General Gradius thread

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What's your favourite entry in the series?

Gradius/Nemesis (Arcade/Famicom/PCE/X68000/PS1/SAT/PSP)
15
8%
Gradius II/Vulcan Venture (Arcade/PCE/X68000/PS1/SAT/PSP)
32
16%
Gradius II (Famicom)
5
3%
Gradius III (Arcade/PS2/PSP)
10
5%
Gradius III (SFC)
18
9%
Gradius IV (Arcade/PS2/PSP)
10
5%
Gradius V (PS2)
44
23%
Nemesis & Nemesis II/Gradius: The Interstellar Assault/Return of the Hero (GB)
1
1%
Gradius Gaiden (PS1/PSP)
52
27%
Gradius ReBirth (Wii)
8
4%
 
Total votes: 195

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EmperorIng
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Re: General Gradius thread

Post by EmperorIng »

I have to chuckle at that last ad calling Gradius II a Gradius clone to beat all Gradius clones. Uh... wuh?
The famicom port does indeed look impressive, as is expected of Konami's home-porting prowess back in the day.

I've also put in a few credits of Sexy Parodius as I've sort of gotten cold on Jikkyo (see above). I used to credit feed it all the time for fun, but going for a 1cc is a whole new experience. This game is brutal starting in stage 2, imo. I've settled on Ivan the Penguin, whose badass army jacket and fierce demeanor were about as influential for a pick as his extremely versatile bounding ricochet shot. 8)
I don't know yet if his Metal Ivan shield substitute is actually a shield or not; it's hard to tell in the visual clutter of the bath house stage.

The farthest I've made it right now is stage 3's boss. A load of bullshit she is with that head spinning attack.

I also have a confession to make with these Parodius games. I'm playing on non-arcade defaults! Let me explain. I've turned off Roulette. It's an awful mechanic and I don't know why it persisted throughout the games. They must have even hated it since you can turn it off in the options. You try playing Sexy's stage 2 SPEED STAGE with a randomly-gained roulette and be fucked out of all your speed and powerups. NO THANKS. It is not a gameplay mechanic... it's an anti-mechanic.
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Re: General Gradius thread

Post by MathU »

I usually play Sexy on Auto (which doesn't have roulette power-ups) because I find the adaptive difficulty ridiculous on Manual. I haven't yet been able to figure out a way to make the difficulty manageable on Manual when the last couple of stages come around, they get absolutely brutal.

Oh and roulette power-ups in all of the Parodius games aren't actually random. They're always dropped in the same spot by the same enemies.
Of course, that's just an opinion.
Always seeking netplay fans to play emulated arcade games with.
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Re: General Gradius thread

Post by EmperorIng »

I find that very interesting! I wonder if there is a guide that lists which enemies drop roulettes. That'd be a 'game changer' for sure. Even in Sexy? There's no indication that the capsules will trigger a roulette at least appearance-wise. If they were green instead of orange... if only.

I used to play on Auto way back when I didn't know how to play gradius-style games (usually as Mambo for his wide coverage). I didn't know or realize it made a difference with rank. I almost don't believe you!
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Re: General Gradius thread

Post by versionfiv »

what are you guys opinions on Garudius 95 for pc-98
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Re: General Gradius thread

Post by MJR »

This thread made me want to go back at Gradius 2 again on my PSX + arcade tank stick, for the sake of all the memories.

I can't believe that I once was able to get onto 2-2. Now I can go pretty much to the gunwall, and then I'm getting slapped. Looking at playthrough videos, everyone uses the safe spot on the bottom right screen just front of the hatch, but I wonder if you can recover from that part. The checkpoint is really heavy.

Another point worth cringing + chuckling is the highscore table, where you put up your age and the player picture will decay as it gets older.. now I've been saving high scores on memory card since 1997, when I was 23, so now my highscore table is filled with entries from age range of 23-46.. seeing my decay on that high score table is kinda eerie :o
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Re: General Gradius thread

Post by MJR »

..and just when I said how I can't imagine ever playing to 2-2 in Gradius 2, I just did reach 2-2.. first time since nineties I guess.

I had totally forgotten how much fun the second loop is. Real top speed shooting bliss.

I also remember playing Gradius III to death with my Snes back in the day. Finally when I managed to clear the hardest difficulty (which was hidden) the game said: "I give up. Your application: Technical Monkey".

