How accurate is this?
https://steamcommunity.com/id/d3dx9_43/ ... d/1279410/Google Translate:
Quote:
Obviously not different from an arcade? And what can be seen by the layperson (☆ mark clearly affects play. Confirm with difficulty Normal (5). Later, if you feel like it, check Very Hard (7))
・The bullet does not disappear when the boss is defeated (Is it okay to hit this? Not confirmed)
・1-7 Boss The bullet shot by the first enemy to attack is slightly changed (although it does not affect avoiding it)
・On the second lap, the shape of the 5 way of the medium-sized aircraft's shooting back changed (some bullets are not evenly spaced)
☆Italy: Isn't there two turrets moving on the water during the last road? (I think there will be one left and one right, but of course on lap 2 too!)
☆ 2-6 Blue UFO Zako on the way does not shoot 5way → 5way → 2way → 1way, but 5way → 2way → 1way (one 5way is missing)
☆ 2-6 There is no way bullet aimed at high speed aircraft with the first bullet of the middle boss (eyeball)
・2-6 Medium boss 2 waves are just 1way
☆ 2-6 There is no way bullet for the first high-speed boss in the 2nd form of the boss (from the same way as the first lap, it is possible to avoid the front vertical movement Only),
・2-6 Boss 2nd form The target of the aircraft after the continuous laser firing is 1way instead of 3way
☆ 2-7 The opening turret only shoots 2way (where did the crazy 2way → 4way attack pattern go?)
☆ 2-7 There is no shot back bullet in the bit summoned by the middle boss
・2-7 Medium Boss 2nd Form 2 wave's target is only 3way instead of 5way, firing frequency is low
☆2-7 The 3rd body of the boss's undercarriage only shoots bullets removed from its own machine
☆2-7 Even if the capsule or frog summoned by the final boss is killed, it will not shoot back and issue a bullet
However, there are a lot of mistakes from 2-6 onwards, "Isn't you making a barrage dedicated to the second lap until the attack on that first lap?" Although the bullet velocity itself is higher than the first lap.
It is better to say that the difficulty level is higher than that of the arcade, and that the Italian level is 2-6, 2-7.
As you can see from the play video of PS2 version Gunbird 2, I think that this port is probably based on it because it is very similar to PS2 version.
It's a shame to think that I want you to emulate the arcade version instead of the PS2 version because you have the right.
Even so, I'm not saying that everything should be perfect, but I think it would have been nice to have corrected the difference from the arcade that can be seen by the people who were enthusiastically playing this game at a glance. ..
Good points:
・Because you can select the difficulty level, even people who are not very good at it can clear it.
-The number of continue can be set from game setting to 0 to 99 times, unlimited.
-You can change the key to use when playing with the keyboard (select Launch Configuration Tool at startup). I think the default was ZXAS, but you can change it to another key, such as C or V.
▽ If the diagonal movement becomes ineffective due to simultaneous input restrictions, try assigning another key.
-If you think that it is a port of the PS2 version instead of the port of the arcade version, it can be said that the work is good.
Points of concern:
・There is no stage select (In 2020! In this era when it is installed in many STGs that can be done on PC now. Even though there is Steste mode on the board)
It is necessary to proceed to the desired side and practice using the storyboard. And since it will be done from the state where the minimum power and rank have dropped, it is not possible to make a pattern for no mistakes.
-The nice thing is that online score tracking is implemented, but it's a mess of all aircraft. There is no ranking for each character.
-Input delay is too dangerous. You can feel it by turning off the Steam overlay or making it full screen.
I think that it will be okay if the stage is easy, but I am really scared when it comes to the second half of the first lap. It is difficult to move at a level where it is scary to move to a narrow gap.
During the pad operation, it was so difficult that I got hit by the first 1-6 bosses for the second time in a row.
After playing for a few hours, I got a little used to it, but it is still lacking in comfort and I am afraid of some barrages (2-4 The second wave of boss 1st form can be understood by repeatedly moving left and right) ..
Summary:
It may be okay if you just want to finish in one week, but it is a difficult experience to be able to do it in the second week with this operability. There is nothing you cannot do.
If the game content itself is closed after 2-6, it is quite reproducible for the unaided eyes? It seems that it is not bad at all (I do not know the reproducibility of the enemy's detailed appearance timing. Sorry).
Are you writing an arcade supremacy? I thought, but because the arcade version is a big source, I usually want to do something closer to the original.
Who wants to do the PS version of the angry bee over the AC version of the angry bee? No, no.
Noisy guys should buy the board softly! It may be that. In fact, that's the theory (BEST can be said to be used for benefits).
But I managed to delay it. If this can be done, it is possible to divide from negative evaluation to positive evaluation ꧁༼ ◔ᾥ◔༽꧂