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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cobra_triangle.png]]
2''Cobra Triangle'' is a 1989 hybrid racing/exploration boat game for the UsefulNotes/NintendoEntertainmentSystem, by Creator/{{Rare}}.
3
4In it, you control a heavily armed boat roaming around waters with several drones about, given several accomplishments to perform during the levels. It used the same engine Rare developed for ''VideoGame/RCProAm''.
5
6!!This game has examples of:
7* BackwardsFiringGun: One of the two forms of the top of the Fire power-up chain fires one bullet from the fore, one from the aft, and one each starboard and port. Using the Fire power-up again switches to the [[SpreadShot other form]].
8* EscortMission: Two types. In one, you're trying to defend a group of eight swimmers from being kidnapped by drones - you pass if you save at least one, and get an ExtraLife if you save them all. The other inverts this, as you have eight {{Sea Mine}}s that have to be taken to a safe zone for detonation (also, if you're too close when they're detonated in the safe zone, you lose a life).
9* FixedScrollingLevel: The bonus stages.
10* GiantEnemyCrab: The second boss.
11* GiantSquid: The third boss.
12* HoldTheLine: The "protect the swimmers" missions - enemy boats will try to kidnap eight swimmers, and the player has to prevent the swimmers from being taken off. Saving even one at the end of the timer clears the level; saving all of them earns an ExtraLife.
13* HomingProjectile: The final form of the Missile power-up.
14* InvincibleMinorMinion - The drone boats on the "destroy the mines" stage cannot be destroyed - they must be evaded instead.
15* LuckBasedMission: The pod collection stages. "?" icons could produce lives or additional power-up pods, but can also destroy all the items within the same grouping.
16* NintendoHard: The game has 25 levels. Most gamers that have played it have seen 8 to 10 of them. People familiar with this game were unsurprised that Rare went on to make ''VideoGame/{{Battletoads}}'' two years later.
17* NoPlotNoProblem: There isn't even the pretense of a narrative in the game or its manual.
18* OneHitKill: The giant octopus' tentacles will grab your ship and sink it.
19* OneUp: The one in the first level is the only easy extra life in the game.
20* PeninsulaOfPowerLeveling: The first level allows you to get a one-up in addition to several power-ups. Collect all the power-ups and the extra life, allow time to run out, then repeat until you've hit your max speed, fully-powered missiles, and your favorite of the maxed out gun options. This mitigates some of the nightmare of combat levels, but you still have to deal with nightmarish levels to navigate.
21* PowerUp: This game uses pretty much the same power-up scheme as ''VideoGame/{{Gradius}}'', with the bonus that you could collect pods that were worth double or triple the usual value.
22* RampJump: The "Jump the Waterfall" stages require you to use ramps to jump across waterfalls. Most of the ramps after the first one move, so simply speeding through these levels is difficult unless you know where the ramp is going to move ahead of time and take the best racing line while also avoiding whirlpools that can throw off your momentum.
23* SeaMine: Mission 3 tasks you with disposing of some of these. There are a couple more later in the game, with hardier, faster, and more plentiful foes and a wider play field (making it easier for the enemies to take the bombs back from you).
24* SheatheYourSword: [[spoiler: The boss fight against the red StockNessMonster - it'll perform a OneHitKO on you if you attack it, but its health drains and will die on its own soon enough. As it still can do CollisionDamage, however, it needs to be evaded.]]
25* SpreadShot: One of the two forms taken by the fully-charged Fire power-up. Further use of the Fire power-up changes this to [[BackwardsFiringGun the other form]].
26* StockNessMonster: The first BossFight, and shown on the cover of the game. A red one is also the fourth boss fight.
27* ThreateningShark: The FinalBoss, no less.
28* TimedMission: All of them, although played slightly differently in the "protect the swimmers" mission. Most levels, if you don't accomplish the goal in time, you lose a life when the clock runs out and have to start again from the beginning. For the "protect the swimmers" levels, you win as long as at least one swimmer is out when the clock runs out.
29** The bonus levels are also timed, but the timer is rendered irrelevant due to their [[FixedScrollingLevel auto-scrolling nature]].
30* VehicularCombat -- with boats!

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