Mirai Ninja/Stage 11

As mentioned on the previous page, the penultimate stage of this game is unique in that you will be trapped in it forever unless you know the correct way out on account of it being littered with "Warp Statues" (similar to those found in the holes of irregularly-shaped platforms on the first stage) that will "poof" you back to the beginning of the stage (and increase the tempo of the song) if you approach them; so once the background has reappeared behind Mirai Ninja, the stage title has appeared on the screen and the stage's theme starts to be heard from the Yamaha YM-2151, start running to the right and jump over a bed of spikes as it opens up in front of you then jump over a hole as it opens up in front of you. Another hole will now open up in front of you - and once you've dropped down through it and landed on the floor below you, will have to jump over a second bed of spikes as it opens up in front of you then jump over a third hole as it opens up in front of you. A third bed of spikes will now open up in front of you; once you jump over it two more holes will open up in front of you. Once you've dropped down through either of them to land on the floor below, you will have to run back to the left as a sixth hole opens up behind you - and once you have dropped down through it to land on the floor below you, three Choucho will emerge from the wall and fly towards you while trying to sprinkle spores on you. Once you've thrown a shuriken at each of these, to kill them, you'll have the opportunity to collect a Chishiki (blue) powerup in order to throw shurikens in the "upward curve" for a short period of time - and you will then have to jump over a hole that is built into the floor and a seventh hole as it opens up in front of you, before a "Warp Statue" transforms into a Kawariminojutsu Tsukai and jumps into the air while throwing four fast-moving shurikens down at you. Once you have thrown one of your own upward-curving shurikens at him to kill him, an eighth hole will open up in front of you; once you have dropped down through it to land on the floor below, push the joystick to the left as you are descending to avoid landing on a fourth bed of spikes that has opened up beneath you and drop down through another hole that is built into the floor behind you once you have landed. As you continue to descend, push the joystick to the right to avoid landing on a fifth bed of spikes that has opened up beneath you and continue running to the right once you have landed, until a tenth hole opens up in front of you - and once you drop down through it to land on the floor below, a Domu will come running towards you. Once you have thrown enough upward-curving shurikens at him to kill him, jump over a sixth bed of spikes as it opens up in front of you; you'll then come to the stage's exit, as the song you had been hearing from the Yamaha YM-2151 comes to a conclusion. As with the sixth stage, this stage has no boss, so the hologrammatical image of the Evil Master Shikinami Kurosagi will not appear in the background for a second time, and the "stage clear" theme will be heard from the Yamaha YM-2151 for an eleventh time as Mirai Ninja immediately proceeds to the twelfth stage - but he will need a considerable amount of luck to defeat Raimei Hoshi and the second phase of Ashura given the amount of energy he loses when he is hit. The Tonbi are also present on this stage, but you will only have the chance to see one if you intentionally take one of the many "wrong" paths through it.