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เริ่มโดย อินดี้, 11:48 น. 21 พ.ค 62

อินดี้

BERKOWITZ, David Richard
New Yorkers are accustomed to reports of violent death in every form, from the mundane to the bizarre. They take it all in stride, accepting civic carnage as a price of living in the largest, richest city in America. But residents were unprepared for the commencement of an allout  reign of terror in July 1976. For 13 months, New York would be a city under siege, its female citizens afraid to venture out by night while an apparent homicidal maniac was waiting, seeking prey.

The terror came with darkness on July 29, 1976. Two young women, Donna Lauria and Jody Valenti, had parked their car on Buhre Avenue in Queens, remaining in the vehicle and passing time in conversation. If they saw the solitary male pedestrian at all, they didn't take note of him. In any case, they never saw the pistol that he raised to pump five shots through the windshield. Donna Lauria was killed immediately; her companion survived and got off "easy," with a bullet in one thigh. The shooting was a tragic incident, but in itself was not unusual for New York City. There was scattered sympathy but no alarm among the residents of New York's urban combat zone . . . until the next attack.

On October 23, Carl Denaro and Rosemary Keenan parked outside a bar in Flushing, Queens. Again, the gunman went unnoticed as he crouched to fire a single bullet through the car's rear window. Wounded, Carl Denaro survived. A .44-caliber bullet was found on the floor of the car, and detectives matched it to slugs from the Lauria murder.

Just over one month later, on November 26, Donna DeMasi and Joanne Lomino were sitting together on the stoop of a house in the Floral Park section of Queens. A man approached them from the sidewalk, asking for directions, but before he could complete the question he had drawn a pistol, blasting at the startled women. Both were wounded, Joanne paralyzed forever with a bullet in her spine.

Again the slugs were readily identified, and now detectives knew they had a random killer on their hands. The gunman seemed to favor girls with long, dark hair, and there was speculation that the shooting of Denaro in October may have been an "accident." The young man's hair was shoulder length; a gunman closing on him from behind might have mistaken Carl Denaro for a woman in the darkness.

Christmas season passed without another shooting, but the gunman had not given up his hunt. On January 30, 1977, John Diel and Christine Freund were parked and necking in the Ridgewood section of New York, when bullets hammered out their windshield. Freund was killed on impact, while her date was physically unscathed. Virginia Voskerichian, an Armenian exchange student, was walking toward her home in Forest Hills on March 8, when a man approached and shot her in the face, killing her instantly. Detectives noted that she had been slain within 300 yards of the January murder scene.

On April 17, Alexander Esau and his date, Valentina Suriani, were parked in the Bronx, a few blocks from the site of the Lauria-Valenti shooting. Caught up in each other, they may not have seen the gunman coming; certainly they had no time to dodge the fusillade of bullets that killed them both immediately, fired from pointblank range. Detectives found a crudely printed letter in the middle of the street, near Esau's car. Addressed to the captain in charge of New York's hottest manhunt, the note contained a chilling message.

I am deeply hurt by your calling me a weman–hater [sic]. I am not. But I am a monster. I am the Son of Sam. . . . I love to hunt. Prowling the streets looking for fair game—tasty meat. The weman [sic] of Queens are the prettyest [sic] of all. . . .

The note described "Sam" as a drunken brute who beat the members of his family and sent his son out hunting "tasty meat," compelling him to kill. There would be other letters from the gunman, some addressed to newsman Jimmy Breslin, hinting at more crimes to come and fueling the hysteria that had already gripped New York. The writer was apparently irrational but no less dangerous for that, and homicide investigators had no clue to his identity. On June 26, Salvatore Lupo and girlfriend Judy Placido were parked in Bayside, Queens, when four shots pierced the windshield of their car. Both were wounded; both survived.

On July 31, Robert Violante and Stacy Moskowitz parked near the Brooklyn shore. The killer found them there and squeezed off four shots at their huddled silhouettes, striking both young people in the head. Stacy died instantly; her date survived, but damage from his wounds left Violante blind for life.

It was the last attack, but homicide detectives didn't know that yet. A woman walking near the final murder scene recalled two traffic officers writing a ticket for a car parked close to a hydrant; moments later, she had seen a man approach the car, climb in, and pull away with squealing tires. A check of parking ticket records traced an old Ford Galaxy belonging to one David Berkowitz, of Pine Street, Yonkers. Staking out the address, officers discovered that the car was parked outside; a semiautomatic rifle lay in plain view on the seat, together with a note written in the "Son of Sam's" distinctive, awkward style. When Berkowitz emerged from his apartment, he was instantly arrested and confessed his role in New York's reign of terror.

The story told by Berkowitz seemed tailor-made for an INSANITY DEFENSE in court. The "Sam" referred to in his letters was a neighbor, one Sam Carr, whose Labrador retriever was allegedly possessed by ancient demons, beaming out commands for Berkowitz to kill and kill again. On one occasion he had tried to kill the dog, but it was useless; demons spoiled his aim, and when the dog recovered from its wounds, the nightly torment had redoubled in intensity. A number of psychiatrists described the suspect as a paranoid schizophrenic, suffering from delusions and therefore incompetent to stand trial. The lone exception was Dr. David Abrahamson, who found that Berkowitz was sane and capable of understanding that his actions had been criminal. The court agreed with Abrahamson and ordered Berkowitz to trial. The gunman soon pled guilty and was sentenced to 365 years in prison.

Ironically, Berkowitz seemed grateful to Dr. Abrahamson for his sanity ruling and later agreed to a series of interviews that Abrahamson published in his book Confessions of Son of Sam (1985). The interviews revealed  that Berkowitz had tried to kill two women during 1975, attacking them with knives, but he turned squeamish when they screamed and tried to fight him off. ("I didn't want to hurt them," he explained, confused. "I only wanted to kill them.") A virgin at the time of his arrest, Berkowitz was prone to fabricate elaborate lies about his bedroom prowess, all the while intent upon revenge against the women who habitually rejected him. When not engaged in stalking female victims, Berkowitz reportedly was an accomplished arsonist: a secret journal listed details of 300 fires for which he was allegedly responsible around New York. In his conclusion, Dr. Abrahamson described his subject as a homicidal exhibitionist who meant his crimes to be a public spectacle and harbored fantasies of "dying for a cause."

There is another side of David Berkowitz, however, and it surfaced shortly after his arrest, with allegations of his membership in a satanic cult. In letters mailed from prison, Berkowitz described participation in a New York cult affiliated with the lethal "Four P Movement," based in California. He revealed persuasive inside knowledge of a California homicide, unsolved since 1974, and wrote that "There are other Sams out there—God help the world."

According to the story told by Berkowitz in prison, two of neighbor Sam Carr's sons were also members of the killer cult that specialized in skinning dogs alive and gunning victims down on darkened streets. One suspect, John Charles Carr, was said to be the same "John Wheaties" mentioned in a letter penned by Berkowitz, containing other clues that point to cult involvement in the random murders. Calling themselves "The Children," the cultists operated from a base in Untermeyer Park, where mutilated dogs were found from time to time. Cult members represented the "Twenty-Two Disciples of Hell" mentioned in another "Son of Sam" letter. Suspect John Carr fled New York in February 1979 and "committed suicide" under mysterious circumstances in Minot, North Dakota, two days later. Brother Michael Carr died in a single-car crash in October 1979, and New York authorities reopened the "Sam" case after his death.

Newsman Maury Terry, after six years on the case, believes there were at least five different gunmen in the "Son of Sam" attacks, including Berkowitz, John Carr, and several suspects—one a woman—who have yet to be indicted. Terry also notes that six of the seven shootings fell in close proximity to recognized occult holidays, the March 8 Voskerichian attack emerging as the sole exception to the pattern. In the journalist's opinion, Berkowitz was chosen as a scapegoat by the other cultists, who then defaced his apartment with weird graffiti, whipping up a bogus "arson ledger"—which includes peculiar, out-of-order entries—to support a plea of innocent by reason of insanity.

Berkowitz himself confirmed the occult connection in conversations with fellow inmates and letters mailed from prison. One such, posted in October 1979, reads: I really don't know how to begin this letter, but at one time I was a member of an occult group. Being sworn to secrecy or face death I cannot reveal the name of the group, nor do I wish to. This group contained a mixture of satanic practices which included the teachings of Aleister Crowley and Eliphaz [sic] Levi. It was (still is) totally blood oriented and I am certain you know just what I mean. The Coven's doctrine are a blend of Druidism, the teachings of the Secret Order of the Golden Dawn, Black Magick and a host of other unlawful and obnoxious practices.

As I said, I have no interest in revealing the Coven, especially because I have almost met sudden death on several occasions (once by half an inch) and several others have already perished under mysterious circumstances. These people will stop at nothing, including murder. They have no fear of man-made laws or the Ten Commandments.

The latest near-death experience for Berkowitz had been a July 10 prison assault that left his throat slashed, requiring fifty-six stitches to close the wound. Less talkative following his narrow escape, Berkowitz still agreed to a January 1982 meeting with attorney Harry Lipsig. In that conversation, he referred to the killer cult as follows:

Q: You had some connection with the Church of Scientology, did you not?
A: It wasn't exactly that. But I can't go into it. I really can't.
Q: Were you connected in any way or an adherent or convert of the Church of Scientology?
A: No, not that way. It was an offshoot, fringe-type thing.
Q: Were John and Michael [Carr] with the Church of Scientology?
A: Well, not really that church. But something along that line. A very devious group.
Q: Did this devious group have a name?
A: I can't disclose it.
Q: Roughly, how large would you say its membership was?
A: Twenty.
Q: Were they all residents of the New York metropolitan area?
A: No.
Q: Were they spread across the nation?
A: Yes.
Q: Did they meet on occasion?
A: Yes, but I really can't say more without counsel.

As Maury Terry noted, both the satanic Process Church of Final Judgment and its spin-off successor, the "Four P" cult, were "offshoot, fringe-type" movements spawned by Scientology. Both groups were also linked to the Charles MANSON FAMILY in California—as was convicted killer William Mentzer, named by Berkowitz in prison interviews as the triggerman in the January 1977 shooting of John Diel and Christine Freund. Investigation of the alleged cult continues, supported by testimony from convicted cannibal-killer Stanley Dean Baker, but no further indictments have been filed to date.

