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(CC) Gradius II (Famicom/NES) - 1-ALL No Miss Clear - 1,341,350 скачать в хорошем качестве

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(CC) Gradius II (Famicom/NES) - 1-ALL No Miss Clear - 1,341,350
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(CC) Gradius II (Famicom/NES) - 1-ALL No Miss Clear - 1,341,350

WARNING: This video contains rapid flashing lights at 17:11 and 17:13. If you have epilepsy or any other photosensitive disability, be wary of those moments. (Subtitles/CC available for gameplay tips and additional notes) Gradius II: Gofer No Yabou グラディウスII: GOFERの野望 Gradius II: The Ambitions of Gofer (Famicom/NES version) ©1988 Konami This is an update to my previous 1CC video of this game, which was recorded all the way back in 2015. I redid it to have a run that used OBS recording, didn't use the Vizzed RGR Plugin, and didn't have the Freemake watermarks at the beginning and end. Plus, it had been a few years since I played this game and I felt my overall Gradius skill had drastically improved since my original video. This game does not deserve to work on the Famicom/NES. And it barely does. You can just tell from the massive sprite flicker/lag (the game can even lag to the point where the music slows down, which you can hear a few times in stage 2) and how much had to be changed for the game in order to fit. I'd say this is closer to the arcade version than the NES Salamander was, and also includes a few new elements in most of the stages to keep things fresh while still staying mostly true to the arcade version. Most of the music is pretty good as well, and a lot of the exclusive songs to this port are pretty jamming to listen to. A lot of people complain about the hitbox in this game, and I've never had a problem with it. Though maybe that's because I'm playing with Type B and can destroy almost everything on sight (seriously, this type is WAY more overpowered in this port than the arcade or PC-Engine versions). And checkpoints are actually done properly in this port--unlike Gradius or Parodius Da!, where there were only 3-4 checkpoints for stage and they're nearly impossible to recover from. You still want to avoid dying whenever possible, though. And thankfully, this run does. The difficulty in this port overall is a little bit low as long as you don't die, which isn't hard to accomplish if you're playing with Type B. Again, the spread bombs and lasers are a deadly combination in this game, and having an option inside of a boss with both activated is almost guaranteed to be an instant win. You do need to be aware of some of the ways the game tries to catch you off guard, such as the prominences in stage 1 and the sudden growing cell walls in the final stage. One interesting quirk with this port is the ability to make the Options rotate for 30 seconds by selecting the "Option" on the power-up bar for a 5th time. I used to think it was useless, but it actually has its uses in certain parts of the game, especially when you need to attack something higher than you (Type B notoriously doesn't have any upwards-firing capabilities). It's still more of a novelty than a skill that you need to master. You may have noticed that I cut the video early after intentionally killing myself at the start of Loop 2. This is because a) you're able to get a massive influx of points (and therefore lives) by exploiting a glitch where you continue to shoot Club after it's been destroyed in stage 6, meaning it would've taken forever to game over, and b) the only change made in high loops is that Covered Core's barriers shoot suicide bullets, so there would've been no point in pushing myself to see how far I could go. Played using the MESEN emulator.

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