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* DifficultySpike:
** Eventually the stages force the player to actually fight enemies by blocking narrow passages with strong ones. Better watch out if another one then spawns behind the hero.
** The final boss is noticeably more difficult than pretty much the rest of the game combined.
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* ImmuneToFlinching: Large enemies like the minotaur won't flinch from attacks at first and are dangerous to deal with. With enough damage, though, they will drop to their knees and become stunlocked.


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* TurnsRed: Inverted with the birdmen enemies, who start out flying around tossing fireballs but get crippled and resort to using a short-ranged staff when wounded enough.
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[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/sengokukakumeigaidenboxart.jpg]]
''Sengoku Kakumei Gaiden'' is a 2003 ActionRPG by Creator/{{Konami}} for the UsefulNotes/GameBoyAdvance. Set in a more fantastical Sengoku period, it involves a samurai hero or heroine on a journey from south to north of Japan driving away the demons who have taken over the country.

While rather basic and repetitive in level design, the game's combat mechanics are well developed. The hero wields three different weapons for combating multiple enemies at once and can equip three different spells, which makes for some hectic boss fights on the end of each chapter.
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!!This game features the following tropes:
* AssistCharacter: One spell summons a ninja helper for a while, but you can't use any other spells until he leaves.
* BossRush: The final stage involves fighting all previous bosses before facing the final one. Between each one is a BossCorridor that lets the player level grind for the final fight.
* BowAndSwordInAccord: As a samurai, the hero carries a sword, a naginata and a bow with him.
* CharacterLevel: Killing enemies is worth experience points for level ups.
* ChargedAttack: Depends on the weapon. For the basic ones, the sword's is a lunge, the spear's is a SpinAttack and the bow will fire several times in a row.
* ColorCodedForYourConvenience: Attack spells are red, healing ones are green and stat-boosting ones are blue. The unique ninja helper spell is black.
* EleventhHourSuperpower: Against the final boss, the hero must use a glowing spiked blue sword that fires energy discs. All other weapons will be disabled.
* CollisionDamage: Ghost enemies damage on contact, but also die from that.
* CutAndPasteEnvironments: Level design is the game's weakest suit, as many stages are very obviously reused either in part or wholesake over and over despite each one taking place in a different region of Japan.
* DashAttack: Use it to push enemies out of the way.
* DifficultySpike:
** Eventually the stages force the player to actually fight enemies by blocking narrow passages with strong ones. Better watch out if another one then spawns behind the hero.
** The final boss is noticeably more difficult than pretty much the rest of the game combined.
* EasyLevelsHardBosses: Until towards the end, clearing levels is simply a matter of rushing to the exit while completely avoiding enemies. On the end of each one, though, you must fight a group of 4 enemies; and the boss fights on the castle levels are actually quite engaging.
* FloatingLimbs: The characters are armless in the in-game spites, but not in promotional illustrations.
* GameOverMan: Upon dying, the player character's body will remain on the screen while [[PlayerDeathIsDramatic the background fades]] and cherry flowers rain over the field. Say hi to the "終" ("end", usually used in dark contexts) kanji.
* GuideDangIt: The game's playable enough for foreign players, but the interface evokes the Sengoku period and it is all right-to-left text and options plus old Japanese notation for numbers.
* HealThyself: No reason not to equip one healing spell.
* LagCancel: The final hit of a combo can be cancelled into a dash.
* LastChanceHitPoint: The player character is always knocked down with 1 HP before they can be killed.
* LuckilyMyShieldWillProtectMe: Holding the B button defends against most attacks, but avoid lasers and the like.
* PuzzleBoss: One of the last bosses is a lord possessed by a demon. Dealing enough damage to the lord causes the demon to be exposed for a while, and you can also bait it into coming out for a slash attack if you run circles around the boss.
* RandomlyDrops: Enemies can drop recovery items or equipment.
* SegmentedSerpent: One of the bosses is a [[CreepyCentipedes giant centipede]]. It actually takes increased damage from being hit at multiple spots at once, so using the earthquake spell works wonders.
* SequentialBoss:
** The bosses completely change attack patterns as the fights go on.
** The final boss has two separate stages, and without recovery between them so avoid using spells on the first one.
* SmartBomb: The earthquake spell repeatedly deals damage to every enemy on the screen for several seconds, and as such is incredibly useful despite the high MP cost.
* SuperDeformed: The characters' art style is pretty close to the one used in Konami's own ''[[VideoGame/LivePowerfulProBaseball Power Pros]]'' series, which makes the "終" game over screen cause a bit of deja vu.
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