Gradius must be the series I love most, or at least the series I get the most nostalgic kicks on.
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Re: General Gradius thread

Post by Master O »

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Re: General Gradius thread

Post by MJR »

This is a joyful day! First time in my life, I was able to 1CC - NO MISS Gradius 2 arcade version :D
Second loop was sheer brutality, though

Image
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Re: General Gradius thread

Post by BIL »

Congrats, that one's an essential! Lovely pic too!
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Re: General Gradius thread

Post by Sengoku Strider »

With III announced for ACA, how does it differ from the SNES version? I've only played the home version and I love it, slowdown, flicker and all.
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Re: General Gradius thread

Post by MJR »

BIL wrote:Congrats, that one's an essential! Lovely pic too!
Thanks! And it's the CRT tv magic, old games look so much better on tube telly.
Sengoku Strider wrote:With III announced for ACA, how does it differ from the SNES version? I've only played the home version and I love it, slowdown, flicker and all.
Arcade version is far more difficult, it has 3rd person perspective flying sections which can result to instant death = lose powerups, and sadistic "tetris" stage that took ages for me to complete.

Snes version on the other hand feels more fair, balanced and polished, and the much-hated flying parts and tetris stage are thankfully omitted, as even the developers regretted putting them in the arcade version.. but it also has hidden difficulty levels for extra challenge. While there are people here who like the challenge of the arcade version, I belong to those who think that the Snes version is far superior.
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Re: General Gradius thread

Post by Sengoku Strider »

Sengoku Strider wrote:With III announced for ACA, how does it differ from the SNES version? I've only played the home version and I love it, slowdown, flicker and all.
Arcade version is far more difficult, it has 3rd person perspective flying sections which can result to instant death = lose powerups, and sadistic "tetris" stage that took ages for me to complete.

Snes version on the other hand feels more fair, balanced and polished, and the much-hated flying parts and tetris stage are thankfully omitted, as even the developers regretted putting them in the arcade version.. but it also has hidden difficulty levels for extra challenge. While there are people here who like the challenge of the arcade version, I belong to those who think that the Snes version is far superior.[/quote]

Thanks, maybe I'll pass on that one then. Now that I think of it, I did have the PSP Gradius collection and it's on there, but it left no particular impression (such that I forgot I'd even played it). I've been thinking of tracking down a Super Famicom anyway, maybe I'll just pick the game up on that.
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Re: General Gradius thread

Post by MJR »

Gradius related:
My friend did rather nice 3D image based on the Gradius cover art (sans some scrambled laser beams), which I shared on the FB Gradius group

Edit: you can download different VR versions from this google drive folder
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IV VV V

Post by NYN »

Playing around with OG and it's versions and III Arc and SNES. Improving, it seems to me.

After some time I booted V and I was stunned. It now feels to me not like a Gradius. Worse, I was annoyed with the differences; the option options and that it's polygonal. Almost shocked, at how strange it felt. I vagualy remember a vet here calling V a non-Gradius. Could I just have that glimpse now?

On the upside, I dove in IV and I think now of it as a much better game, that I thought it was. It's polygonal, with a nice style to it.
Never played Gaiden.

How is the quality of the PS2 port of IV? That's what I'm playing. Close enough?
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Re: IV VV V

Post by copy-paster »

NYN wrote:Playing around with OG and it's versions and III Arc and SNES. Improving, it seems to me.

After some time I booted V and I was stunned. It now feels to me not like a Gradius. Worse, I was annoyed with the differences; the option options and that it's polygonal. Almost shocked, at how strange it felt. I vagualy remember a vet here calling V a non-Gradius. Could I just have that glimpse now?

On the upside, I dove in IV and I think now of it as a much better game, that I thought it was. It's polygonal, with a nice style to it.
Never played Gaiden.

How is the quality of the PS2 port of IV? That's what I'm playing. Close enough?
V was developed by Treasure & G.Rev and I remember Konami asked them to make the game with modern touches, and they did (small hitbox, danmaku-ish, no checkpoint by default, lengthy stages) in my opinion it's the best Treasure game.

IV on PS2 plays nice it's close to perfect recreation to arcade, in real hardware the input is spot-on and looks great on CRT (avoid modern display cause it adds massive lag). But the port have ridiculous way to unlock stage select that is you must 1CC the game to unlock it :lol:
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was that neCCesary?

Post by NYN »

Yes, I come to think it's just me, since I'm more in flavour for a "don't change a thing" IV, and that V is more modernized to get away from that.
Anyway, didn't know about IV stage select unlock. Funny.

