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* ScrappyMechanic: In most modes other than Simple and Boost, when you finish Break Mode part of your bomb/Break gauge is retained. This gets problematic if you are trying to activate Double Break mode, as you might fill the gauge and see the "DOUBLE BREAK STANDBY" prompt, only to press the bomb button a frame or two too late, so instead of Double Breaking you instead waste the gauge firing a bomb as well as some of your Break Rate. Depending on how much Break Mode duration you have left as you approach full gauge, it may be best to forego Double Break instead as it's not worth the risk of the gauge and multiplier penalty as well as wasting one of your defensive options (since exiting either Break Mode cancels all bullets and provides brief invincibility just like entering Break Mode or firing a bomb). This is alleviated in the Arrange modes in ''World [=EXplosion=]'', where exiting either Break Mode fully empties the power meter.

to:

* ScrappyMechanic: In most modes other than Simple and Boost, when you finish Break Mode part of your bomb/Break gauge is retained.retained, often enough for a bomb (unless you've fired so many bombs beforehand to raise the threshold to a point where exiting Break Mode will leave you without enough gauge for a bomb). This gets problematic if you are trying to activate Double Break mode, as you might fill the gauge and see the "DOUBLE BREAK STANDBY" prompt, only to press the bomb button a frame or two too late, so instead of Double Breaking you instead waste the gauge firing a bomb as well as some of your Break Rate. Depending on how much Break Mode duration you have left as you approach full gauge, it may be best to forego Double Break instead as it's not worth the risk of the gauge and multiplier penalty as well as wasting one of your defensive options (since exiting either Break Mode cancels all bullets and provides brief invincibility just like entering Break Mode or firing a bomb). This is alleviated in the Arrange modes in ''World [=EXplosion=]'', where exiting either Break Mode fully empties the power meter.

Changed: 397

Removed: 400

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Accidental indent


* BigLippedAlligatorMoment:
** In Stage 5 of the post-doujin versions, as the big door into the enemy stronghold opens up, [[spoiler:you get one of several randomly-picked cryptic messages that includes your name. [[AddressingThePlayer As in, the name on your Steam, Switch, or NESiCA profile]].]] This event can be surprising given [[NoPlotNoProblem the virtually nonexistent plot]], and never gets referenced again afterwards.

to:

* BigLippedAlligatorMoment:
**
BigLippedAlligatorMoment: In Stage 5 of the post-doujin versions, as the big door into the enemy stronghold opens up, [[spoiler:you get one of several randomly-picked cryptic messages that includes your name. [[AddressingThePlayer As in, the name on your Steam, Switch, or NESiCA profile]].]] This event can be surprising given [[NoPlotNoProblem the virtually nonexistent plot]], and never gets referenced again afterwards.
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None


* GameBreaker: When [[SuperMode DOUBLE BREAK]] was introduced to the 0.30 trial (the one released at Comiket 78 rather than the earlier 0.20 trial), the developer did not adjust the [[EveryTenThousandPoints extend points]], resulting in hilarious amounts of extra lives. The final version adjusts extends so that you no longer have as many as 10 lives by the end of stage 1.

to:

* GameBreaker: When [[SuperMode DOUBLE BREAK]] was introduced to the 0.30 trial (the one released at Comiket 78 rather than the earlier 0.20 trial), the developer did not adjust the [[EveryTenThousandPoints [[Every10000Points extend points]], resulting in hilarious amounts of extra lives. The final version adjusts extends so that you no longer have as many as 10 lives by the end of stage 1.
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None


* BizarroEpisode: Most enemies in this game are machinery of some sort, such as aerial battleships, tanks, and boats. But Stage 3 is the odd-one-out, featuring a whole host of hostile flora and fauna in addition to the usual mecha, such as [[FoulFlower flowers]] and [[SpidersAreScary spiders]] that not only are inexplicably hostile to your ship, but also fire out the usual BulletHell.

to:

* BizarroEpisode: Most enemies in this game are machinery of some sort, such as aerial battleships, tanks, and boats. But Stage 3 is the odd-one-out, featuring a whole host of hostile flora and fauna in addition to the usual mecha, such as [[FoulFlower flowers]] and [[SpidersAreScary spiders]] that not only are inexplicably hostile to your ship, but also fire out the usual BulletHell. The regular music for this stage, "Transparent Stream", is unusually eerie and ethereal, while the alternate theme "Evil Miasma" sounds straight up ''[[NightmareFuel malicious]]''.
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* BizarroEpisode: Most enemies in this game are machinery of some sort, such as aerial battleships, tanks, and boats. But Stage 3 is the odd-one-out, featuring a whole host of hostile flora and fauna, such as [[FoulFlower flowers]] and [[SpidersAreScary spiders]] that not only are inexplicably hostile to your ship, but also fire out the usual BulletHell.

to:

* BizarroEpisode: Most enemies in this game are machinery of some sort, such as aerial battleships, tanks, and boats. But Stage 3 is the odd-one-out, featuring a whole host of hostile flora and fauna, fauna in addition to the usual mecha, such as [[FoulFlower flowers]] and [[SpidersAreScary spiders]] that not only are inexplicably hostile to your ship, but also fire out the usual BulletHell.
Is there an issue? Send a MessageReason:
None


* BizarroEpisode: Most enemies in this game are machinery of some sort, such as aerial battleships, tanks, and boats. But Stage 3 is the odd-one-out, featuring a whole host of hostile flora and fauna, such as [[FoulFlowers flowers]] and [[SpidersAreScary spiders]] that not only are inexplicably hostile to your ship, but also fire out the usual BulletHell.

to:

* BizarroEpisode: Most enemies in this game are machinery of some sort, such as aerial battleships, tanks, and boats. But Stage 3 is the odd-one-out, featuring a whole host of hostile flora and fauna, such as [[FoulFlowers [[FoulFlower flowers]] and [[SpidersAreScary spiders]] that not only are inexplicably hostile to your ship, but also fire out the usual BulletHell.

Added: 757

Changed: 397

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* BigLippedAlligatorMoment: In Stage 5 of the post-doujin versions, as the big door into the enemy stronghold opens up, [[spoiler:you get one of several randomly-picked cryptic messages that includes your name. [[AddressingThePlayer As in, the name on your Steam, Switch, or NESiCA profile]].]] This event can be surprising given [[NoPlotNoProblem the virtually nonexistent plot]], and never gets referenced again afterwards.

to:

* BigLippedAlligatorMoment: BigLippedAlligatorMoment:
**
In Stage 5 of the post-doujin versions, as the big door into the enemy stronghold opens up, [[spoiler:you get one of several randomly-picked cryptic messages that includes your name. [[AddressingThePlayer As in, the name on your Steam, Switch, or NESiCA profile]].]] This event can be surprising given [[NoPlotNoProblem the virtually nonexistent plot]], and never gets referenced again afterwards.afterwards.
* BizarroEpisode: Most enemies in this game are machinery of some sort, such as aerial battleships, tanks, and boats. But Stage 3 is the odd-one-out, featuring a whole host of hostile flora and fauna, such as [[FoulFlowers flowers]] and [[SpidersAreScary spiders]] that not only are inexplicably hostile to your ship, but also fire out the usual BulletHell.
Is there an issue? Send a MessageReason:
None


* LowTierLetdown: Virtually nobody likes Type-I since Type-Z is basically a boosted version of it.

to:

* LowTierLetdown: Virtually nobody likes Type-I since Type-Z is basically a boosted version of it.it, and as such after a few runs with Type-Z, Type-I can feel so underwhelming to use.
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* LowTierLetdown: Virtually nobody likes Type-I since Type-Z is basically a boosted version of it.



** The second half of Stage 5 has multiple [[DegradedBoss Degraded Bosses]] from Stages 2 and 3, combined with a ton of enemies that truly makes this a BulletHell title.

to:

** The second half of Stage 5 has multiple [[DegradedBoss Degraded Bosses]] from Stages 2 and 3, combined with a ton of enemies that truly makes this a BulletHell title.title.
* TheyChangedItNowItSucks: The Arrange supermode in ''World [=EXplosion=]'' is disliked by some players due to not having Type-Z.
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* ScrappyMechanic: In most modes other than Simple and Boost, when you finish Break Mode part of your bomb/Break gauge is retained. This gets problematic if you are trying to activate Double Break mode, as you might fill the gauge and see the "DOUBLE BREAK STANDBY" prompt, only to press the bomb button a frame or two too late, so instead of Double Breaking you instead waste the gauge firing a bomb as well as some of your Break Rate. Depending on how much Break Mode duration you have left as you approach full gauge, it may be best to forego Double Break instead as it's not worth the risk of the gauge and multiplier penalty as well as wasting one of your defensive options. This is alleviated in the Arrange modes in ''World [=EXplosion=]'', where exiting either Break Mode fully empties the power meter.

to:

* ScrappyMechanic: In most modes other than Simple and Boost, when you finish Break Mode part of your bomb/Break gauge is retained. This gets problematic if you are trying to activate Double Break mode, as you might fill the gauge and see the "DOUBLE BREAK STANDBY" prompt, only to press the bomb button a frame or two too late, so instead of Double Breaking you instead waste the gauge firing a bomb as well as some of your Break Rate. Depending on how much Break Mode duration you have left as you approach full gauge, it may be best to forego Double Break instead as it's not worth the risk of the gauge and multiplier penalty as well as wasting one of your defensive options.options (since exiting either Break Mode cancels all bullets and provides brief invincibility just like entering Break Mode or firing a bomb). This is alleviated in the Arrange modes in ''World [=EXplosion=]'', where exiting either Break Mode fully empties the power meter.
Is there an issue? Send a MessageReason:
None


** The UsefulNotes/NintendoSwitch port, ''World [=EXplosion=]'', which adds an ArrangeMode, a new power-up system in the style of ''VideoGame/{{Gradius}}'', has the arranged soundtrack available from the start, and fixes some of the performance problems of ''World Ignition'' such as the blurry textures and a nasty [[GameBreakingBug memory leak]]).

to:

** The UsefulNotes/NintendoSwitch port, ''World [=EXplosion=]'', which adds an ArrangeMode, a new power-up system in the style of ''VideoGame/{{Gradius}}'', has the arranged soundtrack available from the start, and fixes some of the performance problems of ''World Ignition'' such as the blurry textures and a nasty [[GameBreakingBug memory leak]]). The game runs surprisingly well on the handheld given its ''massive'' object counts (both [[BulletHell bullets]] and items).
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None


* BigLippedAlligatorMoment: In Stage 5 of the post-doujin versions, as the big door into the enemy stronghold opens up, you get one of several randomly-picked cryptic messages that includes your name. [[AddressingThePlayer As in, the name on your Steam, Switch, or NESiCA profile]]. This event can be surprising given [[NoPlotNoProblem the virtually nonexistent plot]], and never gets referenced again afterwards.

to:

* BigLippedAlligatorMoment: In Stage 5 of the post-doujin versions, as the big door into the enemy stronghold opens up, you [[spoiler:you get one of several randomly-picked cryptic messages that includes your name. [[AddressingThePlayer As in, the name on your Steam, Switch, or NESiCA profile]]. ]] This event can be surprising given [[NoPlotNoProblem the virtually nonexistent plot]], and never gets referenced again afterwards.
Is there an issue? Send a MessageReason:


** The second half of Stage 5 has multiple [[DegradedBoss Degraded Bosses]] from Stages 2 and 3, combined with a ton of enemies that truly makes this a BulletHell title.
* TierInducedScrappy: Once Type-Z is unlocked, either Type-I is a low-tier example for being a weaker version of Type-Z, or Type-Z is a high-tier example for [[GameBreaker making Type-I obsolete]].

to:

** The second half of Stage 5 has multiple [[DegradedBoss Degraded Bosses]] from Stages 2 and 3, combined with a ton of enemies that truly makes this a BulletHell title.
* TierInducedScrappy: Once Type-Z is unlocked, either Type-I is a low-tier example for being a weaker version of Type-Z, or Type-Z is a high-tier example for [[GameBreaker making Type-I obsolete]].
title.
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* BigLippedAlligatorMoment: In Stage 5 of the post-doujin versions, as the big door into the enemy stronghold opens up, you get one of several randomly-picked cryptic messages that includes your name. [[AddressingThePlayer As in, the name on your Steam, Switch, or NESiCA profile]]. This event never gets referenced again afterwards.

