Back into the air again – this time with a slightly more darker and spookier aesthetic. The push towards the end-boss was a little more tricky than the other air-ships. In particular, a lot of the jumps in the level come from a lower height, meaning that you either need to be in ‘large’ mode so that you can withstand the hit, or … well … you die.
The end boss here was much-of-a-muchness, with the added bonus of flames either side of the level to prevent camping. That being said, it really isn’t a boss fight that is suitable for camping, so the flames aren’t really anything more than window dressing. Three bops on the head – and another one gone!