There's not much reflection about IV I can find here. Could it be that unpopular? I tend to gravitate to such things, I learn now.
I'd guess players are more invested in the flaws (if so perceived) of III than the AFAIC fun of IV. Don't judge me for that, I'm only on stage 3, for now. :)

I would like to hear more, about IV in general. If it's it shunned somehow in the shadow of Gaiden, perhaps? A reversionist take, after some Gaiden evolution?
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Re: General Gradius thread

Post by SuperDeadite »

IV is a fun game at first, but tends to get annoying quickly. The rank is brutal, and later stages like the cell stage are just too hard to be fun. I own the pcb myself, and its got the wow factor that keeps me from selling it, but it never stays in the cab for very long either lol. I adore the graphics though, being a 90s PC kid, the voodoo2 reflections still wow me. The one thing the ps2 port doesnt have is the arcades 24khz resolution. On a medium res crt monitor, it really is a gorgeous game.
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Re: General Gradius thread

Post by GeneralTso »

Hello, I've just been trying to learn Gradius 1 playing on retroarch. I like the PC Engine version because it has the same button for bomb and shot and in retroarch it seems you can only have 1 button be a turbo button. But I noticed if I have 4 options, the double shot and bomb and holding turbo the slowdown gets pretty bad starting around stage 2. Does that sound accurate to the real games? I haven't noticed any slowdown on the arcade version but I don't think retroarch allows for multiple turbo buttons or mapping multiple buttons to one button. My interest was sparked after getting the chance to visit the Taito HEY arcade in Tokyo where there were so many shmups including this one and they had 6 button cabinets so on Gradius 1 so I think I remember on the bottom row one button was turbo shot and another was turbo bomb. So basically I would like to recreate that setup if possible or maybe get a better setup for the PC engine version.
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Re: General Gradius thread

Post by Lander »

Hmm, I need to get over my hangups with IV's visuals. Always thought it had a special kind of uncanny valley going on where everything is shined up to the point of looking a bit chintzy - case in point the bold-italic serif font on the powerup bar. Perhaps a proper CRT (or good simulation of one) would make the difference.

Also: I'd like to lodge a formal complaint at the lack of Gradius Generation in the thread poll. It's perfectly legitimate, and has dozens of fans whose opinions are being repressed by its absence :wink:
GeneralTso wrote: Thu Oct 17, 2024 12:09 pm Hello, I've just been trying to learn Gradius 1 playing on retroarch. I like the PC Engine version because it has the same button for bomb and shot and in retroarch it seems you can only have 1 button be a turbo button. But I noticed if I have 4 options, the double shot and bomb and holding turbo the slowdown gets pretty bad starting around stage 2. Does that sound accurate to the real games? I haven't noticed any slowdown on the arcade version but I don't think retroarch allows for multiple turbo buttons or mapping multiple buttons to one button. My interest was sparked after getting the chance to visit the Taito HEY arcade in Tokyo where there were so many shmups including this one and they had 6 button cabinets so on Gradius 1 so I think I remember on the bottom row one button was turbo shot and another was turbo bomb. So basically I would like to recreate that setup if possible or maybe get a better setup for the PC engine version.
It might be worth poking around the documentation (read: confused RA forum threads) on alternate modes for Retroarch's turbo button. I'm fairly sure there's a way to rig it so the turbo acts as a modifier, and pressing any other button while holding it will turbo that input until it's released.

Failing that, some external input wrapper like Steam Input or DS4Windows could probably do the job, since they offer turbo / macro stuff and feed it all through a virtual controller that can work with any game.

RA setup is awfully designed though, no question about that. I'd hop to another frontend in a second if it had all the nice runahead stuff and didn't require a PhD to configure. (And stay configured!)

As for console Gradius, I can't speak directly on the PCE release, but wouldn't be surprised if it had more slowdown than the arcade original. The series is no stranger to that, with III on SNES being particularly infamous for it.
Last edited by Lander on Fri Oct 18, 2024 2:24 pm, edited 1 time in total.
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Re: General Gradius thread

Post by BIL »

GeneralTso wrote: Thu Oct 17, 2024 12:09 pm Hello, I've just been trying to learn Gradius 1 playing on retroarch. I like the PC Engine version because it has the same button for bomb and shot and in retroarch it seems you can only have 1 button be a turbo button. But I noticed if I have 4 options, the double shot and bomb and holding turbo the slowdown gets pretty bad starting around stage 2. Does that sound accurate to the real games? I haven't noticed any slowdown on the arcade version but I don't think retroarch allows for multiple turbo buttons or mapping multiple buttons to one button.
PCE Gradius is a notably slow port, unfortunately. The Japanese Gradius PCB (both its Bubble System and ROM revisions) actually slows down quite a bit in certain stages, when you're fully equipped. Putting five lasers onscreen with missiles VS a screenload of enemies and bullets reliably causes it. It's especially notable in the fifth stage (tentacle brains). But the HuCard's slowdown is consistently easier to trigger.