DANGEROUS SERIAL KILLERS WHO WERE NEVER CAUGHT
10 SERIAL KILLERS STILL AT LARGE
25 HORRIBLE SERIAL KILLERS OF THE 20th CENTURY
TOP 15 HORROR MOVIES INSPIRED BY REAL PEOPLE
TOP 15 SCARIEST DEATHS THAT REMAIN UNSOLVED
10 SCARY MOVIES BASED ON REAL LIFE EVENTS
10 CREEPIEST WEBSITES

อินดี้

BÁTHORY, Erzsebet
Born in 1560, Erzsebet (or Elizabeth) Báthory was the daughter of an aristocratic soldier and the sister of Poland's reigning king. Her family, in fact, was one of the oldest noble houses in Hungary, its crest bearing the draconic symbol incorporated by King Sigismund into the Order of the Dragon. The Báthory clan included knights and judges, bishops, cardinals, and kings, but it had fallen into decadence by the mid-16th century, the royal bloodline marred by incest and epilepsy, with later family ranks including alcoholics, murderers and sadists, homosexuals (considered criminally deviant at the time) and Satanists.

Though physically beautiful, Erzsebet was clearly the product of polluted genetics and a twisted upbringing. Throughout her life, she was subject to blinding headaches and fainting seizures—probably epileptic in nature—which superstitious family members diagnosed as demonic possession. Raised on the Elizabeth Báthory estate at the foot of the brooding Carpathian Mountains, Erzsebet was introduced to devil worship in adolescence by one of her Satanist uncles. Her favorite aunt, one of Hungary's most notorious lesbians, taught Erzsebet the pleasures of flagellation and other perversions, but young Erzsebet always believed that where pain was concerned, it was better to give than to receive.

When Erzsebet was barely 11, her parents contracted her future marriage to Count Ferencz Nadasdy, an aristocratic warrior. Their wedding was postponed until Erzsebet turned 15, finally solemnized on May 5, 1575. The bride retained her maiden name as a sign that her family possessed greater status than Nadasdy's clan. The newlyweds settled at Csejthe Castle, in northwestern Hungary, but Count Nadasdy also maintained other palatial homes around the country, each complete with a dungeon and torture chamber specially designed to meet Erzsebet's needs. Nadasdy was frequently absent for weeks or months at a time, leaving his bride alone and bored, to find her own diversions. Erzsebet dabbled in alchemy, indulged her sexual quirks with men and women alike, changed clothes and jewelry five or six times a day, and admired herself in full-length mirrors by the hour. Above all else, when she was angry, tense, or simply bored, the countess tortured servant girls for sport.

One major source of irritation in the early years of marriage was Erzsebet's mother-in-law. Eager for grandchildren, Nadasdy's mother nagged Erzsebet incessantly over her failure to conceive. Erzsebet would finally bear children after a decade of marriage, but she felt no maternal urges in her late teens and early twenties. Young women on her household staff soon came to dread the visits of Nadasdy's mother, knowing that another round of brutal assaults would inevitably follow the old lady's departure.

Where torture was concerned, the bisexual countess possessed a ferocious imagination. Some of her tricks were learned in childhood, and others were picked up from Nadasdy's experience battling the Turks, but she also contrived techniques of her own. Pins and needles were favorite tricks of the trade, piercing the lips and nipples of her victims, sometimes ramming needles beneath their fingernails. "The little slut!" she would sneer, as her captive writhed in pain. "If it hurts, she's only got to take them out herself." Erzsebet also enjoyed biting her victims on the cheeks, breasts, and elsewhere, drawing blood with her teeth. Other captives were stripped, smeared with honey, and exposed to the attacks of ants and bees.

Count Nadasdy reportedly joined Erzsebet in some of the torture sessions, but over time he came to fear his wife, spending more and more time on the road or in the arms of his mistress. When he finally died in 1600 or 1604 (accounts vary), Erzsebet lost all restraint, devoting herself full time to the torment and sexual degradation of younger women. In short order, she broadened her scope from the family staff to include nubile strangers. Trusted employees scoured the countryside for fresh prey, luring peasant girls with offers of employment, resorting to drugs or brute force as pervasive rumors thinned the ranks of willing recruits. None who entered Erzsebet's service ever escaped alive, but peasants had few legal rights in those days, and a noblewoman was not faulted by her peers if "discipline" around the house got out of hand.

By her early forties, Erzsebet Báthory presided over a miniature holocaust of her own design. Abetted by her aging nurse, Ilona Joo, and procuress Doratta Szentes— aka "Dorka"—Erzsebet ravaged the countryside, claiming peasant victims at will. She carried special silver pincers, designed for ripping flesh, but she was also comfortable with pins and needles, branding irons and red-hot pokers, whips and scissors . . . almost anything at all. Household accomplices would strip her victims, holding them down while Erzsebet tore their breasts to shreds or burned their vaginas with a candle flame, sometimes biting great chunks of flesh from their faces and bodies. One victim was forced to cook and eat a strip of her own flesh, while others were doused with cold water and left to freeze in the snow. Sometimes, Erzsebet would jerk a victim's mouth open with such force that the cheeks ripped apart. On other occasions, servants handled the dirty work, while Erzsebet paced the sidelines, shouting, "More! More still! Harder still!" until overwhelmed with excitement, she fainted into unconsciousness on the floor.

One special "toy" of Erzsebet's was a cylindrical cage, constructed with long spikes inside. A naked girl was forced into the cage, then hoisted several feet off the floor by means of a pulley. Erzsebet or one of her servants would circle the cage with a red-hot poker, jabbing  at the girl and forcing her against the sharp spikes as she tried to escape. Whether she cast herself in the role of an observer or active participant, Erzsebet was always good for a running commentary of suggestions and sick "jokes," lapsing into crude obscenities and incoherent babble as the night wore on.

Disposal of her lifeless victims was a relatively simple matter in the Middle Ages. Some were buried, others were left to rot around the castle, while a few were dumped outside to feed the local wolves and other predators. If a dismembered corpse was found from time to time, the countess had no fear of prosecution. In that place and time, royal blood was the ultimate protection. It also helped that one of Erzsebet's cousins was the Hungarian prime minister and, another served as governor of the province where she lived.

Erzsebet finally overplayed her hand in 1609, shifting from hapless peasants to the daughters of lesser nobility, opening Csejthe Castle to offer 25 hand-picked ingenues "instruction in the social graces." This time, when none of her victims survived, complaints reached the ears of King Matthias, whose father had attended Erzsebet's wedding. The king, in turn, assigned Erzsebet's closest neighbor, Count Gyorgy Thurzo, to investigate the case. On December 26, 1610, Thurzo staged a late-night raid on Csejthe Castle and caught the countess red-handed, with an orgiastic torture session in progress.

A half-dozen of Erzsebet's accomplices were held for trial; the countess was kept under house arrest while parliament cranked out a special statute to strip her of immunity from prosecution. The resultant trial opened in January 1611 and lasted through late February, with Chief Justice Theodosius Syrmiensis presiding over a panel of 20 lesser jurists. Eighty counts of murder were alleged in court, though most historical accounts place Erzsebet's final body count somewhere between 300 and 650 victims. Erzsebet herself was excused from attending the trial, held in her apartment under heavy guard, but conviction on all counts was a foregone conclusion. The "bloody countess" had run out of time.

Erzsebet's servant-accomplices were executed, Dorka and Ilona Joo after public torture, but the countess was spared, sentenced to life imprisonment in a small suite of rooms at Csejthe Castle. The doors and windows of her apartment were bricked over, leaving only slits for ventilation and the passing of food trays. There, she lived in isolation for three and a half years, until she was found dead on August 21, 1614. The exact date of Erzsebet's death is unknown, since several meals had gone untouched before her corpse was found.

Bizarre as it is, the Elizabeth Báthory legend has grown in the telling, most recent accounts incorporating tales of vampirism and ritualistic blood baths supposed to help Erzsebet "stay young." Erzsebet's sanguinary fetish is usually linked to the spilling of some unnamed servant girl's blood, with the countess accidentally spattered, afterward impressed that her skin seemed more pale and translucent than usual—traits considered beautiful in those days, before discovery of the "California tan." In fact, extensive testimony at Erzsebet's trial made no mention of literal blood baths. Some victims were drained of blood from savage wounds or by design, but deliberate exsanguination was linked to Erzsebet's practice of alchemy and black magic, rather than any design for a warm bath. In any case, Erzsebet's murder spree began when she was in her teens or twenties, long before the threat of aging ever crossed her mind.

DANGEROUS SERIAL KILLERS WHO WERE NEVER CAUGHT
10 SERIAL KILLERS STILL AT LARGE
25 HORRIBLE SERIAL KILLERS OF THE 20th CENTURY
TOP 15 HORROR MOVIES INSPIRED BY REAL PEOPLE
TOP 15 SCARIEST DEATHS THAT REMAIN UNSOLVED
10 SCARY MOVIES BASED ON REAL LIFE EVENTS
10 CREEPIEST WEBSITES


อินดี้

200 Best Video Games of All Time - Shock Troopers


While overhead run and gun games a la Commando and Mercs are a dime a dozen, few feature the perfect combination of colorful graphics, rocking music, and effective weaponry seen in Shock Troopers. Released for the Neo Geo in 1997, Saurus and SNK offer an ultimate refinement of the genre, similar to what Nazca accomplished with Metal Slug the year prior. Players get to choose from eight different characters, each with unique attributes, and proceed to bloodily obliterate a massive army, along with the advanced military hardware at the end of each level expected of the genre. The game is fast, replicating the intense pace of shooters from the late 80s like Contra.

The graphics are much more detailed than SNK's own Ikari Warriors, but things are kept just cartoony enough to prevent the violence from becoming gratuitous, making it a blast to play through. The game also offers several branching paths, making it worth playing through multiple times to see everything. Most interestingly, Shock Troopers lets you decide if you want to select just one character with a massive life bar, or three that you can switch between at any time. This will affect both how much life your character(s) get back after each level as well as your score. Each character is also proficient at fighting in some specific environments, which means that certain characters will get a bonus to their walking speed on specific levels. It's a great incentive to try every character beyond aesthetics, as levels will play out a little differently depending on your character's speed and their attributes.

Shock Troopers offers some great music to listen to while destroying enemies, as well. The soundtrack was composed by Masahiko Hataya and Masaki Kase. Both have done work for SNK as far back as The Super Spy (1990), and each have had a prolific career since, working for a wide range of games like Viewpoint and Mario & Sonic at the Olympic Games.

The graphics appear dated at a glance, but are great to see in motion, with lots of unique animations for each character and plenty of enemies on screen at once. The playable characters are a fun lot and, contrary to most military shooters, are a bit closer to a fighting game design aesthetic, with unique body types and animations. It's to the game's credit that you can tell how the character will play just by looking at their sprite and weapon artwork on the select screen. It's also one of the few run-and-guns that has the ability to strafe, allowing for perfect control, and coming together as the best example of the genre.

While it lacks the cooperative play found in the arcade version, Data East's Bloody Wolf for the TurboGrafx-16 is one of the greatest overhead shooters of its time. It features several  cool levels, along with some fun plot twists as you shoot your way into enemy territory to rescue the President. Players also get a nice variety of grenades and extra weapons, along with the ability to ride motorcycles, and the number of enemies on screen at once can get pretty impressive for an early TurboGrafx game. It also offers an excellent soundtrack composed by four Data East regulars. Of particular note is Shougo Sakai, as you can hear beats in Bloody Wolf similar to his later contributions to Nintendo games like Mother 3 and Kirby: Mass Attack.

