Thankfully, ports of this game that aren't [[ArcadePerfectPort arcade-perfect]] tone this boss down.
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* Stage 10 features Disrupt, a CoresAndTurretsBoss but with parts of the floor and ceiling sliding up and down to restrict your movement, followed right after by the series-traditional Shadow Dancer, an invincible boss where your only hope is to survive until it passes by, while Duckers walk up and down to harass you. But this version of Shadow Dancer features a unique eight-legged design that often moves four legs at a time and has a severe case of HitboxDissonance, sometimes getting you killed when no part of its body is visibly touching you. But apparently, just facing each of them isn't enough, because there is ''no checkpoint'' between Disrupt and the Shadow Dancer, so if you die at any point in this set, you have to fight Disrupt all over again!

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* Stage 10 features Disrupt, a CoresAndTurretsBoss but with parts of the floor and ceiling sliding up and down to restrict your movement, followed right after by the series-traditional Shadow Dancer, an invincible boss where your only hope is to survive until it passes by, while Duckers walk up and down to harass you. But this version of Shadow Dancer features a unique eight-legged design that often moves four legs at a time and has a severe case of HitboxDissonance, sometimes getting you killed when no part of its body is visibly touching you. There's even a [[GameBreakingBug crippling bug]], albeit a rare one, where [[UnwinnableByMistake Shadow Dancer's hitboxes inexplicably fill the screen and kill you with no way to counteract it]]! But apparently, just facing each of them isn't enough, because there is ''no checkpoint'' between Disrupt and the Shadow Dancer, so if you die at any point in this set, you have to fight Disrupt all over again!
Is there an issue? Send a MessageReason:
None



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* Stage 10 features Disrupt, a CoresAndTurretsBoss but with parts of the floor and ceiling sliding up and down to restrict your movement, followed right after by the series-traditional Shadow Dancer, an invincible boss where your only hope is to survive until it passes by, while Duckers walk up and down to harass you. But this version of Shadow Dancer features a unique eight-legged design that often moves four legs at a time and has a severe case of HitboxDissonance, sometimes getting you killed when no part of its body is visibly touching you. But apparently, just facing each of them isn't enough, because there is ''no checkpoint'' between Disrupt and the Shadow Dancer, so if you die at any point in this set, you have to fight Disrupt all over again!
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* In the second loop of ''Gradius Gaiden'', Deltatry, the fourth boss of the Stage 8 BossBonanza, not only fires its usual red flak spam that can at least be shot down, but also fires blue flak that can't be destroyed and blocks attacks other than the Lord British's Disruptor laser. This makes for a longer and more unsafe fight. The exclusive final Stage 8 BossBonanza boss only seen on loops 2 or higher, Heaven's Gate, is even worse. It's the BeamSpam of Big Core MK. II, combined with the containment lasers of Big Core MK. III (minus the reflecting lasers). Oh, and [[KaizoTrap it shoots suicide bullets upon defeat]].

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* In the second loop of ''Gradius Gaiden'', Deltatry, the fourth boss of the Stage 8 BossBonanza, not only fires its usual red flak spam that can at least be shot down, but also fires blue flak that can't be destroyed and blocks attacks other than the Lord British's Disruptor laser. This makes for a longer and more unsafe fight.
*
The exclusive final Stage 8 BossBonanza boss only seen on loops 2 or higher, Heaven's Gate, is even worse. It's the BeamSpam of Big Core MK. II, combined with the containment lasers of Big Core MK. III (minus the reflecting lasers). Oh, and [[KaizoTrap it shoots suicide bullets upon defeat]].
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%% ** Any gunwall in the series except for Gradius II's (Which has a rather pathetic safespot). Salamander/Lifeforce's gunwall spams indestructible cores that bounce about the area and are hard to dodge (and to add insult to injury, the boss is worth ''zero points''), and Gradius III's gunwall spams large amounts of enemies and bullets at you, plus the arcade version is equipped with SmashingHallwayTrapsOfDoom. Thankfully, most ports of Salamander and the SNES port of Gradius III tone down the gunwalls.

