Gradius V & R-Type Final.
It's not clear in that article if the “archaic design" quote is referring to the graphics design or to the gameplay & level layout.
Graphics are top notch, (especially the desert version of level 2, is one of the most inhospitable & harsh look desert stages I've encountered in a shooter) so surely they can't be considered "archaic", but as far as the gameplay department goes, I would say that it is as memorisation heavy as the rest of the series were.
The annoying check points are something that belongs to the 80’s arcades which would force the players indirectly, to pump more coins into the machine.
So it’s surprising to see this feature still utilized in a modern console shooter like R-Type Final, whilst the other great “representative” of the check points era (Gradius V), has abandoned them.
Graphics are top notch, (especially the desert version of level 2, is one of the most inhospitable & harsh look desert stages I've encountered in a shooter) so surely they can't be considered "archaic", but as far as the gameplay department goes, I would say that it is as memorisation heavy as the rest of the series were.
The annoying check points are something that belongs to the 80’s arcades which would force the players indirectly, to pump more coins into the machine.
So it’s surprising to see this feature still utilized in a modern console shooter like R-Type Final, whilst the other great “representative” of the check points era (Gradius V), has abandoned them.
Saint Dragon - AMIGA - Jaleco 1989
"In the first battle against the Guardian's weapons, created with Vasteel Technology, humanity suffered a crushing defeat."
Thunder Force V
"In the first battle against the Guardian's weapons, created with Vasteel Technology, humanity suffered a crushing defeat."
Thunder Force V
yeah, that is useful, just the Vic itself loses all it's power-ups, like speed increases. This is not good for the speed zone, or any bit of the game where quick movements are required!
Edit - R-Type without checkpoints? Now THERE'S an idea...
Edit - R-Type without checkpoints? Now THERE'S an idea...
GamerTag: TrevorMcFurr
"If she makes it, she should be a perfectly normal and healthy cat. Other than having two faces."
"If she makes it, she should be a perfectly normal and healthy cat. Other than having two faces."
This was not a change, but rather a re-use of a long forgotten feature, all ready utilized in Life Force (NES)snap monkey wrote:After you die, you still have a chance to recover all your options while they're still on screen. This was one of the best changes in Gradius V. It makes recovery from death much more manageable than others in the series, in my opinion.SteevTee wrote:Another thing in G V which is annoying, is the respawn option (which admittedly can be switched to the checkpoint mode). If you die in, say the asteroid boss bit, you're pretty much screwed, perhaps a few powerups could be spewed from your ship upon death, to give you a bit of a chance.
But in Life Force, the “options” had a tendency to fly away from the screen much faster than in GV, so you would have to race anxiously in order to catch them before they disappear. Lot’s of fun!

But not quite, as funny as getting stuck in a boss fight with no options, 4 lives & 3 more credits to waste!

Saint Dragon - AMIGA - Jaleco 1989
"In the first battle against the Guardian's weapons, created with Vasteel Technology, humanity suffered a crushing defeat."
Thunder Force V
"In the first battle against the Guardian's weapons, created with Vasteel Technology, humanity suffered a crushing defeat."
Thunder Force V
A boss fight with no options is like having a red-hot poker slowly pushed through your eye and into your brain. Ironically, not too dissimilar to how you defeat the final boss in Gradius V.ST Dragon wrote:But in Life Force, the “options” had a tendency to fly away from the screen much faster than in GV, so you would have to race anxiously in order to catch them before they disappear. Lot’s of fun!![]()
But not quite, as funny as getting stuck in a boss fight with no options, 4 lives & 3 more credits to waste!
GamerTag: TrevorMcFurr
"If she makes it, she should be a perfectly normal and healthy cat. Other than having two faces."
"If she makes it, she should be a perfectly normal and healthy cat. Other than having two faces."
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snap monkey
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Yeah, I know, but this was the first time it was ever implemented in a Gradius game. I thought Life Force was more or less the western version of Salamander, which is very similar to Gradius, but ultimately a different series. Just to split hairsST Dragon wrote:This was not a change, but rather a re-use of a long forgotten feature, all ready utilized in Life Force (NES)snap monkey wrote:After you die, you still have a chance to recover all your options while they're still on screen. This was one of the best changes in Gradius V. It makes recovery from death much more manageable than others in the series, in my opinion.SteevTee wrote:Another thing in G V which is annoying, is the respawn option (which admittedly can be switched to the checkpoint mode). If you die in, say the asteroid boss bit, you're pretty much screwed, perhaps a few powerups could be spewed from your ship upon death, to give you a bit of a chance.
But in Life Force, the “options” had a tendency to fly away from the screen much faster than in GV, so you would have to race anxiously in order to catch them before they disappear. Lot’s of fun!![]()