อินดี้

aเพจรวมเรื่องสยองขวัญ เรื่องผี เรื่องน่ากลัว คดีฆาตกรรมโหด ฆาตกรต่อเนื่องที่อำมหิตที่สุดในโลก เรื่องเล่าผีน่ากลัวสยองขวัญ







เบลล์ กันเนส ฆาตกรหญิงสุดโฉด แม่ม่ายผู้เหี้ยมโหดแห่งอเมริกา
อาชญากรรมดำดิน เอล ชาโป กุซมัน
25 การทรมานสุดโหดในประวัติศาสตร์
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เล่าเรื่องสยองขวัญ นั่งซากหวาดผวา ศพล่อเสือ
รวมตำนานผีนานาชาติและปิศาจทั่วโลก
5 ฆาตกรต่อเนื่องที่ยังคงลอยนวลอยู่
5 ผีปีศาจที่มาเยือนยามค่ำคืน
ตำนานผีญี่ปุ่น






6 ตำนานผีของภาคเหนือ
5 อันดับผีตามความเชื่อของคนอีสาน
10 ตำนานผีอาเซียนประเทศเพื่อนบ้านสุดสยอง
มนุษย์กินคนในตำนาน ซอว์นี่ บีน (Sawney Bean)
10 อันดับฆาตกรต่อเนื่องที่อำมหิตที่สุดในโลก
8 อันดับฆาตกรสุดโหดแห่งสยามเมืองยิ้ม
เล่าเรื่องสยองขวัญ แดนพิศวง
อลิซาเบธ บาโธรี่ เคานท์เตสกระหายเลือด






25 อาหารแปลกจากทั่วโลก
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ตำนานผีญี่ปุ่น เรื่องผีของหมู่บ้านชิตานิซามอน
ตำนานผีญี่ปุ่น เรื่องก้อนหินร้องไห้ยามค่ำคืน
ตำนานผีญี่ปุ่น เรื่องวิญญาณของโอมัตสึ
ตำนานผีญี่ปุ่น เรื่องต้นสนแขวนวิญญาณ
ตำนานผีญี่ปุ่น เรื่องวิญญาณเลี้ยงลูก
ตำนานผีญี่ปุ่น คาซาเนะ
ตำนานผีญี่ปุ่น บ้านแห่งจาน
ตำนานผีญี่ปุ่น กาซาโดคุโร
ตำนานผีญี่ปุ่น ผีตระกูลเฮอิเคะ
เล่าเรื่องสยองขวัญ สโมสรร้าง
เล่าเรื่องสยองขวัญ แรงงานต่างด้าว
เล่าเรื่องสยองขวัญ สาวชุดดำ
เล่าเรื่องสยองขวัญ วิญญาณอาฆาต
บ้านหลอนแดนนรก
10 สุดยอดเรื่องเล่าสยองขวัญเดอะช็อค
เครื่องทรมานในอดีต
วิวาห์สังหารในอินเดีย ฆาตกรต่อเนื่อง 20 ศพ
เทศกาลตำนานวันปล่อยผี
เล่าเรื่องผี มาเอาแม่ผมไปทำไม
คดีโหดแห่งเขาแอลป์
13 เมืองอาถรรพ์
คดีวิตถาร ครูสาวทำช็อคฆ่าข่มขืนนักเรียนหญิง
ย้อนรอยคดีซีอุยฆ่ากินเครื่องในเด็ก
ไขปริศนาใครคือแจ๊คเดอะริปเปอร์ (Jack The Ripper)
ย้อนรอยคดีพิศวาสฆาตกรรม นวลฉวีและศยามล
10 สถานที่สุดแห่งความสยองขวัญ
10 อันดับฆาตกรเด็ก
ปริศนามรณะตระกูลเคนเนดี้
แคทเธอรีน เฮย์ ต้นตำรับคดีฆ่าหั่นศพ
เดวิด เบอร์โควิทซ์ ฆาตกรต่อเนื่องแห่งนิวยอร์ค
คดีฆาตกรรมในโรงนาสีแดง (Red Barn Murder)
ยโศโฆษาฆาต ฆ่าเพื่อเกียรติยศของครอบครัว



อินดี้

200 Best Video Games of All Time - Metal Slug 3


SNK/Nazca's Metal Slug series stands in competition with Konami's Contra as two of the best run-and-gun franchises. When Metal Slug 3 was first released, fans questioned the sudden shift from fighting mostly military hardware to giant crabs and mutant insects. Rather than a desperate attempt at variety, though, Metal Slug 3 is a focused refinement of the ideas and designs seen in the previous games. While the original game had the general aesthetic of a WWII setting, and the second a modern globetrotting shooter, this game pulls out all the stops with monster themed levels. In just one stage you'll fight vomiting zombies, a sentient meteorite, and almost a dozen aliens at once (with each almost as tall as the screen). The entire game is completely out of control with the size and variety of creatures you'll face in each area, and is the most intense run and gun game on the system. There's a great feeling of finality to the game, as if there's no way any other Metal Slug product could top it, and none have, since.

Metal Slug 3 was one of the last Neo Geo games developed internally by SNK (along with King of Fighters 2000 and Garou: Mark of the Wolves) before the company entered bankruptcy protection in early 2001. It shows with just how much effort was put into the game. There is a massive amount of new sprites, backgrounds, branching levels, and scenarios here compared to Metal Slug 2/X. All of the new enemies and monsters are even more meticulously animated than the returning ones. It also has the most action packed, insane final levels of any run and gun game. It starts out with two shooter levels, and culminates in a massive attack against everything the game's invading aliens have. Dozens of clones of yourself, massive robots, and all kinds of alien critters are thrown at you with reckless abandon. This all culminates with you descending back to earth while clinging to and obliterating the brain of the queen alien itself!

The most direct way the absolute finality of the game is demonstrated, however, is in the final level's length. Metal Slug 3 actually only has five missions, less than what's seen in the first two games. However, the final level is almost long as the entire rest of the game, clocking in at about 30 minutes in length. It's the most explosive stage in the entire series, and one that none of the sequels have matched for intensity and variety. It's a great design choice that makes for what would have been an incredible end to both a series and a company. Despite their financial troubles and rather than rushing out a desperate rehash, SNK made one of the greatest action games of all time.

While it lacks the massive amount of content found in its sequels, the original Metal Slug remains a defining game of the Neo Geo. While initial concepts for the game were a bit  more realistic (similar to Nazca's Gun Force series), Metal Slug's perfect mix of cartoony animations, characters with more realistically drawn backgrounds, and ultraviolence, gives it a look that has been regularly imitated, but never duplicated. It's also, relatively speaking, more grounded compared to its sequels, without any of the aliens, mummies, or supernatural elements. It also features an exceptionally peppy soundtrack, adding to the absurdity as one rolls around immolating hordes of enemies. The game's six levels each have a unique look and feel, and the overall length is perfect.


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200 Best Video Games of All Time - Hotline Miami


Released in 2012 in a package soaked with neon and bloodshed, Dennaton Games' Hotline Miami quickly gained fame and critical praise. It's hard to explain what exactly the game is – it's sort of a meld between an overhead twin-stick shooter and a stealth game – though the most accurate description is probably "top down fuck-em-up".

The influences behind the game's world provide comfortable elements before the brutality sets in. On the cinematic end, there's a direct homage to 2011's Drive and the informative presence of Cocaine Cowboys. The palette and aesthetic of late 80s Miami is also familiar territory for those pining for another trip through Vice City. The dark synth soundtrack is equal parts 80s John Carpenter and modern day EDM, opening ears to a burgeoning subgenre of music. As you progress through levels, it becomes clear that it's more than the sum of its influences, and takes a few disturbing detours into David Lynch-esque, surrealistic horror as well.

Both its design philosophy and art direction are totally fascinating. From the first training sequence and introductory level, it dumps a whole lot of ugly in your lap – the setting and tone lets you know this is going to be that special kind of uncomfortable. Nothing is "pretty" in the Hotline Miami world, as if the flamingos and strobe lights of Miami are just a scab, masking the sick beneath the surface. The difficulty almost taunts you for daring to dig deeper. There's no hand-holding or margin for error. It's a bit like the room-by-room planning present in the Tom Clancy's Rainbow Six series.

You have to enter intently, wielding any number of weapons ranging from knives to pistols to shotguns, and be ready for anything. Stroll into a room unprepared, and you're splattered by a Russian mobster or mauled by a dog without a second's notice. Unaware that there's a window down the hall someone can now see you through? Too bad, you're dead before you had the notion to pull the trigger. While this may seem like a negative, something about the game – be it the pulsing soundtrack or intriguing narrative – entices you to go on, again and again. It's both a punishing and rewarding system of trial and error that on paper should not work, but death merely serves as blistered reminders of steps taken. As the story goes, you're only doing what you're told by voices on the other end of a telephone line. You do massively violent things to digital baddies to progress, rarely questioning why. Hotline Miami may well be the purest expression of the gaming experience.

2015's Hotline Miami 2 changes up the formula a bit by requiring that you play specific levels as very specific characters, each with their own skill sets. This contrasts to the first game, which makes you pick a mask to wear, letting you choose different abilities to customize your play style. It's a more rigid game as result, and one that's not quite as good, despite another amazing soundtrack. While there are tons of violent twin-stick shooters out there, like Midway's Smash TV, none of them really capture the stealth element, nor the brutality of Hotline Miami. Thus, we've picked the Amiga/PC adventure game Dreamweb. It plays nothing like Hotline Miami, but thematically it's similar, right down to the psychotic murdering sprees, and uses the same overhead perspective.

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200 Best Video Games of All Time - Fantasy Zone II DX


Sega's Fantasy Zone is a strange series of a shootem-ups, one that borrows its mechanics from Defender rather than other typical forward-scrolling shooters. You control a sentient, winged pod named Opa-Opa, flying across a looping landscape, and destroying enemy generating bases. Take them all out and then you'll fight the level boss.

Each destroyed enemy drops coins, which can be used to purchase power-ups from shops, which are represented by balloons. There are speed-ups, extra lives, and bombs, along with single-use items like 16-ton weights. There are also weapons like laser cannons and eight-way shots, which only last a limited amount of time. The kicker is, every time you purchase a weapon, its price will go up, disallowing you from continuing to use the same thing over and over. If you're aiming for a single credit clear, it's extremely important to develop an efficient, long term strategy about when to purchase which weapons and how to use them, so you have enough money to stock up on extra lives for the brutal final level.