(incidentally, the European and North American revisions of the Gradius/Nemesis PCB are said to run faster, per Gotch, in their ACA version's manual)

The PCE version is still a very enjoyable game, with a neat extra stage (the seasonally appropriate BONE ZONE imported from MSX), and warmer BGM I prefer to the slightly tinny OSV. Konami's first HuCard, IIRC? I think of it as a test run for their superlative PCE Salamander; not the worst outcome, with that PCB in much greater need of a redo. :smile:
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Re: General Gradius thread

Post by GeneralTso »

BIL wrote: Thu Oct 17, 2024 6:14 pm
GeneralTso wrote: Thu Oct 17, 2024 12:09 pm Hello, I've just been trying to learn Gradius 1 playing on retroarch. I like the PC Engine version because it has the same button for bomb and shot and in retroarch it seems you can only have 1 button be a turbo button. But I noticed if I have 4 options, the double shot and bomb and holding turbo the slowdown gets pretty bad starting around stage 2. Does that sound accurate to the real games? I haven't noticed any slowdown on the arcade version but I don't think retroarch allows for multiple turbo buttons or mapping multiple buttons to one button.
PCE Gradius is a notably slow port, unfortunately. The Japanese Gradius PCB (both its Bubble System and ROM revisions) actually slows down quite a bit in certain stages, when you're fully equipped. Putting five lasers onscreen with missiles VS a screenload of enemies and bullets reliably causes it. It's especially notable in the fifth stage (tentacle brains). But the HuCard's slowdown is consistently easier to trigger.

(incidentally, the European and North American revisions of the Gradius/Nemesis PCB are said to run faster, per Gotch, in their ACA version's manual)

The PCE version is still a very enjoyable game, with a neat extra stage (the seasonally appropriate BONE ZONE imported from MSX), and warmer BGM I prefer to the slightly tinny OSV. Konami's first HuCard, IIRC? I think of it as a test run for their superlative PCE Salamander. :smile:
Okay thanks. I just remembered this used PS3 arcade stick I got has turbo switches on it that I never touched because I was just playing fighting games. But I think I'll just stick with the PCE version until I get better and yeah it does sound and look better which it should because it came out 6 years later. I would think that the double shot would be more taxing than the laser as that would have more on screen sprites.
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Re: General Gradius thread

Post by BIL »

GeneralTso wrote: Fri Oct 18, 2024 1:42 pmI would think that the double shot would be more taxing than the laser as that would have more on screen sprites.
Strictly offhand - I've no technical data nor insight to back it up - I suspect the Lasers' collision checking eats up CPU time. If you've got the full five onscreen, and any terminate against a wall or large enemy, the game speed immediately recovers. If you hold the fire button after this happens, causing the five lasers to fire out of sync, the game will continue running faster.

Or maybe it's just something to do with the drawing of the laser itself? In any case, five onscreen will reliably trigger slowdown. It's actually useful to let off the fire button now and then, to resynchronise the array for a bit of extra slowdown assistance. :mrgreen:
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Re: General Gradius thread

Post by Lander »

The revised soundtrack is lovely. Pleased with the PCE port as a whole; I find most releases for the platform a bit bloated with OVA cutscenes and hammy voiceover, so it was quite refreshing to experience a humble almost-definitive rendition.

Speaking of soundtracks, is anyone familiar with the Sharp X68000's music tech? The VGM rips I have of its Gradius II port are among the best I've heard, but the ones I've dug out on YouTube sound different, almost as if there's some MIDI-style abstraction going on.
GeneralTso wrote: Fri Oct 18, 2024 1:42 pmI would think that the double shot would be more taxing than the laser as that would have more on screen sprites.
Double is subject to the same 4-projectile-on-screen limit as the basic shot, so laser is definitely more taxing (both in collision and drawing terms) since each one is made up of multiple horizontal sprites; you can see the effect in practice by tap-firing and observing its minimum width.

