Vinny Mainolfi & Frank Gasking
I've always enjoyed playing Gryzor but never felt
comfortable with the way that it looks and feels. Saying
that, I somehow still enjoy playing it and always
strived to complete it at every chance I get.
I actually completed this way back when it was first
released and unfortunately I wish I never had! ...
"Kill the muvva!"
HOW WAS IT COMPLETED?:
I just went through the whole of the game shooting down
anything and everything in my path ... erm ... and I MAY
have used an infinite lives cheat ;-)
SO WHAT HAPPENS?:
Not much! You kill the final boss and then the screen
changes to read, "MISSION COMPLETED".
- Vinny: Now I
know why I feel uncomfortable about this game ...
because the ending is TOTALLY crap! All that time and
effort for what?! I really can't work out why the
programmers ignored the fact that such a big game needs
a substantial ending!
- Gaz Spence:
The programmer knocked together a brilliant ending
sequence that put the CPC's to shame but couldn't
incorporate it into the game because of memory issues.
From the C64 dept. of spin.
- Andrew Fisher:
Bad. The Amstrad version has a funny little animated
sequence where the world blows up.
- Andy Vaisey:
I could never get on with this game. What initially
seems like a decent conversion, suffers from some bad
design choices. Space bar to jump? Ugh. ROM font
throughout? Ugh. Super hard difficulty level? Ugh. And
that last one is a bit of a kicker considering the poor
ending you get as a 'reward' for completion.
- Brendan Phoenix:
Remember this being a demo on side B on Combat School,
but it would never load up!
To be honest, check out the arcade game ending - apart
from a few rolling credits all it has our the words' The
End' - at least it is accurate in having a shi*e ending!
FINAL SAY : I am
not impressed one bit - avoid like the plague :-(
to view more endings.