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Скачать с ютуб [NDS] Ketsui Death Label - Extra Stage Clear в хорошем качестве

[NDS] Ketsui Death Label - Extra Stage Clear 4 года назад


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[NDS] Ketsui Death Label - Extra Stage Clear

Ketsui Death Label is a version of Ketsui that Cave ported to the Nintendo DS in 2008. Because of obvious hardware limitations the game was heavily reworked, and they opted out to make the game more like a boss-rush with various courses. The game also came with a superplay DVD for the arcade version as well as a special "Ikeda teach me!" section in the game where Ikeda himself teaches you about various high-level aspects of Ketsui in an informative and amusing manner. Besides the various boss-rush courses, there's also a DOOM mode where you fight five versions of DOOM back to back that keep increasing in difficulty. Extra is the last stage you unlock and it's by far the hardest thing in the game. Extra is unique in that it's actually laid out like a normal stage instead of a boss rush. This stage is also extremely difficult. I'm not sure how they expected anyone to clear this on a tiny DS screen with the shitty DS d-pad. There are a couple of reasons why this stage is so hard: - You only get one extra life to clear the whole thing. - The horizontal spawn locations of the enemies are random (!!!!!!) - The version of DOOM at the end is the hardest iteration of DOOM in the game. The horizontal spawn locations of the enemies being random is one of the biggest things that makes this so hard. The enemies are extremely aggressive and you have to speedkill them asap to prevent them from moving down the screen and filling the screen with bullets. This is obviously a problem if they keep spawning on the opposite sides of the screen. The Nightmares (the two huge planes) can also come from either the left or right side of the screen. The only enemies with fixed spawn locations are the two Golden Bats that appear in the middle and the Pantzer and Tiger clones. There are also static ground enemies but none of them fire at you. They are mostly there to be bullet sponges and to block your locks and bullets from enemies that actually matter. All this makes this stage somewhat luck-based. DOOM is also really luck-based and you only get one extend to do this... I've never actually seen anything like this before with the random enemy spawning, it makes for a very unique dynamic where you have to be ready for anything. I'd hate it if it was a full game, but I guess it works with a single stage like this that's short as well. One of the saving graces is that the game does have autobomb. However, these autobombs deplete your entire bomb stock if you activate them. So you still want to make sure you use your first two bombs manually so you don't waste them. One of the most important tech in this stage is Nightmare manipulation. These ships accelerate towards you when you're on the side they're moving in from and slow down when you're on the opposite side. You want to make them move just slightly off-screen, enough that they can't shoot any bullets at you but not enough that you can't damage them anymore. It's fairly finicky, but with Type A I developed a strat where I lock onto them from the side they move in from and then move to the side of the screen. The Nightmare's movement speed is slightly faster than Type A's focused speed, so when you reach the side it should line up perfectly. If you get the sweet spot you can shoot them down really fast. You also need to make sure you quickly lock onto them again after you shoot down their first phase. I messed up the 2nd Nightmare but you can do that one no-bomb unlike the first one. See here for reference:    • Ketsui Death Label - Extra Stage - 2n...   DOOM is extremely random. The random red arrow spam in the first phase is particularly troublesome. I usually bomb the first wave if I get there with 2 bombs in stock. You can skip a 3rd wave of the opener if you are a bit more aggressive with damage. 2nd phase is the most doable phase of the fight. Initial missile locations are random but you can try to do the same thing every time. You need to stay under him until he does the aimed blue bullets to do enough damage to end it before it gets crazy. 3rd phase is just get lucky. They added a new pattern in the middle that has a big resemblance to Hibachi's opener in Dodonpachi Daioujou. Use bomb i-frames to carry you through it. It's pretty impressing what they managed to do despite the limitations of the DS. The game is often called the best shmup on the DS for it (though I doubt there is much competition). -----------------------------------------------------------------------------------------------------   / jaimersstg     / jaimersstg  

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