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%% ** Any gunwall in the series except for Gradius II's (Which has a rather pathetic safespot). Salamander/Lifeforce's gunwall spams indestructible cores that bounce about the area and are hard to dodge (and to add insult to injury, the boss is worth ''zero points''), and Gradius III's gunwall spams large amounts of enemies and bullets at you, plus the arcade version is equipped with SmashingHallwayTrapsOfDoom. Thankfully, most ports of Salamander and the SNES port of Gradius III tone down the gunwalls.gunwalls.
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-> ''You need some practice. \\
'''[[https://www.youtube.com/watch?v=0E6E6jv-dHM Game Over]]''' ''
----
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* ''Gradius Galaxies/Generations/Advance'' has [[DualBoss Bolboros]], which looks suspiciously similar to Rolling Core. The smaller ship attacks like Big Core MK 1, and the larger ship simply fires two long lasers. However, destroying either ships will [[KillOneOthersGetStronger make the other ship]] [[TurnsRed more aggressive]]. The smaller ship fires streams of bubbles, while the larger ship moves closer to your fighter.

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* ''Gradius Galaxies/Generations/Advance'' has [[DualBoss Bolboros]], which looks suspiciously similar to Rolling Core. The smaller ship attacks like Big Core MK 1, and the larger ship simply fires two long lasers. However, destroying either ships will [[KillOneOthersGetStronger make the other ship]] [[TurnsRed more aggressive]]. The smaller ship fires streams of bubbles, while the larger ship moves closer to your fighter.fighter.

%% Text lifted from ThatOneBoss/ShootEmUps, needs refining.
%% ** ''Gradius V'' has a return appearance of Beacon, a boss from ''Gradius III'' SNES, as a MiniBoss, but in this case it happens to be That One MiniBoss, said by some to be the hardest enemy in the game (Keeper's Core, a Gun Wall midboss, is considered by others to be ''even'' harder). It now [[BeamSpam spams]] randomly directed bouncing blue laser beams, in addition to having a containment laser like Big Core [=MkIII=], and on higher difficulties it has ''two'' sets of containment lasers, making it nigh-impossible to dodge the blue bouncing beams, unless you know a certain trick. [[note]]Which involves the Vic Viper sitting on the bottom right corner of the screen while the Options are vertically lined-up and the Vic-Viper's nose is parallel to Beacon's abdomen[[/note]] It also spams bullet and drops fire bombs, in addition to the tunnel narrowing at points.
%% *** Speaking of Keeper's Core, the path to this MiniBoss is filled with TONS of homing mines and [[GoddamnedBats Duckers]] before the gun wall finally shows itself. The battle has [[SequentialBoss two phases]]: the first phase requires the Vic Viper to destroy the three plasma guns while dealing with small replaceable turrets, and in higher loops or difficulties, the floor and ceiling have gravity fields that pull the Vic Viper towards them. After this phase, the gun wall suddenly moves and fires its turrets willy-nilly while rolling balls bounce from behind, and in higher difficulties or loops, they must be used to protect the Vic Viper from the laser pods. This gun wall even has the audacity to ram itself against the Vic Viper to the point where the fighter must fly into its empty core slots to survive.
%% *** Three words: [[BulletHell Blaster Cannon Core]], who serves as the page image for good reason. This ass-hat of a core battleship starts off the battle by snaking through the AsteroidThicket while leaving mines that explode into ''two layers'' of bullets (destroying the mines prevents the bullets but they explode before you can attack them) and being invincible for the duration. After the mine parade, this battleship opens up its wings and fires a maelstrom of bullets that can only be blocked with the massive asteroid wave from the left-side of the screen, which is easier said than done. You can tell this boss is a pain in the ass if its vulnerable state involves ''[[BeamSpam firing a volley]] of {{Wave Motion Gun}}s out of its wings'', and the same asteroids you rely on for defense will also try to ram against you. [[note]]The best way to attack this boss is to destroy its barriers and fly into its "mouth" to protect yourself from the asteroids and lasers while [[AttackItsWeakPoint laying waste on its core]]. It's recommended that you should reduce your speed to level one so that you can safely move inside of the "mouth" since the battleship bobs up and down.[[/note]]
%% ** ''Gradius'' spinoff ''VideoGame/{{Otomedius}}'' introduces us to Big Core DX, a Big Core with ''[[OhCrap Options]]''. Not as crazy as [[NoKillLikeOverkill Blaster Cannon Core]], but definately ThatOneBoss for Otomedius Gorgeous.
%% ** ''Gradius Gaiden'' has the last boss of loop 2+ stage 8, Heaven's Gate, who will give you trouble if you're planning on a 2-loop clear. Lots of tightly-packed BeamSpam, a containment laser attack that it activates during one of its rounds of lasers to throw you off, ''and'' it [[KaizoTrap fires suicide bullets upon its defeat]].
%% ** Any gunwall in the series except for Gradius II's (Which has a rather pathetic safespot). Salamander/Lifeforce's gunwall spams indestructible cores that bounce about the area and are hard to dodge (and to add insult to injury, the boss is worth ''zero points''), and Gradius III's gunwall spams large amounts of enemies and bullets at you, plus the arcade version is equipped with SmashingHallwayTrapsOfDoom. Thankfully, most ports of Salamander and the SNES port of Gradius III tone down the gunwalls.
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'''Special note regarding this page:''' Normally, {{Final Boss}}es normally do not qualify for this trope. However, a quote from the main trope page: "Final Boss and Wake-Up Call Boss cannot be That One Boss without being overly hard ''by their standards''." As the standard for final bosses in this game is "[[ZeroEffortBoss defenseless]]", and it's easier to count how many bosses ''do'' fight back, difficult ''Gradius'' final bosses ''can'' qualify for this trope.

