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However, I sometimes stop to think why I get so excited over something like this. At first impression, it feels as if this phase requires exceptional reaction time and swift maneuvering in order to survive (both of which are certainly true), but for a few reasons, this phase is far easier than the rest of the battle.
First off, you have only a small area of the screen to worry about paying attention to, as opposed to the entire screen otherwise (but in my eyes, the player need only worry about this immediate surrounding area to successfully survive in any situation, sans unscheduled evacuations to other locations).
Second, in viewing the entire screen of bullets, the eye will quickly locate the bullets that are an obstacle and that pose an immediate threat, negating all others. Players of this game specifically know that early patterns of bullets will be in entirely different configurations by the time they get to you below.
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Keep in mind that this phase would have failed design-wise if it weren't for a set-rhythm of bullets that are repeatable and not tied to player position. Thankfully, the barrage of sudden pain spikes is known to be escapable, a feature that makes the entire experience worthwhile and memorable.
And now, a section of the Level 2 boss battle of Imperishable Night:
[cross-posted on Gamasutra]
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