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Скачать с ютуб Final Zone FZ戦記AXIS - Genesis Longplay - No Deaths (Nomiss), "Normal" mode, Real Hardware в хорошем качестве

Final Zone FZ戦記AXIS - Genesis Longplay - No Deaths (Nomiss), "Normal" mode, Real Hardware 11 месяцев назад


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Final Zone FZ戦記AXIS - Genesis Longplay - No Deaths (Nomiss), "Normal" mode, Real Hardware

A no miss clear (no death) run of Final Zone (FZ Senki Axis/FZ戦記AXIS) for the Sega Genesis, played on "Normal" mode (not default setting - game begins on "Easy"). Captured straight from a region modified X'Eye, no cheats. Developed by Wolf Team and originally named something other than "Final Zone" in Japan (explicitly speaking, anyway - I think they had to give it a different name for some sort of complex licensing reason. This is actually the third "Final Zone" game, technically, but doesn't have a story set in the same universe), this mech shooter game provides a pretty unique slice of action into the Mega Drive's Library. Final Zone is both isometric and free-scrolling, which can feel very intimidating at first because of how hard it is to gauge the size of the maps and where to go (they're somewhat surprisingly small and loop). Beyond that, it also spawns in an infinite number of nuisance enemies, is opaque about how it spawns in waves of listed enemies (it's fixed locations), and it doesn't really happen to explain its weapon system to ROM trawlers.... which is, somehow, also its health system. That's right, every weapon you have is a bar of health, AND also has both a primary and secondary function. Also the first boss will completely wreck you without a little prep and then send you into a screen that reminds you that this game that already seems somewhat inaccessible limits your practice credits. Seems rough! But I promise with a little bit of practice and learning, this game is actually a bit of a gem and has some pretty exciting fixed firing shootouts. What's worth noting is that very, very few of the weapons in the game are actually all that good or have useful secondary options. From the very start, you get a "Twin," which you can frankly use for the entirety of the game. It's quite powerful, has a decent shot width, and is extraordinarily flexible. As far as other quality weapons go, "Grenade" is great (which I don't get in this run because I accidentally get knicked right after picking it up in the darkness level lol - you get one at the start on 'easy'), "Ray" has low fire rate but is very very strong, "Help" is a homing missile that can be very very useful, and "Hunter," which shows up in the last level, is quite strong. The only weapon you'll really want to use in the secondary slot (which has uniquely limited ammo for each weapon) is "Rope G," which can speedkill bosses (as demonstrated in video) but is rather unwieldy. The game is largely straight-forward once you've gotten familiar with its encounters (aside from its double-tap dash accelerator, which can be a little weird to get a hang on), and most bosses and enemies do well to pressure you to keep a bead on them while they attempt to avoid your line of fire without feeling unfair or overtly evasive. Though this doesn't hit the mech action heights of something like the Assault Suits series, I find it very competitive in providing an experience with similarly specific joys. Your mech feels like it has a little bit of weight to it and the game is littered with fun mechanical designs and great concepts to really let you marinate in that classic atmosphere. I'm not sure how it stacks up to its x68k version because I haven't played it. On superficial examination, it seems like the x68k version has a lot of additional (and cool) story content, as well as a larger playing field but more aggressive nuisance drones. This makes sense, as you have more space to react to them and they can get away with firing a few more bullets because it's reasonable to be able to react to and avoid them from those distances. My working theory is that the drones fire rare & random bullets on the MD version because if the firing rate were too high, they'd be way too cruel for the smaller field of view. When you're down to the last 5 TEKI in the MD version, they increase that fire rate and it can become rather deadly to linger in the stage. In the last level, however, they start firing homing bullets and at annoying rates right off the bat - 'eesh. DESCRIPTION CONTINUED IN LINK: https://justpaste.it/a1kfy

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