Regardless of how you choose your weapons, Fantasy Zone is a tense experience. Enemies pour in from both sides, usually in formations and attacking predictably, but mixed with others that make dodging their fire difficult, especially if you're trying to grab the falling coins. Sometimes it's just easy to turn tail and speed away, wrapping around and attacking from the opposite side. It's a solidly designed game, but Fantasy Zone also stands out with its bright, pastel visuals and salsa inspired soundtrack. It's amusing that such a friendly looking game, where the enemy generators have little faces and the foes range from flying yellow noses to snowmen, proves to be so challenging. The coloring and the sprite work has such personality that, like many 80s Sega arcade games, is miles beyond its contemporaries.

There are three core games in the series: the original Fantasy Zone, Super Fantasy Zone, and Fantasy Zone II DX. The latter is a remake of Fantasy Zone II, which was originally created for Master System-level hardware and was a huge downgrade over the 16-bit technology of the others. Created for the PlayStation 2 (and ported to the 3DS), II DX brings the visuals and music up to the level of the other games, but also gives its structure a substantial overhaul. All three are fantastic, though we give Fantasy Zone II DX the edge for having alternating light/dark levels, with different bosses and multiple endings, as well as the fantastic Link Loop Land endless score attack mode in the 3DS version.

There's nothing else that really plays like the Fantasy Zone series, outside of, again, Defender, but only on a conceptual level. On an aesthetic level, however, its equivalent to Konami's TwinBee. Both series effectively created the cute-em-up subgenre, which offers a comical alternative from the sci-fi settings of most shoot-em-ups. TwinBee is a much more run-of-the-mill shooter, however, having been directly inspired by Xevious. The original arcade game is a little simple, but the series found its footing (and greatest popularity) with Detana!! TwinBee, which introduced a visual style inspired by Castle in the Sky and other popular anime and manga. The franchise was such a huge success in Japan that it spawned a multimedia empire of manga and drama albums.


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200 Best Video Games of All Time - Gradius Gaiden


The Gradius series began in 1985, and most of its subsequent titles adhered to a fairly strict formula. In that vein, Gradius Gaiden is not an exceptionally original title, but it is an extraordinarily refined one. The 32-bit era allowed for some extremely impressive 2D graphics, though in the case of most consoles, this was wasted on 3D visuals. Gradius Gaiden, like Castlevania: Symphony of the Night, was an opportunity for Konami's artists and programmers to not only show off some fancy scaling and rotation effects, but also use them to create new levels and bosses that would have been impossible on 16-bit console hardware.

Like previous Gradius games, the stages are based on simple themes, but in Gradius Gaiden, each has a cleverly designed boss battle or an interesting gimmick that iterates on prior concepts. The first is a snow level, with beautiful aurora borealis lights in the background. The boss is a gigantic white caterpillar, impressively animated, which bursts through the ground and burrows into the ceiling. The second level is a graveyard filled with scraps of previous Gradius bosses. The third is a crystal level, like one in Gradius II, except the floating crystals refract laser shots, bending them at different angles. The Easter Island Moai heads are a staple of the series – here, four gigantic heads are attached to each side of the screen as it rotates 360 degrees, spewing laser beams at you. One of the final levels is essentially a remake of the first stage of the original Gradius, except that it's being sucked up by a black hole, systematically dismantled from behind, as you dodge bits of its flying debris.

Gradius Gaiden is also the first Gradius game designed to be developed for a home console since the MSX games of the late 80s, so it's balanced to be a little friendlier than the absolutely brutal mainline titles, which lived in the soul crushing difficulty of the Japanese arcade landscape. The biggest long-standing issue in the series is that it was too hard to recover all of your power-ups after being killed, remedied here by the ability to customize the priority of your arsenal. For example, obtaining a laser typically requires four power orbs, but here you can change it to one. Plus it features two-player simultaneous play, which also allows for instant resurrections after death, bypassing the typical checkpoint system. There are a wide variety of difficulty settings, and while even the easiest will provide some challenge, especially during the "boss rush" stage with several gigantic battleships one after another, they're so perfectly designed that's they're rarely frustrating.

While Gradius Gaiden refines the series, Gradius V for the PlayStation 2 revolutionizes it. Designed by Treasure, the primary change here is the ability to choose from several Option formations, one of which can shoot in any direction. Previous Gradius games were defined by the trade-offs between power and versatility, and with that no longer being an issue, it feels like a very different game. It's also a fantastic one, though, with the 3D graphics put to good use, whether portraying a climactic battle outside of planetary orbit, or the screen rotating back and forth as it spills dangerous goo around the area. It's also one of the few shooters to feature a cool plot twist – at the end of the game, you go back in time and help your previous self destroy an otherwise insurmountable foe.

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200 Best Video Games of All Time - Sexy Parodius


The Parodius series is comical take on the Gradius games ("parody" + "Gradius", of course), taking its tropes and refreshing them with silly themes, including colorful graphics and an odd obsession with penguins. The fifth and final game, Sexy Parodius, is especially interesting for encouraging you to do more than just beat the level. All stages after the first one have an optional goal, like collect this many coins or destroy that many enemies, and the third and fourth stages are completely different depending on whether you can complete these goals. These forked pathways give a bit more replay value than you would expect from a shooter, but that's just gravy for the real attraction in any given Parodius game: the colorful over-the-top style and the visual humor that comes with it.

Sexy Parodius has a bit of an edge due to the risqué elements that the title promises. One level takes place in a bathhouse, another ends with you fighting a surprisingly attractive Medusa, and semiclad women often show up in the victory images. It comes off as more amusing than embarrassing, and fits with the general craziness of the series instead of feeling like forced fanservice.

Many characters return from previous titles, including the Vic Viper from the Gradius games, along with the angelic pigs Michael and Gabriel, the bunny girls Hikaru and Akane, and the rainbow fish Mambo and Samba. It also adds a few new characters, like the Option, a sentient version of those orbs that follow your ship around in Gradius. Here, Option can get little Vic Vipers to follow it around in an adorable case of role reversal. You're bound to find a favorite to help you through the increasingly difficult levels, and like any Gradius game, the final level is evil. You need to try to destroy several gun walls, and if you don't beat them in time, you get the bad ending. If it gets too rough, there's always the option for two-player simultaneous play, as in Life Force.

The graphics rely on the same Konami GX hardware as the previous arcade game, Gokujou Parodius, but two years were enough to subtly improve their quality. The music's still full of whimsical remixes of public domain songs, and the characters now have voices to further emphasize their personality. As a result, Sexy Parodius is the most refined and eminently replayable installment, and serves as a high note to finish on (not counting the unlikely strategy spin-off Paro Wars). It's too bad that few games have burst with as much unrestrained creativity since, however. The 2007 successor Otomedius is unfortunately nowhere near the same level of quality.

Sky Think Systems' Harmful Park may as well be a lost Parodius entry, albeit without the Konami references. It also has only one character, but she's armed with four deadly food items (potatoes, jellybeans, pies, and ice cream) that can be powered up to four levels. It's a fairly short and easy game, but it exudes personality as granted by its theme park design. From a gigantic Frankenstein's monster that fires lasers from its middle fingers, to a tied-down Gulliver attempting to crush you, the stage designs are chock full of goofiness and innovation. The bosses can all be crushed quickly if you have fully-powered weapons, and the game isn't too difficult overall. Harmful Park may be a bit short for its generally high collector's price, but it's worth playing regardless.

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200 Best Video Games of All Time - MUSHA


Compile was responsible for many high quality shoot-em-ups, with MUSHA as the most original of them. The classic tale of "evil supercomputer turns homicidal and fighter pilot intends to stop it" is the baseline plot for nearly every shooter, but its originality is found in its visual design, which is heavily influenced by medieval Japanese art and architecture. Instead of practically designed tanks and sleek, round dirigibles, most vehicles look like Japanese houses with distinct, large roofs, except with cores and turrets instead of windows and doors. The first boss is basically a colossal tank fused with a pagoda, and other bosses include a large mechanical oni wielding a chain flail, and a creepy looking Noh mask that turns demonic after enough damage.

The techno-Japanese visual style is rendered striking thanks to every color the Genesis could possibly convey. The third level features some impressive parallax scrolling effects, as enemies fly up from a deep, dark canyon. Complementing its look is a soundtrack that's the closest thing to heavy metal possible on the hardware. Attempts to make the Genesis play rock could sometimes be grating, but Toshiaki Sakoda's soundtrack only boosts MUSHA's intensity levels, and helps to make the game thrilling from start to finish. The mechanics are simple enough, where you find items that strengthen your main gun (represented as laser kunai) and add helper ships that can be repositioned in various formations, in addition to three subweapons that also shield you from a hit. Power-ups are also plentiful, so you're never too disadvantaged if you lose a life.

Still, MUSHA is no slouch on challenge, notching things up at a distinct curve for each new level. The first stage is the easiest and the last is the hardest, as it ideally should be. Enemies flow in quick but are never too overwhelming, and boss battles are challenging but always feel surmountable, even if you're down to your base power level. However, the difficulty does have three levels in case it ever feels too easy or too tough. MUSHA is part of Compile's flagship Aleste series, which also includes Power Strike (SMS), Space Megaforce (SNES), and Robo Aleste (Sega CD), in addition to related games like Blazing Lazers (PCE), Spriggan (PCE), and Zanac (NES). Its aesthetics and intensity make it one of the best shoot-em-ups among the many released for the Genesis, which started out focusing on arcade ports. MUSHA proved that the Genesis had potential for original shooters, and went on to see some of the greatest in the genre.

The Thunder Force series of shoot-em-ups began on Japanese home computers, but its sequels have accompanied the Genesis since its launch. As 16-bit side scrolling shooters, they're characterized by their intense speed, as well as the ability to change between five different weapons on the fly. The fourth game, renamed Lightening Force in America for some reason, is the high point. The artwork, and especially the parallax scrolling backgrounds, are mighty impressive. The soundtrack is a fine companion to MUSHA's heavy metal tunes, too. The sequels – the fifth for the PS1 and Saturn, the sixth for the PS2 – change from sprites to polygonal models while maintaining the 2D side-scrolling gameplay, but they don't feel as inspired. Thunder Force V has great music, though.

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200 Best Video Games of All Time - RType Delta


Shoot-em-up enthusiasts view Irem's R-Type series as a classic, alongside the likes of Konami's Gradius. The original R-Type, released in 1987, is still considered among the best of its kind out there, thanks to its unique gameplay, frightening biomechanical monster designs, and unforgiving difficulty. Its ingenuity lies with its versatile Force pod power-up, which can be attached to either side of the ship to bolster your weapons and act as a shield, or separated to attack enemies from afar. All of its sequels are great, too, but among them, 1998's R-Type Delta for the PlayStation stands out as the best in the series. Thanks in part to how it builds on what's worked with previous games, it uses its transition to polygonal graphics to take the franchise in a more peculiar, if darker direction.

