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Final stage time folks, we enter the main base of Plasma Bomber, leader of the Five Dastardly Bombers. this stage’s main mechanic are the lights, there is a light switch that can be turned on and off at anytime by bombing it. Not only do the lights help brighten up your surroundings, but they also influence certain enemy behavior depending on how bright or dark the areas are. The Pikarin enemies move quick and act aggressively while adopting an angry expression when the lights are off, but turn them on and they’ll tire out, losing all their speed and only being able to move in a straight line. Their polor opposite, Kuragarin will turn weak when the lights are off but will grow spikes and move fast and act aggressive when they are turned on. This stage also has regenerating soft blocks (because of course), and moving blocks that you’ll need to strategically move to progress, later stages will have floor tiles that’ll crack when you move pass them until cracking entirely after being passed over a second time. Those who’ve played through this area before know that the real frustration of this stage comes from the land mines. In the later stages, the mines will start to become hidden with no real way to see where they are, they can only be visibly detected if you are a tile space away from where they are hiding. This makes stage traversing more cautious and sort of halts the pace down, unless you know where all the mines are being hidden, good luck searching through every floor tile. Of course waiting at the end is where we finally face off against the leader, Plasma Bomber. He’s fast, is equipped with a power glove, and has very respectable fire power. Despite his bombs having a spiked appearance, they don’t blow up through walls similar to the penetration bombs, other than that his bombs have no real unique characteristics.