to:

* BigLippedAlligatorMoment: In Stage 5 of the post-doujin versions, as the big door into the enemy stronghold opens up, you get one of several randomly-picked cryptic messages that includes your name. [[AddressingThePlayer As in, the name on your Steam, Switch, or NESiCA profile]]. This event can be surprising given [[NoPlotNoProblem the virtually nonexistent plot]], and never gets referenced again afterwards.
Is there an issue? Send a MessageReason:
None


** The PC port of ''WEX''[[note]]yep, it's [[RecursiveAdaptation a PC port of a Switch port of a PC port of an arcade adaptation of the PC original]][[/note]] has all the content of the Switch version and fixes the input lag problem of the Switch version. As such, it is regarded by many players as the definitive version of the game.

to:

** The PC port of ''WEX''[[note]]yep, it's [[RecursiveAdaptation a PC port of a Switch port of a PC port of an arcade adaptation of the PC original]][[/note]] has all the content of the Switch version and version, fixes the input lag problem of the Switch version.version, and variuos performance improvments over ''World Ignition''. As such, it is regarded by many players as the definitive version of the game.
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Authors Saving Throw is now Trivia that requires a citation from Word Of God.


* AuthorsSavingThrow: The Arrange version in ''World [=EXplosion=]'' solves the problem of Type-Z being literally just a more powerful Type-I by getting rid of Type-Z altogether. Instead, Type-I has been buffed to have up to 8 [[AttackDrone options]].
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Up To Eleven is a defunct trope


* GameBreaker: When [[SuperMode DOUBLE]] [[UpToEleven BREAK]] was introduced to the 0.30 trial (the one released at Comiket 78 rather than the earlier 0.20 trial), the developer did not adjust the [[EveryTenThousandPoints extend points]], resulting in hilarious amounts of extra lives. The final version adjusts extends so that you no longer have as many as 10 lives by the end of stage 1.

to:

* GameBreaker: When [[SuperMode DOUBLE]] [[UpToEleven DOUBLE BREAK]] was introduced to the 0.30 trial (the one released at Comiket 78 rather than the earlier 0.20 trial), the developer did not adjust the [[EveryTenThousandPoints extend points]], resulting in hilarious amounts of extra lives. The final version adjusts extends so that you no longer have as many as 10 lives by the end of stage 1.



* NightmareFuel: Stage 3. In addition to the usual mechanized threads, you also have literal DemonicSpiders and ants assaulting you, and [[GardenOfEvil killer plants]]. All to [[https://www.youtube.com/watch?v=gV1B4AlbBA4&feature=related eerie-sounding drum-and-bass music]]. [[HarderThanHard Unlimited Mode]] makes it worse with the [[NintendoHard increased]] [[BulletHell bullet count]] and the [[https://www.youtube.com/watch?v=soJT2wDH4kE more oppressive music]]. It's even [[UpToEleven harder]] in World Ignition with it being a common ending point to many 1cc attempts due to being one of the most changed levels from the original game.

to:

* NightmareFuel: Stage 3. In addition to the usual mechanized threads, you also have literal DemonicSpiders and ants assaulting you, and [[GardenOfEvil killer plants]]. All to [[https://www.youtube.com/watch?v=gV1B4AlbBA4&feature=related eerie-sounding drum-and-bass music]]. [[HarderThanHard Unlimited Mode]] makes it worse with the [[NintendoHard increased]] [[BulletHell bullet count]] and the [[https://www.youtube.com/watch?v=soJT2wDH4kE more oppressive music]]. It's even [[UpToEleven harder]] harder in World Ignition with it being a common ending point to many 1cc attempts due to being one of the most changed levels from the original game.
Is there an issue? Send a MessageReason:
None


* TaintedByThePreview: When ''World [=EXplosion=]'' was announced as a standalone release rather than a DLC add-on, some players were upset that they would have to buy the game all over again. That said once the game was release, most concerns brushed off due to the game having much better performance than ''World Ignition'', which may explain why it simply wasn't made a DLC expansion.

to:

* TaintedByThePreview: When ''World [=EXplosion=]'' was announced as a standalone release rather than a DLC add-on, some players were upset that they would have to buy the game all over again. That said once the game was release, most concerns brushed off due to the game having much better performance than ''World Ignition'', which may explain why it simply wasn't made a DLC expansion. It also helps that for a limited time, those who already own ''World Ignition'' get a discount on ''World [=EXplosion=]''.
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---> "[[ShootEmUp Shooting game]] [[BadassBoast never die.]] [[{{Engrish}} It prays that the clover of luck be always in your mind.]]"

to:

---> "[[ShootEmUp Shooting game]] [[BadassBoast never die.]] [[{{Engrish}} [[GratuitousEnglish It prays that the clover of luck be always in your mind.]]"
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* ScrappyMechanic: In most modes other than Simple and Boost, when you finish Break Mode part of your bomb/Break gauge is retained. This gets problematic if you are trying to activate Double Break mode, as you might fill the gauge and see the "DOUBLE BREAK STANDBY" prompt, only to press the bomb button a frame or two too late, so instead of Double Breaking you instead waste the gauge firing a bomb as well as some of your Break Rate. Depending on how much Break Mode duration you have left as you approach full gauge, it may be best to forego Double Break instead as it's not worth the risk of the gauge and multiplier penalty. This is alleviated in the Arrange modes in ''World [=EXplosion=]'', where exiting either Break Mode fully empties the power meter.

to:

* ScrappyMechanic: In most modes other than Simple and Boost, when you finish Break Mode part of your bomb/Break gauge is retained. This gets problematic if you are trying to activate Double Break mode, as you might fill the gauge and see the "DOUBLE BREAK STANDBY" prompt, only to press the bomb button a frame or two too late, so instead of Double Breaking you instead waste the gauge firing a bomb as well as some of your Break Rate. Depending on how much Break Mode duration you have left as you approach full gauge, it may be best to forego Double Break instead as it's not worth the risk of the gauge and multiplier penalty.penalty as well as wasting one of your defensive options. This is alleviated in the Arrange modes in ''World [=EXplosion=]'', where exiting either Break Mode fully empties the power meter.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ScrappyMechanic: In most modes other than Simple and Boost, when you finish Break Mode part of your bomb/Break gauge is retained. This gets problematic if you are trying to activate Double Break mode, as you might fill the gauge and see the "DOUBLE BREAK STANDBY" prompt, only to press the bomb button a frame or two too late, so instead of Double Breaking you instead waste the gauge firing a bomb as well as some of your Break Rate. Depending on how much Break Mode duration you have left as you approach full gauge, it may be best to forego Double Break instead as it's not worth the risk of the gauge and multiplier penalty. This is alleviated in the Arrange modes in ''World [=EXplosion=]'', where exiting either Break Mode fully empties the power meter.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TaintedByThePreview: When ''World [=EXplosion=]'' was announced as a standalone release rather than a DLC add-on, some players were upset that they would have to buy the game all over again. That said once the game was release, most concerns brushed off due to the game having much better performance than ''World Ignition'', which may explain why it simply wasn't made a DLC expansion.
Is there an issue? Send a MessageReason:
None


** The UsefulNotes/NintendoSwitch port, ''World [=EXplosion=]'', which adds an ArrangeMode, a new power-up system in the style of ''VideoGame/{{Gradius}}'', has the arranged soundtrack available from the start, and fixes some of the performance problems of ''World Ignition'' (which has some blurry textures and a nasty [[GameBreakingBug memory leak]]).

to:

** The UsefulNotes/NintendoSwitch port, ''World [=EXplosion=]'', which adds an ArrangeMode, a new power-up system in the style of ''VideoGame/{{Gradius}}'', has the arranged soundtrack available from the start, and fixes some of the performance problems of ''World Ignition'' (which has some such as the blurry textures and a nasty [[GameBreakingBug memory leak]]).

