【AC】ゼロガンナー/Zero Gunner-Full route ALL(NoMiss)

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  • Опубліковано 19 лис 2024
  • ゼロガンナー/Zero Gunner(彩京/Psikyo 1997)
    ASIA/USA/EUROPE Route NOMISS 1CC
    Player:PEP(Model 2 v1.1)
    Video Timeline:
    01:35~10:54 Asia
    10:54~20:21 USA
    20:22~30:16 EUROPE
    Explanation:
    This game is the black history of Japanese Psikyo(彩京) company, and over the years, let alone the ported version, the number of interviews and magazine mentions by industry insiders is limited, for a reason.
    The game adopts a RAYSTORM perspective, with the aircraft's nose aligned to lock and hold the bullet to turn. But the system is not finished at all, it's like a semi-finished product. The locking function relies entirely on the player's head shaking and system recognition. The system recognition efficiency is really low, often unable to lock the desired point, unable to lock the wrong key, and being forced to death is a common occurrence. The fate is not in the hands of the player anymore. The lockdown time limit is unclear, so most of the time it is simply adding trouble to the player.
    Three planes, all of which are straight planes, and the layout design is difficult to clean. It seems that the designer thinks that the output after locking is too high, adding a layer of hard shell to all medium-sized planes, and increasing difficulty over time will continue to increase health. In the later stages of the game, both the BOSS and medium-sized aircraft have increased their endurance by 20% to 50%, which is completely different from the built-in level selection practice mode of the substrate. In the early stage, I was bullied by a small plane, and in the later stage, I used the highest output aircraft, Flight 3. I also had to be pressed and beaten by a mid sized aircraft and a boss, not only feeling nauseous but also not happy throughout the process.
    The barrage design of the enemy and the boss is also a scam, forcing you to lock in the mid sized machine above the screen and press it down to 1/3 of the screen to quickly and randomly shoot the boss (the final boss of the Asian Line). This is the perspective of the RAYSTORM, and many places cannot be avoided at all but can only be placed in B.
    Designed in this way, it was both copied and messed up, and it completely turned into black history.... The 2nd generation is really a well done work. The game also has an EX difficulty of 10 levels, and we will consider continuing the strategy in the future.

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