Right off the bat, the game lets the player choose from three different ships. Each fighter, which includes an upgraded variant of the first game's R-9 Arrowhead, comes with their own wave cannons and Force devices that make for differing play styles. The game also introduces the titular "Delta Weapon", which is charged by using your Force pod to absorb enemy fire and even enemies themselves, expanding upon the original's strategic use of it. At the same time, R-Type Delta allows you to change your ship's speed at will while removing collision damage with most surfaces, making navigating the tight and dynamically shifting level designs manageable. All of which are necessary, given how, in true R-Type tradition, the notorious difficulty rears its head early on, with foes coming from all corners, and even from the background.

A new take on the classic skill and memorization formula isn't all there is to the game, though. While R-Type Delta has minimal plot, the jump into 3D marks a significant change in the direction of the series. Gone are the colorful sprites and rousing music. For the first time, the warped, nigh-Lovecraftian nature of the ever-present Bydo, as told in the lore and hinted at in previous games, is in full view. This is driven home through detailed graphics that grow more nightmarish and unnerving, with later levels featuring a twisted nod to the original game, as well as bizarre imagery straight out of Akira. The atmospheric soundtrack alternates between intimidating and ominous while conveying a sense of overwhelming urgency that complements the game's high level of difficulty. Add in unlockable bonuses as well as a chance to control the POW Armor unit, which typically just drop power-ups, and the result is the absolute best shooter of its kind.

The last game in the series, R-Type Final for the PS2 has a massive amount of content, offering over 100 ships, branching stages, and multiple endings. However, it has a plodding pace and is ultimately rather dull. There are a number of other excellent shooters similar to R-Type, like Konami's Xexex, which has some absolutely beautiful 2D animation, as well as Aicom's Pulstar, which was created by many ex-Irem staffers. Still, one of the best is Irem's own XMultiply, itself a better game than R-Type II. It shares a similar fascination with biological enemies, as it takes place inside of a living body that's been infested with a monstrous parasite. Rather than a Force pod, your ship has two tentacles, which can be manipulated to attack and absorb enemy fire.


อินดี้

200 Best Video Games of All Time - Batsugun


Batsugun is the culmination of nearly a decade worth of work on shoot-em-ups by developer Toaplan, whose other works include Truxton, Grind Stormer, and Twin Cobra, as well as the internetfamous Zero Wing. While the company closed not long after the publication of Batsugun, many members from Toaplan went on to found Cave, which created many similar games that defined the bullet hell subgenre. Programmed by Tsuneki Ikeda, Batsugun can be seen as a kind of "proto bullet hell", with many of the same ideas, such as the dense bullet patterns and demanding scoring systems, becoming more and more refined with each subsequent shooter that he designed.

Batsugun is a pretty straightforward game, with a button for shooting and another for bombing. There is, however, some substantial depth, as the three selectable ships each feature a unique shooting style, which behaves differently if the shot button is simply tapped or if it's held down. The power-up system differs a bit from the norm, however. Each enemy the player defeats gives experience points, eventually leveling up the player's ship with a noticeably different and more powerful shot. You can further strengthen your current shot level by collecting floating power-up icons, usually adding more bullets or other extras.

It's downright impressive how many bullets the player fires, even at the lowest level. The player continuously fills the screen with bullets at max level, giving an almost intoxicating rush from its overwhelming power, yet it's never nearly as overwhelming as a typical Cave title. Knowing Ikeda made both games, it's easy to see this is where Donpachi (Cave's first game) got its scoring item system from, as it's essentially lifted straight from Batsugun. Furthermore, the game features rather short levels compared to other shooters of the time, but fills them with intense action and little downtime.

As with most other shooters, the game is about fighting alien invaders, but the player isn't just flying over random, generic backgrounds. The setting is aesthetically cohesive and storyappropriate, as the first level takes place entirely underwater, with each subsequent area taking the player higher and higher until the last stage, where you reach the alien mothership in low orbit, with the city below. The sprite and background detail is impressive, as with most late Toaplan games. On the surface, Batsugun might not seem extraordinarily distinctive, but it's perfectly executed, a solid classic vertical shoot-em-up that offers a taste of bullet hell.

Dogyuun is one of Toaplan's best looking, sounding, and playing games, though it likely won't make much sense during the first play. There are separate power ups for the ship and its accessory module, along with a rear tractor beam button that jettisons the ship's power-up. However, the game's defining feature is its two-player mode, where you can capture the other player's ship, causing them to merge into a powerful super ship. You'll need it, too, as the game floods the screen with popcorn enemies and has huge bosses. One particular standout moment is when you hijack a giant robot, turning the experience into an overhead fighting game, where you're beating down other robots with your fists.

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200 Best Video Games of All Time - Battle Garegga


Battle Garegga is Shinobu Yagawa's first arcade release, having previously programmed the outstanding Recca '92 for the Famicom. Yagawa has a very specific style for his shooting games, causing them to revolve around the use of a few key mechanics. For starters, they tend to use a sliding difficulty system, known as "rank", that adjusts itself based on the player's skill. They also employ a "medal chaining"-style scoring system, where the point value of score items increases with each consecutively collected medal, but resets if one is missed. Finally, they use the "every extend" system, which awards an extra life at fixed point intervals (a rarity in modern shooters). They also tend to be packed with tons of bonus features, such as extra ships, bosses, modes, and secrets.

Visually, Battle Garegga is a chaotic dieselpunk, industrial grunge-fest, featuring dense background sprites that have no business being so beautifully detailed. These are underneath equally detailed enemies that scatter debris and power-ups as they explode. Not to worry, the debris doesn't kill, but the thin, oblong bullets that seem to blend into everything are quite deadly. The music, too, is filled with the same filth and grime as the artwork, tying everything together with a sound influenced by Detroit techno.

In Yagawa's rank systems, being strong is a death sentence, and Garegga is no exception. Everything the player does is tracked. Merely surviving increases rank. Most games punish the player for using bombs or getting hit. Garegga not only encourages the player to do the opposite, it rewards it. It may seem counterintuitive, but using bombs, having an underpowered ship, and purposely dying are the main ways to keep rank in check, and increases your chance of survival.

Ideally, this means you will be playing most of the game on your last life and with only a power-up or two. That's the draw of Garegga – that euphoric feeling of staying cool in an adrenaline rush. Once you know how to work within its system, you'll find that each run has a beautiful amount of improvisation within it. For example, although medals drop in a set pattern, it's very difficult to repeat their position every time. This means that you may have the decision of ignoring a power-up and being underpowered, or making a risky dodge to stay on target. Garegga doesn't make it easy for those who can't or won't play by its rules. It even lacks the slowdown that other shooters depend on during intense moments. It may be daunting, but once you're in the zone, you'll have a really awesome time.

"WELCOME TO VIOLENT CITY!" This is the phrase that greets the player in Armed Police Batrider, the second game in Yagawa's "Bat" trilogy. Batrider is a peppy and colorful alternative to Battle Garegga's dark and gritty atmosphere, yet remains just as eager to thoroughly trounce players. It introduces a charge shot mechanic that can damage enemies on contact and power-up your options' firing speed for a bit. With 16 characters that form a three person team, seven diverse stages, and nine optional sub-bosses, Batrider takes what Garegga brings to the table, makes some changes, and adds more, especially when it comes to secrets. While not as visually impressive as Garegga, Batrider is a blast to play, even if it is a bit unforgiving. Alas, it was never ported to any console.

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200 Best Video Games of All Time - Ikaruga


The shoot-em-up genre generally holds to one steadfast rule: don't get hit. Treasure's Ikaruga breaks this rule, forcing you to intentionally charge through enemy fire, though only if you obey the game's rules of polarity. Your ship, along with every enemy and every bullet, is one of two colors – light or dark, and you can switch between them at the push of a button. When light, your ship is invulnerable to light shots and absorbs them. The same is true for dark shots when colored dark. As a result, defending against incoming fire isn't a matter of weaving through bullets, which is practically impossible, but visually discerning where you can safely move.

The polarity is equally important from an offensive standpoint. There are only two weapons, a standard rapid fire shot, and secondary homing missiles, which are powered by absorbing bullets. Enemies take less damage if they match your shot color, but you can defeat them faster by changing to the opposite color. Of course that makes you more vulnerable, especially on higher difficulty levels, where their suicide bullets can elicit headaches, but those also allow you to power-up your secondary weapon faster, provided you switch quickly enough. As with the best games, it's a perfect balance of risk versus reward.

There is also a combo system. Destroy three enemies of the same color and your chain increases, along with your score multiplier. Enemies are patterned in ways that are both conducive to destroying them in threes, but also devious enough to intentionally mess you up.

Hardcore shooter fans tend to turn their nose up at Ikaruga, both because it was a mainstream success over games from companies like Cave, and because its rigid nature makes it seem more like a puzzle game than a shooter. In some ways that latter assertion is true, but simultaneously, that's also what makes it more approachable. Ikaruga is an incredibly difficult game, but unlike the bullet hell shooters that began to dominate the shooter genre  during its time of release, its mechanics are simple and easily understood. Watching an entire level, or even the entire game, executed with perfect chaining, is a beautiful sight to behold. Such skill isn't necessary to understand how to play, though. Ikaruga's strengths are its mechanics, obviously, but it's also a gorgeously detailed game – one of the best on the Naomi/Dreamcast board. Its muted color palette is distinctive, especially in making the bullets stand out. The music is dramatic, and perfectly tuned to the events of each stage. Its classiness perfectly suits the game's mechanical elegance.

Ikaruga began life as a follow-up to Treasure's earlier work, Radiant Silvergun, released on the Saturn a few years before. Its shared DNA is evident, especially in its visual design, soundtrack, and atmosphere. The chaining combo system is similar, too, though there's no concept of polarity. The main difference is that there are seven different weapons rather than two, each applicable in different situations. It's also a much shorter game, with a whole playthrough clocking in at an hour. Essentially, Ikaruga is what you get when you cull Radiant Silvergun of its excessive elements, making for a more refined game. Treasure does excess extremely well, though — solidly designed levels, tons of weapons, amazing (and numerous) boss fights – so it's still a fantastic game.


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200 Best Video Games of All Time - Mushihimesama Futari


Mushihime-sama Futari is a vertical bullet hell shooter developed by Cave and programmed by Tsuneki Ikeda, a pioneer of the subgenre. These games are infamous for the way they flood the screen with mazes of tiny bullets — more than 2,000 on the highest difficulty levels. Ikeda's games focus on a strong interplay between fast movement coupled with rapid fire, wide-angled weak shots, or sacrificing that speed to use a focused, highpowered laser attack. This dynamic supplements the player's tiny hitbox and the emphasis on dodging oncoming attacks.

As such, Futari can be quite the chaotic visual experience. The screen seems to be littered with an obscene number of bullets from all sides, with enemies exploding into a vast morass of scoring items and point indicators, jacking up the score counter and providing addictingly satisfying feedback. Cave's bullet hells are about exceeding one's own limits and pushing past the impossible, all while balancing the chances for high scores against the need to survive.

