Zero Gunner 2


Publisher: Psikyo
Hardware: Naomi Cart
Year: 2001
Controls: 1 Joystick, 3 Buttons Per Player
Number of Players: 2 players
Cartridge Image:
Ported To: Dreamcast


Dedicated Cabinet :



Zero Gunner II is one of the first serious attempts at genre innovation in some time. It, for all intents and purposes, functions like any other shooter, only you can rotate the helicopter 360 degrees to shoot from any direction. This is a significant step for the dying shooter genre, as the player is no longer limited to shooting from a pre-determined vantage point. Other than this, Zero Gunner II is not much different from Mars Matrix or Giga Wing 2... which is a good thing, mind you.

In Zero Gunner II you collect light-blue (or turquoise) energy crystals that increase points. Larger crystals increase the copter's range of fire. The more enemy ships/cyborgs you exterminate, the more crystals litter the screen. In a move intended to eliminate the chore of flying around the screen collecting small objects, the crystals fly towards the copter from all directions, most of the time.

In Psikyo's latest, they've taken the bullet-swarm concept seemingly perfected in Giga Wing 2 to new extremes. This isn't readily apparent in the initial levels, but after the fourth stage enemies really begin to 'test' you. Bullets encase the screen with bright-orange at incredible speeds and if even one hits your copter, you lose all your weapon upgrades and revert to a single stream of fire. The game is, thus, a challenge suitable for every self-proclaimed 'expert' at the genre, even those that found Gunbird 2 a breeze. And even if you beat the first six levels with ease (because they're really no harder than Cannon Spike's initial six), you still have the final level AND seven more night-time stages to complete. The night-stages are incredibly hard, as every enemy explodes with more shrapnel.

(Description written by: Jnk2k2)

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