Termination Shock

**Termination Shock** is the eighth level of *Just Shapes & Beats*.

## Description

*Termination Shock* is one of the levels in Island that are required to be completed to free the Boat. It is notable for being slightly more difficult than the next two levels in Island for a few reasons, as this is likely why this level has four checkpoints. The duration is not exactly short, but it takes some practice to complete this level for a new *Just Shapes & Beats* player.

Hazards in this level use "black holes" (or circles that appear as a warning before flashing after) which may explode a ring of smaller circles that expand in all directions and "shockwaves". The main hazard featured in this level is rounded walls that sweep to any relative direction after a short period. There are also variations of this enemy used in the level. Exploding spikes are used in conjunction with the main hazards to make dodging slightly harder.

This level lasts for 2 minutes and 51 seconds before the track fades out.

## Story Sequence

To rescue (or rather, assemble) the Boat, the player needs to obtain three parts of the Boat, which are locked. Below are three level selection pegs which unlock the parts if completed. The peg on the right starts *Termination Shock*.

After completing this level, the player obtains a part of the Boat, being the sail. Now the player can either complete the rest of the levels and obtain the parts or proceed to the next story sequence if the player finishes the other levels beforehand.

## Layout

### First Phase

The level starts with two black holes that occasionally fire. After doing this for some time, invisible pulse bombs will detonate in the centers of the holes' warnings, summoning rings of 20 pellets on sync with the beat.

### Second Phase

Multiple slingshot pillars will then appear in the top or bottom of the screen and move to the left, before this a black hole and shockwaves will appear, this will continue some more but now summoning on the left or right of the screen the pellet rings from Phase 1.

### Third Phase

Slingshot Pillars will appear to the beat and then move towards the side the spikes were facing to (the tips), after some time and a transition of multiple bars, the pellet-rings will begin to appear again.

### Fourth Phase

Bars will appear at the top and bottom of the stage (that move to the left side) plus rings of 20 pellets appear on either side of the screen (left or right, starts on the right side, then switches)

### Final Phase

The final phase is a rinse-and-repeat of the second phase.

### Hardcore Mode Changes

#### First Phase

* There are initially no warnings for the two black holes until they fire then disappear again.
* There are noticeably more projectiles from the invisible pulse bombs.

#### Second Phase

* Just like the previous phase, there are more projectiles from the invisible pulse bombs.
* The warning time for the pillars and shockwaves are reduced

#### Third Phase

* The spike pillars have less reaction time
* More projectiles from the sides

#### Final Phase

* Everytime the right shockwave is activated, an invisible pulse bomb appears from the right.

## Old Version

On Update 1.1, some levels are fixed and reworked including this level. Here is the old version:

* On phase 2, slingshot pillars have spikes after they appear. The pillar warnings are not very accurate yet to show which direction the pillar will slide.
* On phase 3, Pillars can appear slide anywhere (top, bottom, left, and right side of the screen). Players can actually cheese this by going to the bottom right of the screen.
* On phase 4, the pillars only move in the left side.
* On final phase, pattern is just the same as phase 2.

## Gallery

* Beginning
* First checkpoint (This applies to the fourth checkpoint)
* Second checkpoint
* Second checkpoint (Intermission)
* Third checkpoint
1/5
## Trivia

* This level is considered by some as one of the hardest levels in Story Mode, alongside Cool Friends, Close To Me and Annihilate.
* The level introduces the composer Sabrepulse. Other soundtracks that he composed for this game are Close To Me, and First Crush.
* This is the longest non-boss level.

* The level was largely reworked as of Update 1.1.

* A termination shock is the point in the heliosphere where the solar wind slows down to subsonic speed (relative to the Sun) because of interactions with the local interstellar medium.