Added: 687

Changed: 574

Is there an issue? Send a MessageReason:
None


* PolishedPort: The UsefulNotes/NintendoSwitch port, ''World [=EXplosion=]'', which adds an ArrangeMode, a new power-up system in the style of ''VideoGame/{{Gradius}}'', has the arranged soundtrack available from the start, and fixes some of the performance problems of ''World Ignition'' (which has some blurry textures and a nasty [[GameBreakingBug memory leak]]). The PC port of ''WEX''[[note]]yep, it's [[RecursiveAdaptation a PC port of a Switch port of a PC port of an arcade adaptation of the PC original]][[/note]] has all this and fixes the input lag problem of the Switch version.

to:

* PolishedPort: PolishedPort:
**
The UsefulNotes/NintendoSwitch port, ''World [=EXplosion=]'', which adds an ArrangeMode, a new power-up system in the style of ''VideoGame/{{Gradius}}'', has the arranged soundtrack available from the start, and fixes some of the performance problems of ''World Ignition'' (which has some blurry textures and a nasty [[GameBreakingBug memory leak]]). leak]]).
**
The PC port of ''WEX''[[note]]yep, it's [[RecursiveAdaptation a PC port of a Switch port of a PC port of an arcade adaptation of the PC original]][[/note]] has all this the content of the Switch version and fixes the input lag problem of the Switch version.version. As such, it is regarded by many players as the definitive version of the game.
Is there an issue? Send a MessageReason:
None


* PolishedPort: The UsefulNotes/NintendoSwitch port, ''World [=EXplosion=]'', which adds an ArrangeMode, a new power-up system in the style of ''VideoGame/{{Gradius}}'', and has the arranged soundtrack available from the start. The PC port of ''WEX''[[note]]yep, it's [[RecursiveAdaptation a PC port of a Switch port of a PC port of an arcade adaptation of the PC original]][[/note]] has all this and fixes the input lag problem of the Switch version.

to:

* PolishedPort: The UsefulNotes/NintendoSwitch port, ''World [=EXplosion=]'', which adds an ArrangeMode, a new power-up system in the style of ''VideoGame/{{Gradius}}'', and has the arranged soundtrack available from the start.start, and fixes some of the performance problems of ''World Ignition'' (which has some blurry textures and a nasty [[GameBreakingBug memory leak]]). The PC port of ''WEX''[[note]]yep, it's [[RecursiveAdaptation a PC port of a Switch port of a PC port of an arcade adaptation of the PC original]][[/note]] has all this and fixes the input lag problem of the Switch version.
Is there an issue? Send a MessageReason:
None


* PolishedPort: The UsefulNotes/NintendoSwitch port, ''World [=EXplosion=]'', which adds an ArrangeMode, a new power-up system in the style of ''VideoGame/{{Gradius}}'', and has the arranged soundtrack available from the start.

to:

* PolishedPort: The UsefulNotes/NintendoSwitch port, ''World [=EXplosion=]'', which adds an ArrangeMode, a new power-up system in the style of ''VideoGame/{{Gradius}}'', and has the arranged soundtrack available from the start. The PC port of ''WEX''[[note]]yep, it's [[RecursiveAdaptation a PC port of a Switch port of a PC port of an arcade adaptation of the PC original]][[/note]] has all this and fixes the input lag problem of the Switch version.
Is there an issue? Send a MessageReason:
None


* PolishedPort: The UsefulNotes/NintendoSwitch port, ''World [[=EXplosion=]]'', which adds an ArrangeMode, a new power-up system in the style of ''VideoGame/{{Gradius}}'', and has the arranged soundtrack available from the start.

to:

* PolishedPort: The UsefulNotes/NintendoSwitch port, ''World [[=EXplosion=]]'', [=EXplosion=]'', which adds an ArrangeMode, a new power-up system in the style of ''VideoGame/{{Gradius}}'', and has the arranged soundtrack available from the start.

Added: 229

Changed: 164

Is there an issue? Send a MessageReason:
None


* PolishedPort: The UsefulNotes/NintendoSwitch port, ''World [[=EXplosion=]]'', which adds an ArrangeMode, a new power-up system in the style of ''VideoGame/{{Gradius}}'', and has the arranged soundtrack available from the start.



* ThatOneBoss: Gorgoneion. Its final phase in particular, when it bounces on the ground like a basketball and spews out bullets at the same time.

to:

* ThatOneBoss: Gorgoneion. Its final phase fourth phase, in particular, where the turrets explode into suicide bullets when destroyed while firing laser beans at the same time, as well as its final phase when it bounces on the ground like a basketball and spews out bullets at the same time.simultaneously.

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