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'''Special note regarding this page:''' Normally, {{Final Boss}}es normally do not qualify for this trope. However, a quote from the main trope page: "Final Boss and Wake-Up Call Boss WakeUpCallBoss cannot be That One Boss without being overly hard ''by their standards''." As the standard for final bosses in this game is "[[ZeroEffortBoss defenseless]]", and it's easier to count how many bosses ''do'' fight back, difficult ''Gradius'' final bosses ''can'' qualify for this trope. {{Wake Up Call Boss}}es are still not allowed unless they really stick out, however.
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'''Special note regarding this page:''' Normally, {{Final Boss}}es normally do not qualify for this trope. However, a quote from the main trope page: "Final Boss and Wake-Up Call Boss cannot be That One Boss without being overly hard ''by their standards''." As final bosses in this game are typically [[ZeroEffortBoss defenseless]], and it's easier to count how many bosses ''do'' fight back, difficult ''Gradius'' final bosses ''can'' qualify for this trope.

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'''Special note regarding this page:''' Normally, {{Final Boss}}es normally do not qualify for this trope. However, a quote from the main trope page: "Final Boss and Wake-Up Call Boss cannot be That One Boss without being overly hard ''by their standards''." As the standard for final bosses in this game are typically [[ZeroEffortBoss defenseless]], is "[[ZeroEffortBoss defenseless]]", and it's easier to count how many bosses ''do'' fight back, difficult ''Gradius'' final bosses ''can'' qualify for this trope.
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As an arcade ShootEmUp series, ''VideoGame/{{Gradius}}'' has its fair share of [[ThatOneBoss bosses of outstanding difficulty]]. Not helped by this is that in most games, dying to a boss [[{{Checkpoint}} takes you back to right before the boss]], [[ContinuingIsPainful with barely any powerup items to re-arm yourself with]].