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captain ahar
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Ah.. thanks for clearing that up.captain ahar wrote:nope dude. thats the lord british.
"lord british" that's a cool name for a craft

Where does the name come from anyway?
Saint Dragon - AMIGA - Jaleco 1989
"In the first battle against the Guardian's weapons, created with Vasteel Technology, humanity suffered a crushing defeat."
Thunder Force V
"In the first battle against the Guardian's weapons, created with Vasteel Technology, humanity suffered a crushing defeat."
Thunder Force V
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captain ahar
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Dartagnan1083
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The Speed Zone is the only area where I need speed-ups, even if I die, I know there are assloads of Red enemies there so I can revover easier than elsewhere.SteevTee wrote:yeah, that is useful, just the Vic itself loses all it's power-ups, like speed increases. This is not good for the speed zone, or any bit of the game where quick movements are required!
I normally use only 2 speed ups total.
currently collecting a crapload of coasters, carts, controllers, and consoles
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Track my "Progress"
I think it's truly a mistake to compare the two series' against eachother in terms of which one is better, and does them both a great disservice. The two lines are fundamentally different animals with entirely different design philosophies at their cores.SteevTee wrote:I was livid when I read that. Ok, they are not the fastest of games, but to say they are archaic is daft. Just think of the inovations in the series, which although some may have not been original, certainly perfected their usage.Geoff wrote:...R-Type is slow, plodding, and memorization heavy; don't waste your time with its archaic design. . .
Phew, sorry if I ranted.
The Gradius line of shmups is based on one thing: power and reflexes. What you need to succeed is max power and twitch reflexes. Not a whole lot of emphasis is placed on strategy - it just comes down to "Shoot The Core", as GV reminds us every stage.
The R-Type line is pure strategy and planning: should I place the force on the front, the back, let it fly free, attach it to an enemy, use it offensively or defensively, etc. There are hectic twitch portions to the game, but more emphasis is placed on planning your attack rather than simply brute force (pardon the pun).
In Gradius you simply destroy everything around you, while in R-Type you must work with your environment. While different styles of play will appeal to different types of people, I think it's a shame to discredit a series that simply requires a different mindset than what you want to give it.

Last edited by extrarice on Wed Dec 07, 2005 10:11 pm, edited 1 time in total.
Now that you mentioned it, isn't Lord British the 2nd player ship in the Gradius Series as well?
I know that it also makes an appearance in the Parodius series as the 2nd craft.
I know that it also makes an appearance in the Parodius series as the 2nd craft.
Saint Dragon - AMIGA - Jaleco 1989
"In the first battle against the Guardian's weapons, created with Vasteel Technology, humanity suffered a crushing defeat."
Thunder Force V
"In the first battle against the Guardian's weapons, created with Vasteel Technology, humanity suffered a crushing defeat."
Thunder Force V
Only in Gradius Gaiden. There is no second ship in Gradius I - V.(in GV the 2P ship is just a red Vic Viper.)ST Dragon wrote:Now that you mentioned it, isn't Lord British the 2nd player ship in the Gradius Series as well?
I know that it also makes an appearance in the Parodius series as the 2nd craft.
Whenever I hear the name Lord British I think of the king from the Ultima series. Prehaps the guys at Konami were Ultima fans at the time they wanted to create a different craft for player two?
If you like unlocking stuff and slower-paced shmupping, Final is better.
If you're looking for some good gameplay, Gradius V is better.
If you like unlocking stuff and slower-paced shmupping, Final is better.
If you're looking for some good gameplay, Gradius V is better.
Shmups: It's all about blowing stuff up!
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Shatterhand
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ST Dragon wrote:So I completed R-Type Final.
It took me some time to figure out what I had to do in the Final Bydo Boss.
But WTF?
Where is my cool FMV ending sequence with the R-9 flying the hell out of the exploding Bydo Core & the nice epic / dramatic music following the blast like RayStorm?
All I get is a brown tunnel with the R-9 floating inside it!?
It's not supposed to end like this. It smells like rotten meat but I think I got ripped off in that aspect.
Unless of course I'm missing something?
You should play more, R-type final indeed has branching level system. There is a very very nice ending if you manage to get into *spoiler* outer spaceTo me the main thing R-Type Final needed was more levels. I would have liked more branches so that you could exploit all the different ship abilities in cooler ways. I do like the darker, Last Resort-like asthetic more than Gradius V's setting though.
I stopped playing once I completed the R-typer difficulty, but I got a itch to play for points..
What do you say if I set up R-type final scoreboard for the high scores section? is anyone willing to contribute?

