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Скачать с ютуб [1cc] Salamander (Arcade) - 1-ALL - 653,100 pts в хорошем качестве

[1cc] Salamander (Arcade) - 1-ALL - 653,100 pts 2 года назад


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[1cc] Salamander (Arcade) - 1-ALL - 653,100 pts

Salamander is a shoot 'em up made by Konami and released in 1986. It is also known as Life Force in the west and serves as some sort of spin-off to the Gradius series. It got rid of the upgrade bar from Gradius and replaced it with pick-ups dropped by enemies, but otherwise it's quite similar. The game alternates between horizontal and vertical which is pretty cool. It's also fun to see that many things seen in the Gradius series originated there, like some bosses and the Ripple weapon. Conversely, a lot of stuff from Gradius also appears in Salamander. This game has many versions and it's a big mess. First of all there are two "Salamander": Japan and Europe, which are supposedly nearly identical (I play the Japanese version). Then, when they exported the game to the American market, it was renamed Life Force, but I don't know if it has actual gameplay changes compared to Salamander and mostly seems to be a translated version with some graphical changes and a new story. Then, later, they released a new Japanese version of the game also called Life Force (yeah, really), and this version actually has different aesthetics (more organic enemies instead of mechanical) and stage design. I'm tempted to play Life Force JP out of curiosity but I have other plans for the coming days, so maybe later. The game is ok but it's really the definition of jank. It has some ideas but the execution could have been better and the difficulty is all over the place. The regenerating walls in Stage 1 is a nice concept but the scrolling is so fast and it happens so early in the run that the difficulty spike is very surprising at first (though it's easy to deal with them once you're prepared). The 4th boss is extremely hard if you don't use a fairly precise safespot and I don't know what they were thinking. Generally speaking, a lot of stuff will just cheapshot you, especially in the final stage, and the hitboxes are... something. The escape sequence in the end is cool in concept but some of the walls close completely and very quickly, giving you little time to react, while the hitboxes for the whole section are super precise (considering your speed), so it's pretty hard. It's possible to do it deathless though, I was pretty close in this run and did 90% of the job but I panicked. In a way the game felt like an experimentation ground for the Gradius series, since many concepts and bosses would be reused for Gradius 2 and 3. They also had the idea to introduce seizure enemies in stages 2 and 5. They don't shoot, there's little to no chance that they'll actually ram into you and are therefore harmless from a gameplay point of view... but while they're alive the screen will keep flashing with bright colors and it's extremely annoying and disturbing. There's a shield in this game (called Force Field) but it's genuinely terrible because of the hitboxes and you shouldn't rely on it. I pretty much consider that it doesn't exist and ignore it completely when I play. Bullets will just go through it for no apparent reason, even when they seem perfectly lined up to hit your shield. The game is close in difficulty to Gradius 1 and 2, but with an even bigger emphasis on memorization. Recovery is weird, since in some places you can recover (which I did), but sometimes it's extremely frustrating because you'll just lose your 2 remaining lives in 10 seconds. There seems to be a rank decrease after death and power down but it's small, so dealing with everything the game throws at you with a limited number of options, no missiles, no speed and the pea shooter will be very hard. At least, you can still collect your options back (though you probably won't be able to catch all 4 of them), but without the rest of your power-ups it can be super tricky. Didn't practice loop 2 at all, and, well, a lot of stuff is different so you're pretty much guaranteed to die if you didn't practice, even if you know the first loop like the back of your hand. I knew I wouldn't be able to go past the 3rd stage because the dragons spawn in different locations, but I didn't expect such a trap to happen so early in stage 1. Various advice I can think of: Stay with 1 speed-up until the beginning of Stage 5, mainly for the safespot in Stage 4. In Stage 4 the path splits several times: I recommend going right for the first split, left for the second one. After the first split in Stage 4, position yourself so that your laser goes between the last digit of your score and the "HI" text. You need fairly precise positioning to deal with the rocks falling from above. Learn how to use the safespot against the 4th boss. In the second half of the final stage (after the midbosses), try not to use your missiles aside from the fights against the Moai heads, as it breaks the floor and allows lasers to be shot at you. 00:00 Stage 1 2:27 Stage 2 4:03 Stage 3 6:03 Stage 4 8:56 Stage 5 11:24 Stage 6 14:45 Ending 15:30 Stage 2-1

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