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The boutchannel presents: Carrier Air Wing ㅡ Fortress Takedown Carrier Air Wing — Fortress Takedown is presented as an emblematic chapter in the memoirs of arcade air warfare, an epic mountain assault that crystallizes the campaign’s stakes in a single, dramatic mission. This stage places Mark Olson and his A-6E Intruder against a fortified mountain complex where turrets, laser arrays, and layered fighter bays form a fortress of attrition and spectacle. 0:00 Start 0:09 Teaser (0:09–0:35) 0:35 Channel Intro (0:35–1:00) 1:00 Carl Vinson Heads and Instructs — Preparation for War 2:28 Stage Begins — Mountain Approach & Early Reveals 2:40 Red Astronaut Uncover — Early Bonus Sequence 2:50 Turret Sweep — Lower Wall Engagements 3:10 Fortress Core — First Pass & Reaction Windows 4:40 Yashichi & Fuel Runs — Mid-Stage Recovery Beats 5:00 Girders Collapse — Tank Structures Give Way 5:55 Narrow Tunnel — Zigzag & Missile Threats 7:05 Laser Battery Gamma Boss — Climactic Wheel Assault 8:18 Closing (8:18–8:44) From the first approach the landscape reads like a constructed set of revelations: hidden red astronaut bonuses, girders to collapse, and vertical corridors that change the rhythm of engagement. The mission reads as an epic micro-novel—compact, focused, and emblematic—one that enthusiasts of classic arcade storytelling will recognize and relish. The stage alternates compressed set pieces with broad, sweeping assaults so that tension and release trade places repeatedly across the run. Lower passes reveal hangars, turrets and early rewards; higher arcs expose laser batteries and the fortress core, and the sequence of three passes at the core functions like a serialized climax. Environmental cues matter narratively: turret firing shadows, the buildup before three-laser barrages, and the yashichi that replenishes fuel are all authored moments that shape the mission’s story. Enemy composition reads like a dossier: concentrated turret arrays, recurring missile fighters, and the fortress’ spinning laser wheels that behave as scripted antagonists rather than random hazards. That contrast produces the stage’s dramatic cadence: probe, erode, expose, and complete, yielding an experience that rewards attention to scene and sequence rather than brute-force aggression. Laser Battery "Gamma" bossㅡthe fortress itself is designed as a layered antagonist where removing peripheral turrets and disabling spinning laser wheels transforms a wall of threat into a series of exposed stages. The main cannon and core act as the fortress’ heart; when the core opens the narrative invites decisive action, and the three-pass mechanic turns failure into renewed opportunity rather than punitive finality. Allied strengths are veteran judgment, steady ordnance choice, and the Intruder’s capacity to convert repeated exposure into momentum; opposing strengths are the fortress’ redundancy and its pattern-driven area denial. The fortress’ design aims to slow momentum with repeated exposures and environmental traps; the allied narrative is to convert those interruptions into predictable frames of opportunity. The fortress commands spectacle and redundancy, while Olson and the Intruder offer narrative agency, resolve, and a steady hand as well. That interplay is why the mission feels epic: each regained opening becomes a line in the memoir, each defeated wheel a paragraph toward closure, and the final core’s fall a chapter’s satisfying last line. Thank you for joining us through Carrier Air Wing — Fortress Takedown. Each encounter feels like an emblematic page in Carrier Air Wing’s continuing memoir! 🎮 Full Playlist → • Carrier Air Wing (Arcade Gameplay, "Rick F... 🎁 Bonus Video → • Topsail Trouble Gangplank Galleon – Donkey... 🥇 Free Ultimate PDF Guide → https://bit.ly/caw1990 🤳 Instagram → @boutchannel 📲 TikTok → @boutchannel Release: October 30, 1990 Developer / Publisher: Capcom Designer: Noritaka Funamizu Composer: Manami Matsumae Rating: Everyone (ESRB) Game Modes: Single Player, Two Players Genres: Shooter, Scrolling Shooter, Shoot'Em Up Arcade In Japan, Game Machine listed Carrier Air Wing on their December 1, 1990 issue as being the most-successful table arcade unit of the month, outperforming titles such as Raiden and Columns II. In the January 1991 issue of Japanese publication Micom BASIC Magazine, the game was ranked on the number eight spot in popularity. In May 1991, UK magazine Zero ranked it on their number three spot in popularity. Martin Gaksch of German magazine Power Play gave the game a mixed outlook. Note: Please do not re-upload our videos without prior and full authorization directly from this channel. The only email we use is entered in ‘about, channel details’. Contact us and let's discuss the matter; otherwise we will remove all replicas spread on the YouTube platform. Thank you for your understanding. #carrierairwing #gameplay #gaming @theboutchannel