Lord British is also an available craft in Solar Assault Revised...MSZ wrote:Only in Gradius Gaiden. There is no second ship in Gradius I - V.(in GV the 2P ship is just a red Vic Viper.)ST Dragon wrote:Now that you mentioned it, isn't Lord British the 2nd player ship in the Gradius Series as well?
I know that it also makes an appearance in the Parodius series as the 2nd craft.



Randomizing? It does shuffle the score before giving the final amount, just like in the first rtype, but that is just a visual effect and has nothing to do with the actual scoring system. Edit: I think it is done just to give player the impression that 'game is calculating your scores' which is of course silly, but yeah, I think this is what it is trying to visualizeGhegs wrote:Didn't Final do that weird randomizing of the score at the end of each level? The last few digits get suffeled around for no apparent reason. Weird.MJR wrote:What do you say if I set up R-type final scoreboard for the high scores section? is anyone willing to contribute?
I find the score attack per level to be bit naff, so I think it would be more fun to have highscores as a one game played in total, only how to define the rules would be the question because the ship changing/unlocking thing might unbalance things favourably towards those players who got them all..
My suggestion for rules would be to use the basic first ship only, human level, no changing ships allowed (because you could dance through the whole game with ships like eclipse or any ship that has the giga wave cannon)
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captain ahar
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My opinion of R-Type Final is most likely not as brutal as some others might be as I don't really care about the minor things e.g. checkpoints or whathaveyou.
I think RTF is one of those games that is intended to be geared towards dedicated Irem fans of the series, it's hard enough where I have trouble getting through past the second stage. Slowdown mostly occurs in highly populated (read: lots of enemies/bullets) areas. As far as I'm concerned RTF is "good enough" especially considering how hard it is to get shmups around here in the states.
I would say that this game might be more suited toward the PSP than PS2.
I think RTF is one of those games that is intended to be geared towards dedicated Irem fans of the series, it's hard enough where I have trouble getting through past the second stage. Slowdown mostly occurs in highly populated (read: lots of enemies/bullets) areas. As far as I'm concerned RTF is "good enough" especially considering how hard it is to get shmups around here in the states.
I would say that this game might be more suited toward the PSP than PS2.
The world would be a better place if there were less shooters and more dot-eaters.
Jesus' BE ATTITUDE FOR GAINS:
1. Pure, Mournful, Humble Heart
2. Merciful Peacemaker
3. Suffer for Righteous Desire
Jesus' BE ATTITUDE FOR GAINS:
1. Pure, Mournful, Humble Heart
2. Merciful Peacemaker
3. Suffer for Righteous Desire
What makes you say that?Blade wrote:I would say that this game might be more suited toward the PSP than PS2.
I don't think it would look as impassive graphically on the smaller PSP screen.
Saint Dragon - AMIGA - Jaleco 1989
"In the first battle against the Guardian's weapons, created with Vasteel Technology, humanity suffered a crushing defeat."
Thunder Force V
"In the first battle against the Guardian's weapons, created with Vasteel Technology, humanity suffered a crushing defeat."
Thunder Force V