There are over a dozen Cave shooters, with most being fundamentally similar and notoriously difficult, and all aimed at the hardest of hardcore players. That notion is what makes Futari so special. Offering three difficulty modes, each with its own system tweaks including adaptive difficulty, Futari allows newcomers to feel the thrill of dodging through the thinnest cracks between waves of bullets and the exhilaration of surviving against overwhelming odds, only to take things even further to sate the die-hard players.

Aesthetically, Futari is gorgeous. It takes heavy inspiration from Nausicaä of the Valley of the Wind and other Hayao Miyazaki films, with floating islands, dense jungles, Japanese-styled towns, and plenty of greenery scattered throughout. Manabu Namiki really nailed the music, as well. Each track seems to make the action on screen more intense, with a fast, upbeat electro fusion of whimsical melodies and bestial beats. The main boss music track really captures the "time to get serious" vibe, such as when the player flees from a giant fireballspewing T-Rex at the end of the first stage.

Cave also released Mushihime-sama Futari Black Label, a special version of the game with remixed characters, color palettes, enemy placements, bullet patterns, and scoring systems. This can be downloaded as DLC for the Xbox 360 release, which, while only released in Japan, is thankfully region free. An official English version of the game was also released for iOS under the title of Bug Princess 2

Ikeda also programmed the third entry in Cave's flagship series, Dodonpachi. Daioujou is a far cry from the whimsical nature of Mushihime-sama, shifting to a gritty industrial, militaristic look and feel. Daioujou means "Blissful Death" in English, and the game does everything it can to live up to that. Releasing years before Futari, it overwhelms the player with bullets much faster, even if they are fewer in number. Combined with unforgiving scoring rules and a brutally short combo timer, it's consistently more intense, yet a completely different experience than Futari. As a special treat for expert players, the game rewards them by sending them on a second, harder loop, without the ability to continue. As Ikeda himself said, "Shinu ga yoi" ("Dying is good").

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200 Best Video Games of All Time - Space Harrier


"Welcome to the Fantasy Zone! Get Ready!" Sega's Space Harrier was released in 1985, but compared to its contemporaries, it sure as hell doesn't look it. While many other companies were happy to get games that merely scrolled from left-toright, Space Harrier sends the player rocketing into the game world with an over-the-shoulder viewpoint.

This was all thanks to what would eventually be known as Sega's Super Scaler technology, which manipulated sprites and other 2D elements to give a very convincing illusion of a 3D perspective. This wasn't the first game to use these effects – it was predated by the submarine shooter SubRoc 3D and the sci-fi adventure Zoom 909 / Buck Rogers and the Planet of Zoom – but it easily trumps these titles from both a technical and a gameplay standpoint. Space Harrier is no mere tech demo, though. It's a blazingly fast shooter, requiring both that you stay still enough to hit your targets while still moving so you don't get blasted by incoming fire. There's just enough margin of error in the shooting mechanics to make it possible to score hits without worrying too much about precise aiming. While the pacing is fast, it's never overwhelming in the same way as other later Sega games like After Burner, which prioritized fancy effects and a sense of speed over approachable gameplay

Space Harrier is just as well known for its psychedelic landscapes and inspired enemies – between dodging overgrown mushrooms and otherworldly (and deadly) fauna, you shoot down one-eyed wooly mammoths, multi-segmented Chinese-style dragons, glowing mechanical peanuts, and giant robots (which are suspiciously reminiscent of Mobile Suit Gundam). Every few levels, the ceiling closes in and the tempo speeds up, creating a dizzying tunnel effect as you attempt to dodge an onslaught of deadly geometric objects, which is a true assault on the senses. The iconic theme song (four minutes long!) and creative sound design (the painful-but-hilarious "ARGGHH" upon death) create a unique audiovisual package.

In the arcades, the Harrier is controlled with a flight stick; home ports changed to slower, digital control methods. This is just as well, considering the ports for weaker platforms, as well as the sequels – Space Harrier 3D on the Master System and Space Harrier II on the Genesis – couldn't come close to replicating the intensity of the arcade game's scaling effects. It wasn't until the Saturn that players could get an arcade-accurate version of the original game, and thankfully Sega has been wise enough to keep it in circulation, with polished ports to the PlayStation 2 and 3DS.

Space Harrier was at the forefront of Sega's Super Scaler line of games, including action titles like After Burner, Thunder Blade, and Galaxy Force. All of these play substantially differently, and act as a gateway into more modern rail shooters like Panzer Dragoon. Meanwhile, Space Harrier inspired a number of clones from other companies. Many were not great, considering they were developed for weaker console or computer hardware. One of the standouts is Taito's Night Striker, however, which combines some gorgeous cyberpunk visuals, a fantastic Zuntata soundtrack, and branching paths a la Darius into a fresh take on this style of shooter.

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200 Best Video Games of All Time - Sin and Punishment: Star Successor


Treasure's Sin and Punishment was released in the waning days of the N64. A futuristic 3D rail shooter with some impressive visuals and an inscrutable plot, it differentiated itself from similar games like Star Fox 64 in that you control your character and their targeting reticule independently. The result was a game that was incredibly fun, but difficult to handle, since almost every part of the N64 controller needed to be used simultaneously. Though only originally released in Japan, it received a second life as an international Wii Virtual Console game, where it found enough success to greenlight a sequel.

When first unveiled, the Wii Remote (and motion controls in general) had been hailed as the future of player input, but in the end, very few games on the platform used them in any meaningful way. Sin & Punishment: Star Successor is one of the exceptions, an incredible title that not only could never have been replicated on any other platform, but solves pretty much every single issue with its predecessor. It neatly divides all player actions, offense and defense, into the two device inputs. The nunchuck is used for movement, which also includes a rolling dash that makes the player temporarily invincible. The Wii Remote is used to aim the cursor and shoot, and is also used to reflect projectiles back at the enemies. Not only does it feel smooth and natural, but it provides a degree of control far beyond other rail shooters.

It also offers a slightly more elaborate scoring system, which will increase the multiplier whenever you kill things and decrease it when you take damage. The levels generously give several areas where the screen is flooded with harmless popcorn enemies, allowing you to take down whole hordes of them while building your score for the more difficult sections. The game is also about triple the length of its predecessor.

The plot, focusing on the jetpack-wearing Isa Jo and Kachi, makes no real sense, but it revels in absurdity. The scenery ranges from destroyed landscapes to underwater subways to Japanese forests to desert landscapes, and even the volcanic expanses of Mt. Fuji. In a battle taking place over the ocean, one foe morphs into a squad of deadly dolphins who pull off a series of killer acrobatic maneuvers. After defeating another boss, it gives birth to a tiny monster, who then hops in a nearby vehicle and begins attacking, resuming the fight. The visuals are darker than Treasure's comical titles, but with the combination of blistering action and over-the-top scenarios, this is the closest we'll ever get to a 3D Gunstar Heroes.

Sega's Panzer Dragoon series is one of the best rail shooters out there, only really challenged by Star Fox and Rez. Originating on the Saturn, you control a fire-spewing dragoon through a fantasytechnological hybrid world influenced by the works of French artist Moebius, with a soundtrack consisting of both heavy synth and orchestral works. While the second game, Panzer Dragoon Zwei, is considered to be the strongest, it's somewhat hamstrung by the Saturn's dated 3D visuals (though they're still excellent considering the platform). The artistry really shines in the lone Xbox entry, Panzer Dragoon Orta, which doubles as the most beautiful game on the platform.

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10 สุดยอดการ์ตูนโรแมนติก
การ์ตูนโรแมนติกอยู่ประเภทที่ทุกคนสามารถเพลิดเพลิน หลังจากที่ทุก เราได้พบรักในบางจุดในชีวิตของเราขวา เหมือนพูดไป "ความรักที่ทำงานในวิธีที่ลึกลับ" เรามักจะไม่คาดคิดเมื่อรักจะมาเคาะประตูของเรา หรือที่ที่เราจะตกสำหรับ ที่นี่ที่อะนิเมะของน้ำผึ้ง เราต้องเข้าร่วมกับเราเป็นเรารายการการ์ตูนโรแมนติกด้านบน 10 ที่จะอบอุ่นยามเช้าเย็นของฤดูหนาวกำลังมาถึงนี้ ช่วงรายการจากชื่ออบอุ่นหัวใจกับความสะเทือนใจคนเพื่อใช้เลือกตามความชอบ แต่ทั้งหมดในทุก การ์ตูนแสดงคุ้มค่าอ่าน อ่าน และสนุก

10. Inari, Konkon, Koi Iroha (Inari Konkon)
ฟูชิมิ อินาริ เป็นสาวจอมซุ่มซ่ามที่เป็นอย่างมากในความรักกับเพื่อนของเธอ tanbabashi โคจิ แต่ในวันหนึ่ง เธอบังเอิญ demeans เขา ขอบคุณนะริอาจมีโอกาสที่จะไถ่ถอนตัวเองเมื่อ uka ไม่ mitama ไม่แสดงขึ้นเพื่อให้เราเพียงต้องการขอบคุณนะริช่วยเทพธิดาคุ้นเคยสุนัขจิ้งจอก นาริมาเป็นเพื่อนร่วมชั้นของเธอ sumizome และมันทันทีได้ ปัญหาคือ เมื่อนาริกลับไปเทพธิดาให้พาเธอกลับไปที่รูปแบบเดิมของเธอ เธอบอกว่าเธอไม่สามารถทำโดย uka อื่นปรารถนา อินาริ เป็นงั้นก็ไม่ยุติธรรมกับมนุษย์ทุกคน uka แล้วตัดสินใจให้ครึ่งหนึ่งของพลังของเธอนะริช่วยเธออีกครั้ง

นาริ konkon , ก้อย , คริสเตียน เป็นการ์ตูนรักที่ยอดเยี่ยมที่คุณจะเพลิดเพลินไปกับการ โดยเฉพาะอย่างยิ่งถ้าคุณเป็นประเภทที่เหนือธรรมชาติ ชุดไม่เพียงอวดหนึ่งคู่ เรายังได้เห็นชีวิตรัก uka ด้วย สำหรับครึ่งแรกของชุด ผู้อ่านจะได้เห็นมิตรภาพที่น่ารักระหว่างนาริ uka และและวิธีการพัฒนา ตัวละครทั้งสองน่ารักและวิธีที่พวกเขาช่วยและสนับสนุนแต่ละอื่น ๆเป็นหนึ่งในคุณสมบัติที่ดีที่สุดของชุดนี้ หนึ่งในการ์ตูนที่ผู้อ่านจะพบกับความโรแมนติกด้านมัน นาริ และ uka เส้นทางเริ่มที่จะแตกต่างที่พวกเขารับมือกับความรู้สึกของตัวเองกับคนที่เขารัก มิตรภาพของพวกเขาถูกทดสอบ และกลายเป็นที่แข็งแกร่งขึ้นหลังจากปัญหาจะได้รับการแก้ไข

