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(CC) Garudius '95 - ALL No Miss Clear - 705,700 2 года назад


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(CC) Garudius '95 - ALL No Miss Clear - 705,700

(Subtitles/CC available for gameplay tips and additional notes) No, there isn't a typo in the title. That is actually what this game is called. In honor of the original Gradius' 37th anniversary, I figured this would be appropriate for a "special" upload. Garudius '95 is a Gradius fangame released exclusively for the Japan-only PC-9801 in, you guessed it, 1995. It was developed by the CO-2 Project, whoever the hell that is, and they did a fine job, to the point where it almost feels like an actual Konami product when you play it. The gameplay is solid, the enemies behave like you'd expect them to, it makes sure to include the classic Gradius tropes, and it even throws in a number of creative ideas here and there that aren't seen in any part of the actual series. For the most part, this game is based off of Gradius III Arcade. Almost this entire game's soundtrack is specifically songs from that game (ported quite well for the most part, might I add), with a couple other songs from other Gradius games thrown in there. Several stages mimic concepts and ideas from that game (stages 4, 5, 9, and 10 namely), and even the Edit Mode is brought over. It's important to note, however, that this is NOT a port of Gradius III on the PC-9801; they are similar but nowhere near identical. Overall, this game feels much more polished than Gradius III. Checkpoints are way better this time around--a few of them are still insanely difficult to recover from, but at least some thought was put into it. It does become bullet hell a little quickly, but thankfully the Vic Viper's hitbox is relatively small (in fact, I'd argue it's a little too small). Some of the stage design is a little unfair, though. Stage 5 has fire worms that require memorization of their patterns to get past. Stage 6 is annoying from beginning to end. Stage 8 is straight-up copied from Nemesis 3's stage 3, with gravity zones that make safe flight nigh impossible. Master Core, the boss of stage 9's boss rush, is a complete asshole. And, of course, stage 10, just like Gradius III, is a long gauntlet with obstacles from beginning to end, with no mercy given whatsoever. Weirdly, this game only has one loop. Unlike Gradius III, it's not totally clear what the best weapon config is for clearing the game. It's mainly a coincidence that I found Type B to work, which is essentially Gradius III's Type B but with Vertical instead of Tail Gun. The Force Field takes 6 hits in this game just like in Gradius III, however you can't fire 2 missiles at once. Type B also comes with Speed Down as the "!" power-up, which I use several times in this run. For whatever reason, there are different Speed-Up types that affect the ship in different ways. Type 3, the one provided with Type B, works well with 1 Speed-Up most of the time but occasionally is better to go with 2. Of all the Gradius fangames I've seen (not that many), this might be the best one, or at least my favorite one. It plays well (the PC-9801 blocky scrolling isn't even that noticeable when playing) and feels like a true installment to the Gradius series. I'd definitely recommend playing it if you ever get the chance. Oh, and happy Gradius Day, I suppose. Played with the Neko Project II emulator.

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