'''Special note regarding this page:''' Normally, {{Final Boss}}es normally do not qualify for this trope. However, a quote from the main trope page: "Final Boss and Wake-Up Call Boss cannot be That One Boss without being overly hard ''by their standards''." As final bosses in this game are typically [[ZeroEffortBoss defenseless]], and it's easier to count how many bosses ''do'' fight back, difficult ''Gradius'' final bosses ''can'' qualify for this trope.
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The title literally translates to "From Legend to Myth", and you pretty much have to be a "myth" to take on bosses from what may well be the hardest game in the series.
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[[AC:''Gradius II -GOFER no Yabou-'']]
* Covered Core from ''II'' [[MacrossMissileMassacre fires missiles willy-nilly]] while covering (hence its name) its core with 3 layers of fast-moving shells. While this boss doesn't actually comes back in ''V'', it has an even stronger variant that not only has multiple spinning cores, but also fires lasers whenever it spins its shields and guns to go along with the missiles, some of which will explode and create a spreadshot.

[[AC:''Gradius III -Densetsu kara Shinwa e-'']]
* Big Core MK. III is one of the most infamous bosses in ''Gradius III'' Arcade, itself considered one of the hardest games in the series. First of all, it fires 2 large containment lasers followed by fast reflecting lasers, limiting movement. Destroying the 2 front cores is when things get really bad; Now, the reflecting lasers are swapped with an extremely fast BeamSpam. Many a life has been lost on this attack. Trying to hide on the top or bottom? It'll either try to ram you into either itself or the containment lasers, forcing you back to the center, or it'll move to the left and fire 7 lasers behind itself. This boss gets not one, but '''''two''''' rematches in ''Gradius IV'' and ''Gradius V'' respectively.
* Vaif, the Stage 5 Moai boss in ''Gradius III'' Arcade, doesn't fare much better in this regard. The boss itself is a set of 6 Moai heads, but the Moai also shoot out tiny Moai that expand when hit limiting your movement, and the mouths are also placed very awkwardly for your weapons to hit them. So in short, we have a boss with several almost impossible to hit weakpoints that attacks by spawning miniature DemonicSpiders. Without upgraded weapons or Options you're best off just [[PacifistRun not firing at all and letting the boss time out]].
* While Wyvern is a cakewalk to tackle, the arcade version of [[SegmentedSerpent Vulture Dragon]] can be pretty challenging, thanks to its surprisingly fast movement speed, fireballs that explode into clusters of smaller fireballs, and having two tanky weak-points ([[AHeadAtEachEnd both heads at each end]]) that are blocked by its long serpentine body, essentially making this boss a LightningBruiser. The [=SNES=] version of Vulture Dragon may be toned down from its arcade counterpart, [[KaizoTrap but upon defeat]], its segments can kill the Vic Viper if the player isn't careful.

[[AC:''Gradius Gaiden'']]
''Gradius Gaiden'' is widely regarded as one of the easiest ''Gradius'' games, but that only makes the hard bosses stand out even more.
* In the second loop of ''Gradius Gaiden'', Deltatry, the fourth boss of the Stage 8 BossBonanza, not only fires its usual red flak spam that can at least be shot down, but also fires blue flak that can't be destroyed and blocks attacks other than the Lord British's Disruptor laser. This makes for a longer and more unsafe fight. The exclusive final Stage 8 BossBonanza boss only seen on loops 2 or higher, Heaven's Gate, is even worse. It's the BeamSpam of Big Core MK. II, combined with the containment lasers of Big Core MK. III (minus the reflecting lasers). Oh, and [[KaizoTrap it shoots suicide bullets upon defeat]].

