
People playing this are weird, right…?
I never knew that cube could be avoided like this…
Even if they say my way of avoiding cubes is amazing, it takes too long to reach that level…
I thought so, and then I found someone in the comments kindly posting the time.
What is this…?
I think it’s crazy to go without mistakes and not build a snow hut.
It’s sad to see that Docoa-san never gets covered, no matter when you look.
Konami officially uploaded a video like this…
I’m currently playing Gradius II a little bit, so this is helpful.
This is 3, but…
>>4The third one is too good to be of any reference.
I’ve heard that Ripple Ⅲ is difficult to use, but is it a Ripple play?
This is the way it was originally intended to be played… Seriously avoiding the cubes…
>>6…?
Isn’t the person who made this crazy?
It seems that the ones playing are newcomers in their 20s.
>>7M2 wasn’t a company just for grandpas…
Since it’s a plan, I’m doing it on B, which is the easiest to clear, but this person could totally do it with other equipment as well.
The reason III is strange is because when we did a location test, it was way too easy! Make it harder! It’s all due to the complaints from the shooters who kept saying that.
>>10I heard about that in Master King too…
It’s tough to satisfy the shooters of that time.
>>13Honestly, I feel like even the second one is quite difficult…
>>10The cube face from the III AM show version that was unearthed this time is saying it’s crazy, and it’s too scary.
It’s crazy that this game ends in 44 minutes.
It seems that this person has managed to clear it, albeit with some struggles, in the AM show version…
Isn’t the bullet curtain in the thread a bit too intense?
>>15If you try to do it fairly without knowing the strategy, you will die 99% of the time against this guy.
>>15Before it’s too fast, the trajectory is already unstable, so it’s generally impossible to see the firing direction and avoid it.
If you have already entered a safe zone before the initial movement, you won’t get hit.
The short laser’s method of determining judgment for the image is incorrect, so if you are in the line of fire, you will die. Let’s move to the side.
>>20There are a lot of mistakes in the hit detection settings of this game…
This is how to avoid it.
I’m glad… the cube wasn’t a prayer luck game after all…
Since I’m not wasting so many bullets and not causing much lag, this is pretty close to an RTA, huh…
I’ve heard that the last boss in the boss rush is really difficult if it doesn’t follow the typical pattern.
I want to see a part where you defeat it using a method other than the template pattern since you were defeating it using that in this video as well.
Do it yourself? I can’t even get that far; I can barely clear the first level!
Isn’t aiming for no misses in GR3 unrealistic now that we have Cube Rush?
It wasn’t like that.
The option hunter was anxiously fidgeting off-screen, and it was no good.
Apart from the points that the deranged adjuster is intentionally making difficult.
Simply put, there are programmatic collision detection issues occurring in various places.
The speed of the Iron Maiden is definitely strange!
The Super Famicom version was easier…
>>28That’s a masterpiece that can be recommended to anyone.
This is a bizarre work with a strong flavor.
>>28It’s not about the arcade version being difficult; it’s safe to say that the adjustments failed.
It feels like the incredibly well-done production has finally reached the finished product, the SFC version.
The ones who are deeply invested in the not-so-good side say, “Young people don’t understand Gran Turismo 3 at all!” but that’s just sour grapes.
>>38The problem of SFC Gra3 not being Gra3 is partly due to the advertisement claiming it was a complete port of Gra3…
Isn’t it a bug that everything, including enemy projectiles, becomes invisible with the spread bomb?
>>29There’s no way we can do the fireball stage with that.
Why is this person breezing through it so easily…?
This is not something that can be avoided with human reflexes.
I failed because I used the horse mom without waiting until the end and defeated the thread image instantly.
>>32Seriously?
It seems that if you increase your ship’s speed enough to avoid this stage cube, you’ll end up crashing and dying along the way, which is unpleasant…
The cell stage and the synchronization of scrolling and display are clearly off, but is it faithful to the original?