ชุดโดยรวมเป็นเพียงตลกและน่ารัก มันเกี่ยวข้องกับมิตรภาพ ครอบครัว และความรัก มังงะ คือสดชื่นมากที่จะอ่านและการเว้นระยะของมันเป็นเพียงขวา ถ้าคุณต้องการที่จะจำความรู้สึกของการมีความรักอีกครั้ง จากนั้นไปข้างหน้าและอ่านการ์ตูนโรแมนติกมังงะเรื่องนี้ เหมือนจะให้มันกับคุณ

9. GE: Good Ending
GE: สิ้นสุดที่ดีหมุนรอบ Utsumi เซอิจิขณะที่เขาพยายามจะสารภาพกับ Iketani Shou ด้วยความช่วยเหลือของโรคายูกิ GE: สิ้นสุดที่ดีไม่ได้เป็นเพียงเฉลี่ยมังงะโรแมนติกของคุณ Ecchi แม้จะมีหลักฐานที่เรียบง่ายมาก สิ่งที่ทำให้ความเงางามมังงะนี้ท่ามกลางคนอื่น ๆ คือความสมจริงที่อยู่เบื้องหลังการเกิดปฏิกิริยาของตัวละครแต่ละคนที่มีต่อสถานการณ์บางอย่างเป็นที่น่าอัศจรรย์ คุณจะรักพวกเขาหรือเกลียดชังพวกเขาในบางครั้ง แต่ผู้อ่านจะได้อย่างที่เห็นว่าตัวละครแต่ละตัวช้าเปลี่ยนแปลงที่พวกเขายังคงเติบโตจากตัวเดิมของตน พวกเขารู้สึกจริงและ relatable จึงเป็นเหตุผลว่าทำไมมังงะเป็นเช่นนี้เลือกที่ดี นั่นเป็นเหตุผลที่คุณไม่ควรได้รับกำลังใจกับตัวเอกของเราเซจิในช่วงครึ่งแรกของซีรีส์

เซอิจิไม่เริ่มออกง่อย แต่มีการเผชิญหน้าพิเศษของเขากับยูกิเขาเปลี่ยนเป็นหนึ่งในตัวละครเอกที่ดีที่สุดชายในมังงะโรแมนติก ใบหน้าเขาไม่มั่นคงของเขาทีละน้อยและเริ่มที่จะเปิดขึ้นเพื่อให้คนอื่น ๆ เขาก็จะกลายเป็นล่วงหน้ามากขึ้นด้วยความรู้สึกของเขาโดยเฉพาะอย่างยิ่งกับยูกิและยำเกรง ความรักเป็นสิ่งที่ซับซ้อนและคุณเดิมพัน GE: จบที่ดีจะแสดงให้คุณเห็นว่าทำไม ชอกช้ำอดีตรักสามเส้า, ป๊แบ่งความรักตอบแทนและความเข้าใจผิดนี้เป็นเพียงบางส่วนของสิ่งที่คุณสามารถคาดหวังในชุดนี้ มังงะที่ยังไม่ได้มีช่วงเวลาที่ตลกบางส่วน แต่ยังให้แน่ใจว่าจะคาดหวังมากจากความทุกข์ไปพร้อมกันเป็นชุดไปเรื่อย

8. Koukou Debut (High School Debut)
นางาชิมะฮารุนะเป็นที่สุดในโรงเรียนมัธยม และพร้อมที่จะสำรวจ และสัมผัสประสบการณ์ความรัก เศร้า ระหว่างปีโรงเรียนของเธอ เธอทุ่มเทตัวเองเพื่อการกีฬา และไม่มีความรู้ในการดึงดูดเพศตรงข้าม โชคดี เธอได้พบกับคุณ Komiyama ที่รู้เทรนด์ล่าสุดที่เกิดขึ้น ฮารุนะขอให้คุณช่วยเธอพร้อมขึ้นเขียงของเธอ แต่คุณมีเงื่อนไขที่ฮารุนะต้องให้เกียรติทั้งหมดต้นทุน: ไม่เธอต้องตกอยู่ในความรักกับเขา สภาพที่ง่าย ฮารุนะก็หาความรัก

จากช่วงเวลาที่คุณบอกว่า ฮารุนะไม่ตกเขาไป เราสามารถย่อมคาดหวังว่า เธอจะตกหลุมรักกับเขา ขวา หลังจากที่ทุก เคมีระหว่างพวกเขาเป็นเลิศ สำหรับไดรฟ์ข้อมูลที่สองครั้งแรกของการ์ตูน ผู้อ่านได้เห็นวิธีคุณและของฮารุนะบุปผาความสัมพันธ์เป็นความรัก อย่างไรก็ตาม หลังจากนั้น มันเริ่มต้นขึ้นเน้นวิธีการที่จะรักษาความสัมพันธ์ของคู่ นอกจากนี้เรามักจะไม่เห็นการ์ตูนนี้ที่บอกเล่าเรื่องราวหลังจาก "สิ้นสุดความสุข"

ตั้งแต่คบหา ประสบการณ์ใหม่กับพวกเขา คุณและฮารุนะเผชิญปัญหาที่คุณคาดหวังกับคู่การเฉลี่ยปกติ เป็นการระบุว่าในบางความสัมพันธ์ มีบางความเข้าใจผิดระหว่างคู่ แต่กับคุณและฮารุนะ น้อยพยายามพูดคุยออก และแก้ปัญหาสิ่งที่พวกเขากำลังเผชิญร่วมกัน เสมอพวกเขาคิดเกี่ยวกับสิ่งที่ดีสุดสำหรับพวกเขาค และให้มากสุดทุกอย่างกับแต่ละอื่น ๆ พวกเขาทั้งผู้ใหญ่ และเติบโตในกระบวนการ และไม่มีใครสามารถปฏิเสธความรักระหว่าง Yoh และฮารุนะว่าจริง และจริงใจมาก เปิดตัว Koukou เป็น romcom ดีที่คุณจะชอบมาก มันไม่ได้มีการปรับตัวการ์ตูน แต่ก็มีการปรับตัวดำเนินชีวิตที่ถูกนำออกใช้ในเดือน 2011 เมษายน

7. Beauty Pop
Koshiba คีรีเป็นช่างทำผมเก่งมากที่โพสช่วยคนอื่น ๆ เพื่อให้ได้สวย แต่เนื่องจากมีบางเหตุการณ์ที่เกิดขึ้นในอดีต ที่เธอตัดสินใจไม่เข้าทำให้อาชีพของเธอในอนาคต ในขณะเดียวกัน โครงการกรรไกรคือ กลุ่มของเด็กชายรู้จัก 3 เพื่อให้โฉมที่ยอดเยี่ยมกับคนที่เลือกเป็นพิเศษ คีรีไม่รู้ปะทะกันกับโครงการกรรไกร และถูกลากลงในกลุ่ม

Pop ความงามเป็นอีก romcom ที่ยิ่งใหญ่ที่เสน่ห์ของผู้อ่าน ด้วยความตัวอักษรที่น่าสนใจ แม้ว่าความงามปรากฏเป็นการ์ตูนโรแมนติก มันไม่ทั้งหมดเน้นที่เป็นมันแก้เพิ่มเติมเกี่ยวกับแต่ละอักขระฝัน แรงบันดาลใจ และการเจริญเติบโต คีรีและโกะอยู่สองคนมีความสามารถที่แบ่งปันความรักทำให้คนอื่นสวย เพ่ สองคนเหล่านี้ความคมชัดในต่อไปได้ พวกเขาเริ่มต้นเป็น คู่แข่ง และค่อย ๆ กลายเป็นสนิทเป็นเพื่อนที่แล้ว พัฒนาเป็นความรัก

ความงามของการ์ตูนที่เป็นว่า แม้จะมีบุคลิกที่แตกต่างและประสบ คีรีและโกะเติบโตเพื่อยอมรับกันตามธรรมชาติ และสนับสนุนอีกคนหนึ่งที่เปิดทุกทาง บุคคลทั้งสองได้กลายเป็น แรงบันดาลใจของกัน และโผล่ออกมาแข็งแรง และดีกว่าเดิม

6. Kimi wa Pet (Tramps Like Us)
Kimi wa Pet บอกเล่าเรื่องราวของซุมิเระ Iwaya เธอใช้ในคนอายุน้อยเป็นสัตว์เลี้ยงของเธอ Kimi wa Pet เป็นการ์ตูนที่สัมผัสจังหวะของความรักและความสัมพันธ์ มันยังพิสูจน์ให้เราว่า บางครั้ง เราเพียงแค่ช่วยไม่ ได้ตกหลุมรักกับคนที่ไม่เป็นอุดมคติของเรา

ชุดเริ่มออกช้ามากตอนแรก สร้างความสัมพันธ์ที่หวานระหว่างซุมิเระและทาเคชิ (Momo) ปฏิสัมพันธ์ของพวกเขาจะยังดูเป็นช่วงจากคนตลกโรแมนติกจริง ๆ คน การ์ตูนเป็นแบบยาวกับ 82 บท แต่กับละครอยู่ในทั้งในชุด มีช่วงเวลาไม่น่าเบื่อในนั้น แล้วมันก็จะให้ความสนใจของคุณ Kimi wa Pet มีการปรับตัวดำเนินชีวิตนำแสดงโดย Koyuki เป็นซุมิเระและ Jun Matsumoto เป็นทาเคชิ

5. Seven Days
มันเป็นที่รู้จักกันทั่วโรงเรียนว่าในวันจันทร์, คนแรกที่จะข่มขวัญ Seryou Touji จะเป็นวันของเขาสำหรับทั้งสัปดาห์ แม้ว่าหลังจากสัปดาห์เขาจะเลิกกับคนและพูดว่า"ฉันขอโทษฉันไม่สามารถตกหลุมรักกับคุณ ขอเลิก"; แต่ถึงแม้จะรู้ว่านี้หลายคนยังคงพยายามที่จะออกไปกับ Seryou ขณะที่เขาเป็นแฟนที่เชื่อถือได้เมื่อเขาจะถูกลงวันที่ ยูซูรุใครจะรู้ว่าข่าวลือนี้ตลกข่มขวัญ Seryou ในบางวันจันทร์และจะช็อตของเขาใช้เวลา Seryou ตลกอย่างจริงจัง

ถ้าคุณต้องการบางมังงะหัวใจอบอุ่นที่คุณจะต้องการที่จะอ่านอีกครั้งและอีกครั้งจากนั้นเจ็ดวันเป็นหนึ่งที่เหมาะสมสำหรับคุณ บางคนอาจจะอายห่างจาก Seven Days เพราะแท็ก Shounen อ้าย แต่มังงะนี้เป็นสิ่งที่ดีอย่างแท้จริงที่จิตรสิ่งที่จริงเป็นความรักที่บริสุทธิ์ หลายคนอาจจะคิดว่าเจ็ดวันสั้นเกินไปที่จะตกอยู่ในความรัก แต่สำหรับ Seryou และยูซูรุที่ค่อนข้างเพียงพอ

แม้จะมีทั้งสองตัวละครหลักของเราตกอยู่ในความรักในระยะเวลาสั้น ๆ เรื่องโดยรวมไม่รู้สึกรีบไม่เป็นมันช้า Seryou และยูซูรุพัฒนาความสัมพันธ์ของสวยงาม วันสำหรับพวกเขาแต่ละคนเป็นสิ่งสำคัญที่เหล่านี้เป็นช่วงเวลาเมื่อพวกเขาได้รับทราบข้อมูลเพิ่มเติมเกี่ยวกับแต่ละอื่น ๆ มังงะที่เต็มไปด้วยช่วงเวลาที่น่ารักและหวานอมขมกลืนซึ่งเป็นไฮไลต์ต่อไปโดย Takarai ศิลปะเรียบร้อยและอ่อนโยน Seven Days แน่นอนต้องอ่านว่าจะไม่ผิดหวัง!