[[AC:''Gradius IV -Fukkatsu-'']]
* Belial, the WombLevel boss, is a souped-up version of Brain Golem. Its arms aim at the Vic Viper's vertical position and fire [[BeamSpam Frickin' Laser Beams]] all over the place, thanks to its own AttackDrones. Upon defeat, a Zelos Force comes out of Belial and [[BeamSpam fires lasers all over the screen]] while reducing your maneuvering space with its massive size.
* Rolling Core, the game's 7th stage boss, already ThatOneLevel in itself due to being a high speed stage. The developers have the nerve to throw a boss with small laser guns filling all the empty space down the flat side facing you, the "donut hole" core aims independantly of the outer shell, so it fires around 10 lasers in one direction and another 4-6 in another... and every time you think you've got its pattern figured out...it throws something new at you, like turning the core sideways and blasting you with a no "other" warning laser blast. And then Treasure has the gall to bring this boss back for a rematch in a BossRush in ''Gradius V''.

[[AC:''Gradius V'']]
* The first example is Blaster Cannon Core, the boss of Stage 5, the asteroid base. What makes this boss hard is the exact navigation the pilot has to go through; the meteor field for the boss is much thicker than the rest of the stage (as if it wasn't thick enough to begin with), and when the blaster first spirals onto the screen, it's leaving behind a trail of mines that produce two shockwaves of bullets. You CAN destroy the mines before they explode and no bullets will come out of them. Once the rock flow changes and the Vic Viper can attack the core, this machine spams BulletHell on you and you have to navigate the asteroids (the blaster's superlasers can destroy the rocks, but make sure you're in the center of the vertical axis). It's also the current page image of that trope's Shoot 'Em Up page.
* The second is Keeper's Core, the first of two bosses met at the end of Stage 7. After a [[SuspiciousVideoGameGenerosity plethora of enemies with powerups]], the pre-boss area requires precise navigation through a minefield with Ducker turrets firing at you. Once the gunwall forms, [[SequentialBoss it has two phases]]; the first phase, in addition to both the regular bullets from six smaller guns (which can be destroyed, but it will be replaced in 5 seconds) and the plasma shots from three big guns (which you need to destroy) will fill the room, plus there's a gravity field that will pull the Vic Viper towards the ceiling or floor. Plus, more Duckers keep walking in. This part is infernally difficult, but if the pilot can survive, you then have to shoot the cores while the wall is laying lasers; rolling balls coming in to ram you from behind will block these lasers (the smaller guns will keep firing and the wall can charge you, too.)
* The mid-boss of this stage, Beacon from ''Gradius III SNES'', isn't much better; this one shoots lasers that bounce off the walls and in your general direction while it occasionally fires containment lasers. Plus it can drop bombs and alter the hallway to make it smaller and then crooked (this second version has it firing BulletHell bullets at you. While it is advised to destroy this machine, it's not required; after several rounds of these attacks, the Beacon bounces off and the second part of the stage starts up anyway.

[[AC:''Gradius NEO'']]
* Ogre Shield of Stage 4. It fires extremely huge [[EnergyWeapon Frickin' Laser Beams]] and you have hard time to avoid them.
* Central Server, the final boss. While the main console is a ZeroEffortBoss, it launches the diamonds to warp around, trying to attack the player. Beat it correctly and it can become BreatherBoss.

[[AC:Other Games]]
* Doom, the FinalBoss of ''Salamander 2''. Yes, he is a FinalBoss. However, it's extremely rare for a ''Gradius'' final boss to '''not''' be a ZeroEffortBoss; on the contrary, Doom throws BulletHell of all kinds at you and is the hardest boss in the game.
* Venom, from ''Nemesis 2'', also a non-pushover FinalBoss. His LightningGun attack is hard to predict and dodge, unless the player knows about the safe spot, which is somewhere in the middle.
* ''Gradius Galaxies/Generations/Advance'' has [[DualBoss Bolboros]], which looks suspiciously similar to Rolling Core. The smaller ship attacks like Big Core MK 1, and the larger ship simply fires two long lasers. However, destroying either ships will [[KillOneOthersGetStronger make the other ship]] [[TurnsRed more aggressive]]. The smaller ship fires streams of bubbles, while the larger ship moves closer to your fighter.

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