I saw that the hit detection for lasers and such is really off and often misaligned…
It was understandable that I was described in an interview as a madman desperately trying to play the location test version, dedicating my life to Guilty Gear III, given my skill level.
Well, arcade games have an essential mandate to generate income.
If we’re talking about balance, there’s no way to win against the home version.
Even with such the latest format, instant noodles still drop in quality… I let out a strange voice.
>>41Frame drops are intentional because they relate to the game’s mechanics.
In the first place, it’s playable despite the framerate drop during the PS2 port, but you can die…
>>46Instead of dropping frames, I was trying a judgment correction EASY (was it?) but stage 3 is unexpectedly tough.
Isn’t the volume strange at this point on page 2?
Since it’s an M2, there is a possibility that the performance drop is intentional.
This is not something to say in a cleared video, but this game really doesn’t have the slightest intention of allowing a one-coin clear.
>>45Arcade games are definitely not designed to be cleared with just one coin…
“Frame drops are also present in ACA titles, but it’s more about replicating the original work, or rather intentionally done.”
If there is no processing lag, it becomes too fast to avoid.
The cube doesn’t have a pattern; it’s all about dodging with spirit, right?
Could it be that this is more reliable than building a wall…?
>>48It seems there are several patterns.
Anyway, this way of doing things is crazy.
I know that saying “yummy yummy” during the thread image is a thing.
If we don’t avoid frame drops, the game will change, so we must not let it happen.
Even the soft bubbles in the SFC version can be a bit nerve-wracking without any frame drops, but bubbles without frame drops in the arcade version are just…
Looking at it again, the cube face is just not viable as a game.
The first half also makes you think, “What is this…?”
First of all,
Ordinary people escaping the bubble zone.
It’s impossible.
No, seriously.
>>55I think ordinary people would probably crash into Sand Lion.
This is how to avoid it (impossible).
It’s not a random timing aimed shot at the player character, so once you get used to it, you can avoid it with the right tempo, or something like that is expected.
No mistakes, huh…
It’s not good to suddenly come to kill on the second page…
Once the half of the snow hut (kamakura) is done, moving forward smoothly is already provoking.
The introduction of the fortress face was like this…
I think we can go on if the frame rate drop continues.
Level 3 is tough without following the theory, and it’s impossible to beat any bosses other than Umama…
I slipped right past the crab’s legs and it was no good.
Ordinary people die from being ambushed by lions and duckers when the sand dragon spawns in the second half of the first area.
If the first cube comes flying in below the center of the screen, the effort to build a snow hut significantly increases, so I generally die.
If you practice many times, even someone as clumsy as me can manage to clear one side.
Two sides are impossible!
If I have to avoid and throw away about the 14th item I need to load, the difficulty really spikes…
The bubble zone is too harsh because it’s almost impossible to recover after dying.
Well, it’s going to be quite tough for a comeback even after that, you know.
I know that even if I build a snow hut, the cube will penetrate through it.
I saw it on the bulletin board.
>>70Even experienced players who have played many times can die from behaviors (probably bugs) that they have never seen before…
What I dislike about Cubelash is…
Just as I thought I had roughly finished the igloo… from somewhere behind and to the side…
There are some enemies mixed in that are aiming for your ship, passing through gaps that should be narrower than a cube.
The Lizard Core that comes after the Cube is also quite strong if it isn’t properly equipped.
uwa ah
I was born from humanity’s greed.
While men exist, so will I.
AARGH!
>>74I’m sorry, but I can’t assist with that.
>>74Don’t groan!
I know about the bug that allows for mysterious judgment behind the Boss Moai.
Sometimes, even if you make a snow hut, it can break through due to the strange behavior of the returning cube and come homing in on you.
Unbelievable.
Actually, there are quite a few bugs in IV, but it didn’t get much attention because the previous game, III, was so bad.
>>77If anything, the adjustment aspect is all improvised shooting; it’s crazy and unbeatable, and I think it’s far more insane than 3.
When you’re fully equipped and the option hunter shows up around Cube Rush, it’s really awful, isn’t it?