4. Dengeki Daisy
หลังจากการตายของพี่ชายของ kurebayashi เทรุ เทรุเป็นเพียงแหล่งที่มาของความสะดวกสบายและการสนับสนุนโทรศัพท์ที่พี่ชายของเธอจากไป กับโทรศัพท์มือถือที่เธอสามารถติดต่อ " เดซี่ " จึงไม่เคยมีเวลา โดดเดี่ยว เทรุ ในโรงเรียนของเธอ เธอทำงานเป็นภารโรงที่ชื่อ คุโรซากิ ทาสุคุ หยาบคาย โรงเรียนที่ชอบแกล้งและล้อเลียนเธอ เธอผ่านแต่ละวันอย่างสงบโดยไม่รู้ตัวว่า " เดซี่ " จะอยู่ข้างๆเธอ

โมโตมิ เคียว เกะเป็นที่รู้จักสำหรับการเขียนเรื่องราวตลกที่มีพล็อตที่น่าสนใจและนำหญิงแข็งแรง แน่นอน ตอนนี้ เดซี่ไม่ได้เป็นข้อยกเว้น และความสัมพันธ์ของเทรุคุโรซากิจริงๆตลกที่จะมอง พวกเขามักจะขัดแย้งและหยอกล้อกัน แต่ยังคงสนิทกันมากกระนั้น ทั้งๆที่ตอนนี้เดซี่มากตลกด้าน มันไม่เคยล้มเหลวที่จะให้ผู้อ่านบางช่วงเวลาที่ร้ายแรง

ทั้งมังงะ ทั้งอดีต และ คุโรซากิ เทรุมักจะสำรวจ กับแต่ละบทใหม่ เราจะได้รู้ว่าใคร " เดซี่ " จริงๆ คือ อะไร และจุดประสงค์ของเขา เช่นเดียวกับ ทำไมพี่เทรุก็มีเช่นผลกระทบอย่างมากในชีวิตของผู้คนที่ห้อมล้อมเทรุ แต่ละเปิดเผยและนำเทรุ คุโรซากิ ใกล้ชิดกัน และระยะห่างระหว่างพวกเขาลด ผู้อ่านไม่สามารถช่วย แต่จะละลายและหน้าแดงเพราะความตึงเครียดโรแมนติกระหว่างพวกเขา ให้ตอนนี้เดซี่อ่านและดูถ้าเทรุจัดการให้คุโรซากิไปหัวล้าน

3. Horimiya
Hori และ Miyamura มีอีกด้านหนึ่งให้พวกเขาว่าพวกเขาเก็บซ่อนไว้ คนส่วนใหญ่ดู Hori เป็นสาวที่นิยมโดยเฉลี่ยในโรงเรียนขณะที่คนอื่นเห็น Miyamura เป็นบางคนที่แต่งตัวประหลาดโอตาคุที่เงียบสงบที่เป็นสิ่งที่ดีที่จะศึกษา ในความเป็นจริง Hori เป็นประเภทของคนที่กลับบ้านทันทีในการดูแลของพี่ชายของเธอและทำงานบ้านในขณะที่ Miyamura เป็นเพียงคนธรรมดาที่มีจำนวนมากของการเจาะและไม่ดีในเชิงวิชาการ เนื่องจากความคล้ายคลึงกันของพวกเขาทั้งสองกลายเป็นเพื่อนกันและขึ้นอยู่กับอีกคนหนึ่ง

อ่าน Horimiya เป็นเหมือนความทรงจำวันเก่าสมัยเรียนมัธยมที่ดีของคุณ Horimiya โดยทั่วไปจะบอกความสัมพันธ์ที่น่ารักของ Hori และ Miyamura พร้อมกับเพื่อนและครอบครัวของพวกเขาที่ล้อมรอบ สำหรับสองสามบทแรกของมังงะและ Hori Miyamura โดยไม่คาดคิดในรูปแบบมิตรภาพเมื่อทั้งสองตระหนักว่าพวกเขามีความคล้ายคลึงอย่างใด ในฐานะที่เป็นซีรีส์อย่างต่อเนื่องไปเรื่อยพวกเขาเริ่มที่จะชอบแต่ละอื่น ๆ และรูปแบบความสัมพันธ์หวาน

ชีวิตประจำวันของ Hori และ Miyamura คือความสนุกมากที่จะอ่านเพราะการเชื่อมต่อของพวกเขาเต็มไปด้วยเสียงหัวเราะและปุย ทุกครั้งที่ทั้งสองอยู่ด้วยกันผู้อ่านไม่สามารถช่วย แต่รู้สึกผีเสื้อในกระเพาะอาหารของพวกเขา Horimiya คือความสนุกในการอ่านโดยเฉพาะอย่างยิ่งเมื่อคุณมีความอยากบางมังงะโรแมนติกดี ความรู้สึกที่เบาของซีรีส์อย่างแม่นยำจะชำระจิตวิญญาณของคุณหลังจากวันที่วุ่นวาย

2. Cat Street
อาโอยาม่า Keito ถูกนักแสดงหญิงชื่อดังที่ออกจากหลังจากเหตุการณ์การบาดแผลจากอดีตของเธอ ปัจจุบันเธอล็อค ตัวเองออกจากสังคม และไม่มีแผนสำหรับอนาคต แต่โชคชะตามีแผนอื่น ๆ สำหรับเธอเมื่อเธอถูกนำมา El ลิสตัน - โรงเรียนที่รับคนไปไหน Keito ไปโรงเรียน และเรียนรู้มิตรภาพ self-worth และความรักที่แท้จริง

แคทสตรีทเป็นนั่งรถไฟเหาะหนึ่งที่คุณไม่ควรพลาด นอกจากรูปแบบศิลปะที่ดีและปฏิบัติที่เหมาะสมของจุด จุดเด่นของการ์ตูนที่มีตัวอักษร ผู้อ่านสามารถเอาใจใส่กับบางส่วนของตัวละครทันทีเป็นส่วนใหญ่ของปัญหาการแก้ไข โดยการ์ตูนนี้ยังสามารถพบได้ในชีวิตจริง เช่นเดียวกับบางส่วนของเราเลือกที่นี่ แมวถนนไม่เต็มเน้นด้านความโรแมนติกของมัน การ์ตูนเป็นข้อมูลเพิ่มเติมเกี่ยวกับการเจริญเติบโตโดยทั่วไป ส่วนรักของการ์ตูนนี้เป็นเหมือนไอซิ่งด้านบน แต่ยังคง Kamio อาจารย์ทำงานยอดเยี่ยมของการเขียนการ์ตูนที่มีทั้งโรแมนติก และสร้างแรงบันดาลใจในเวลาเดียวกัน แคทสตรีทเป็นการ์ตูนโรแมนติกที่ไม่ลืมแน่นอนเมื่อคุณได้อ่าน

1. Watashitachi no Shiawase na Jikan
วะตะชิตะจิไม่ shiwase na jikan แต่เดิมเป็นนวนิยายที่เขียนโดย กอง จี ยอง มันหมุนรอบ จูริและ Yuu ที่ทั้งอยากฆ่าตัวเอง จูริ มุโต เกิดจากนักเปียโนที่มีชื่อเสียงที่จะหยุดเล่นหลังจากเธอเกิด เหตุการณ์จากอดีตยังตามหลอกหลอนเธอในวันนี้ จึงทำให้เธออยากจะจบชีวิตเธอ ในทํานองเดียวกัน ยูพยายามฆ่าตัวตาย หลังถูกจับข้อหาฆ่าผู้ชาย ผู้หญิง และเด็ก ยู ปัจจุบันเป็นนักโทษในแดนประหาร . เส้นทางข้ามด้วยความช่วยเหลือของจูริป้าโมนิก้า

วะตะชิตะจิไม่ shiwase na Jikan เป็นตรงความหมายของปรากฏการณ์ เพียงแต่บอกเล่าเรื่องราวของผู้คนที่พบสองโชคร้ายปลอบใจในแต่ละอื่น ๆ ของตน จูริ และยู เรื่องราวไม่เพียงหมุนรอบพวกเขาตกอยู่ในเรื่องราวความรักของพวกเขาจะเน้นมากขึ้นในวิธีที่พวกเขายอมรับอดีตของตนอย่างเต็มที่และใบหน้าในอนาคตของพวกเขา โดยการใช้เวลาด้วยกัน พวกเขาค่อยๆ รู้ว่าพวกเขามีความคล้ายคลึงกัน และตระหนักว่าพวกเขาจะไม่ได้คนเดียว หากมีคำหนึ่งที่ดีที่สุดอธิบายเรื่องราวของพวกเขาก็จะ " บีบหัวใจ "

ที่สุดของงานของ yumeka sumomo เป็นที่น่าอัศจรรย์และงดงามเพราะตุ๊กตุ่นลึกและสัมผัสเธอ สำหรับการ์ตูนโรแมนติกเรื่องนี้ ถึงแม้ว่าเธอจะทำศิลปะ ทุกอารมณ์และบรรยากาศจากนวนิยายต้นฉบับอย่างสมบูรณ์โดยจับเธอ การ์ตูนสั้นเพียง 8 บท ในทั้งหมด แต่การไหลของเรื่องและตัวละครเป็นอย่างดีเนื้อออกมา ดังนั้นเธออย่าโทษเรากับน้ำตาของคุณ เราต้องการที่จะให้คำเตือนเล็กๆ การ์ตูนเล่มนี้ จะทำให้คุณร้องไห้อย่างหนักเพื่อให้แน่ใจว่าเตรียมทิชชู่