[Graze Counter GM] Type-9 Standard Extreme All Stage CLEAR (Score: 2,732,540,000) [CC Commentary]
As thick as the bullets look, the game is pretty accessible. That is if you're pretty experienced. It provides this fast and chaotic prolonged i-frames like Psvariar, but packaged it in a much more intuitive way and much more available unlike Danmaku Unlimited 3. I love it! But of course there will be criticisms. Not much on the systems and the resource kindness, but it's on specific stage design decisions.
Graze Counter GM is a vert bullet hell shmup where you can shoot, slow down (I don't think slowing down changes the shot behavior), Graze Counter, a.k.a. the i-frame bomb laser, and Break, the game's hyper mode. Wait, bomb and hyper, rechargeable too!? Yep! Of course there will be a caveat. Normally unleashing the laser at below 100% won't grant you i-frames. That means as a melee tool it's dangerous unless you used it at 100%. You can't stock up the bombs either. So the flow is akin to Metal Black. On default circumstances grazing increases the Graze Counter gauge, for convenience let's say it's the bomb gauge. The stars from cancelling bullets with the bomb fills in the Break gauge. Break has multiple purposes aside of extra DPS: Bullet clearing, momentary i-frames, which actually still let you graze! And quick bomb recharge. So in the most tense of situations your usual tactic would be bomb recharge, break, bomb recharge, rinse and repeat. Sounds kinda repetitive, but the onset occurs more slowly than you think, thanks to the fun stage design.
Enemies in general will not hesitate to shoot at you and with large amount of bullets, to their detriment too. This makes enemy management hectic and fun, destroying as many enemies as possible before the i-frame wears out or leaving one be to prepare the bomb again. Especially in Extreme. I promise you that this difficulty mode is not as Extreme as you might think. You start with 4 lives, which is already very kind, then you extend at every 200 mil. The tactics available for you to 1cc is not rigid.
That being said, some of the awful parts involve the lack of bullet sealing and ceasefire zones. When the enemy is even close enough to the bottom, they still will shoot! With the difficulty of reaching them with your shot, that's pretty cheap, though one can argue this is where your skills get tested. Some hitboxes pretty much are lies too. It's just on one moment, but it will still baffle you. Not depicted in this video though. One final thing I'd criticize the most is the final boss. Her patterns only consisting of buffed patterns of previous patterns still can be said as relevant to its storytelling, but that's not the worst part. The boss has HYPER IMMUNITY! Not BOMB, HYPER! Shouldn't it be the other way around!? Not to mention the i-frame is annoyingly long after activation! For the normal ships it's just a baffling annoyance, though arguably this makes it great for score farming, but on 2 specific ships and reverses the way bomb and break gets reloaded? Brrrrr!!! Don't even try!
Great Eurobeat OST, good stage design, nice variety though the machine designs of the bosses can be rather repetitive, it's a fun package even on Extreme. Try it out!
Type-9 is probably a reference to Dodonpachi, with her bee motif and all, though her options act more like Ketsui options with more limited lock on range unless you go to Hyper. I'm sure the Extreme mode can be cleared with the default ship, but I chose Type-9 just for the fun of it. Also, no Auto-Shield!
This is the Nintendo Switch version. Not sure if the slowdown is due to the hardware, which makes this game arguably the ideal consistent version, or due to software programming, in other words by design.
https://store-jp.nintendo.com/list/software/70010000055033.html
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