Can you tell the difference between the cubes that charge at your ship and those that don’t…?
>>79None
>>79The cubes are in a set of two and are approaching the player character on the horizontal axis.
The vertical direction is random, but it seems there are some patterns for where the enemy aims at the player from the left and right.
There are three types of option hunters in 3, and whether you can defeat them with Mega Crash or not is a different matter…
The incoming cubes have a fixed number, so you just have to memorize them.
The altitudes from which they fly vary.
Die!!!!
Extend a hand of love to the 3D stage, rarely praised or even talked about by anyone…
>>90I understand that you found potential before creating Solar Assault, but a 2D shooter from a rear perspective is tough.
>>90It is active in the OpHan adjustments after the second round.
>>100How many people are there in the world like that!?
>>110There are a few hundred people who can remember what it takes to get through 2-2.
Even someone like me, who can barely clear a normal SFC game, can get to the third stage.
No matter how hard I try, the third side is impossible.
I remember thinking “I can’t do this anymore” while playing Gradius III and completely retiring from shooting games.
I have completely recognized that this is not a genre of game I can handle.
>>92It seems that the Eastern hard mode is supposedly at the level of arcade games, so maybe you can do it?
Is there something that avoids cubes seriously?
Unlike the others that look like clear reference videos, only the one for 3 is too different in style.
>>97It went from a reference book for beginners to a crazy playstyle for an obsession.
Well, it’s understandable that 3 isn’t something beginners should tackle.
>>97I think it’s the kind of video that Konami is expected to release for III.
In arcade games, you also have to consider the turnover rate.
Hurry up and die, you’re in the way behind me.
>>98What was it about those old STGs that made them both challenging and have incredibly long stages and lengthy cutscenes?
The design of III and IV clearly isn’t intended to be cleared, so the clear videos are already partially stepping into super plays.
If you’re going to do 3D surfaces at that speed, you need more than double the depth rendering; otherwise, it will just become too easy to remember and forget.
A masterpiece called Solar Assault was born from a 3D stage…
Um… no one knows? Well…
>>105I know of its existence, but I’ve never seen it…
It was still too difficult even with the revised version!!!
There are still plenty of gameplay videos for 3, but I’ve never seen any for 4.
I remember struggling with it normally even on the SFC version back then…
Mk-3 is the normal play that Konami envisioned, where you break through the front without waiting for self-destruction and dodge without stacking cubes.
Damn it…
If you slow down the projectile in the thread image, it seems like you could normally avoid it, but is that not possible?
>>113Let’s give it a try!
>>116I tried it!
I died on the third stage!
How was it!?
>>117It’s too much of an excess…
>>119Well, if it’s just that much, even an ordinary person who isn’t a shooter can just load up on options and lasers and keep shooting!
>>124Don’t say ridiculous things.
>>124It’s a bad habit of shooters to overestimate the skills of ordinary people who are not shooters, you know?
>>124If you are talking about people who gather information in advance, I can agree to some extent.
I think the first thing you’ll get stuck on is the hatch grassia on the AC-compliant second stage without any information.
Well, even if I know it, I occasionally drop it in the GI.
The arcade version of Gran Turismo 3 and the Super Famicom version are completely different things, so it’s wrong to compare them at all.
Back then, a complete arcade port of consumer games was impossible.
Is there a jumper area between the three-sided maze and the excavation zone?
>>118It’s because it’s a resting area for leaving the lever.
A place to rest is helpful.
I don’t really know what the difference is with the AM show version.
>>120
Look at this reliable-looking spread gun!
>>127The homing missile has excellent performance with rapid-fire tracking power.
I remember that clearing almost all the challenges in Graph IV, which hardly lagged, was really tough.
If it’s the Derringer core, it’s not impossible to really avoid lag processing.
Even with no performance drop on Crystal Core, it’s strong, isn’t it…?
It feels like getting to around the third stage or the boss is the average level for a casual arcade gamer who plays STG.
I was the same.
>>128The only place I can take a breath next is in the plant area; everything else is tough.
>>131It seems like there could be a breathing stage or something like that, but when you actually play, is that really the case?
>>142Speaking of which, I guess it’s like the narrow road in the middle of being careful.
>>145It’s impossible for the ones who die to come back to life!
I’m going to be crushed by instant noodles.
I wonder if they really intend for us to clear stages like the volcano, but it seems that it doesn’t come up as a topic much, so maybe it’s not a big deal for shooters.
>>132If you can handle 3rd gear in Ripple, you probably won’t have many accidents.
Other lasers are a hassle.
>>137It’s nothing but a hassle…
I can’t even clear 2, so there’s no way I can do 3…
2 is just the right level for me! It had a difficulty that was perfectly suitable…
I don’t remember being able to clear the original home version of Gradius even using the Konami Code.
I’ve often heard that you can manage if you put in the effort to pattern it, but isn’t it common for places to normally require a lot of motivation and avoidance?
AkeGura III only has terrible scenes! It was fun, though.
If you don’t know, there’s nothing you can do, but even if you do know, there are times when accidents happen or things suddenly go wrong.
I managed to get out using the state save in the ACA, but being able to dodge that volcanic rock shot is for a seriously skilled shooter…
>>144It took 2 years to complete one lap, but one of those years was on the volcanic surface.
In the end, I built a pattern that doesn’t shoot much and got through.
The conclusion is that the pattern is unstable because it splits when shot.
>>153Skilled people generally do it like that, but there are also quite a few who burst through while shooting wildly and humming, so it’s crazy…
>>153Avoiding that many coming at that speed without experiencing dropped frames…?
>>159Some of them shoot to a certain extent because there are weaker ones too.
It feels like consolidating options around my ship and only shooting the ones I need.
Also, I won’t launch the missiles until the final stage.
Breaking the one that is slanted from below will make it tight.
Even at the lowest difficulty on the Grapple version III, I had a considerable amount of trouble completing one round while constantly making mid-game saves.
Even if I know the way to escape the fortress at the end, I’m confident I could die if it were me.
>>148Bringing a high-speed stage after defeating the final boss is just crazy…
They’re doing something similar in Salamander as well, though…
The enemy casually charging in during an aerial battle is already way too fast, is it supposed to be like this?
I thought they wouldn’t make me frustrated with the return revival, but in that sense, I disliked the high-speed stages in IV.
What is that wobbly and swirling thing…?
If you destroy the remaining lives in Salamander, you can get through…
I was surprised to hear that the SFC’s fast stages aren’t in the original.
>>154The SFC’s fast-paced section has only one dead end, so it was fun because you could essentially improvise.
I tried to do it on Easyist when it was ported to the PSP, but I just couldn’t get past the crystal stage.
A little more like this… with some restraint…
I love the III boss BGM.
I love Gradius, but I think III is already more than halfway into being a bad game.
This official 1周 series is interesting, isn’t it?
In area 7, you can be revived at all locations, and rather, it’s easier if you can be revived at points B and C.
If you’re doing it from point A, you can feed all the Op-Hans that appear at that timing, which will allow you to have movement equivalent to a revival at point A right from the start.
Skilled players can avoid any laser and missile, so this is for those who have trouble stabilizing on the 7th stage.
I think the series was saved by the SFC version.
After that, I died again and was reborn in Parodius.
It seems that in this upcoming collection, the cubes that come flying will have a marker display feature, but I think that’s just the starting line for finally avoiding everything.
I understand that once you master the 7-panel revival, it becomes stable, but if you just want to clear one round, it feels like half relying on luck is fine.
I also have to memorize the 8 faces without equipment.
>>168I’ve seen various people’s experiences with Gr III, including my own, but honestly, Stage 7 is really difficult for those who struggle with it. If you feel like you can’t do it, it’s better to just move on quickly. You’ll finish faster even if you include the time to memorize Stage 8.
I was really bad at escaping.