Maybe there's some clever scanline trickery going on to stretch the beam horizontally and save a bit of performance, but I'm not sure if the PCE even had that capability, and the slowdown more or less speaks for itself.
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Re: General Gradius thread

Post by BIL »

Lander wrote: Fri Oct 18, 2024 3:02 pmSpeaking of soundtracks, is anyone familiar with the Sharp X68000's music tech? The VGM rips I have of its Gradius II port are among the best I've heard, but the ones I've dug out on YouTube sound different, almost as if there's some MIDI-style abstraction going on.
SuperDeadite is the man for X68k+MSX audio :cool:
laser is definitely more taxing (both in collision and drawing terms) since each one is made up of multiple horizontal sprites; you can see the effect in practice by tap-firing and observing its minimum width.
Ah yeah, I totally forgot about that! Brings to mind the canny FC port, which effectively downsizes the screen-length beams to those individual units. Technically resembling the Pulse Laser et al of later sequels.
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Re: General Gradius thread

Post by Unlucky7 »

I was thinking of giving the series a playthrough, but I was wondering which versions of the games I should play: The arcade or the console ports.
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Re: General Gradius thread

Post by EmperorIng »

I do not think you can go wrong with the arcade originals. The ports have their interesting oddities but in the end the OGs stand head-above-shoulders over the rest. I don't see any version of G1 being superior to the original, tbh.

I am not sure if Gradius IV is supported well in mame, in which case the only way I know to play it is by the PS2 port (which includes Gradius III). But... you could emulate the PS2 port in PCSX2, probably!
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Re: General Gradius thread

Post by Lander »

IV seems playable in MAME from my limited dabbling. Could be that it halts and catches fire somewhere late in the game, but the first couple of stages run fine.

The PSP collection is worth a note for emulatable ports, since it has I, II, III, IV and Gaiden, and includes enhanced widescreen versions as a bonus. Arcade's probably still definitive though, if it's an option.
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Re: General Gradius thread

Post by Angry Hina »

I have a very lets say broad question. As someone who wants to have a good understanding of the genre as a whole and the different types of gameplay philosophies and kind of subgenres some titles started, I gues one SHOULD clear at least a Gradius title as well for obvious reasons.

But my problem is ....I dont get it. I dont get whats the appeal of the games and every time I give one of them a quick look, I will roll with my eyes shortly after. My problems are (not ordered in any way):

1. Even if I like the kinda (or very) random Moai theme, the series dont seem to have a real idea of its world. You too often have levels which arent able to create a world or at least an atmosphere.

2. The levels are not really good designed. I heard the opinion that its not a bug because Gradius is not meant to be that memorization heavy (which sometimes comes hand in hand with a very detailed level design) , so that the player can clear some parts of it at leat sometimes without knowing exactly what will come next. But the levels look often just lazy and boring for me. There is nothing that makes me think: "oh this is just so cool, I whant to see what the game will show me next".

3. After dying, getting through the power up ladder is just pure stress. You are so slow and so weak (even compared to other old horis with speed ups like R-Type) and you have of course no bomb and enemies are often very numerous. I cannot say it myself but its often written before, that Gradius games are indeed often very hard to recover (or impossible). It feels for me sometimes, like the developers just spread the enemies above the screen and thought: the player could have a shield and very good weapons; in some way it will be possible to get through this part, hopefully :D (but its just my first feeling because I havent played a Gradius very long)

4. I dont feel the motivation behind the difficulty style. Sometimes its just dealing with the combination of the high speeded ship which is hard to control with the little space on screen and fast approaching enemies which can flood the sceen with bullets very fast. Or in Salamander: I thought the first seconds: yeah, this feels good, fast and explosive and then comes the part were you have to shoot through the walls with very fast button presses but if you dont know its coming, you loose a life here in this for my taste very cheap way. And in some stages its like: Oh, you have been flying there? Then you have to die.

And then you have to say, that the games are just too similar. Its a bit like Irem just made R-Type II again and again forever. (I know this doesnt count for V but its not the typically Gradius I aim for (and I know not much about Gaiden so I cannot say something about the hype)) So if you hate one of them, you likely hate all. There are some Parodius games which play axtremely alike as well. Its so obscure how few innovation and creativity is going on in this series....

(
But yeah, I want to clear at least one of them. At the moment I think about the GBA title Galaxy/Generation/Advance because it has at least a bit graphically progression above the at best bediocre 16-Bit graphics titles II and III and is categorized as more of the easier side but as an absolutely typically Gradius game. What do you think? (dont own Gaiden)
)

Can someone nail down whats the thing to like about the Gradius games nowadays? Possibly it can help me see, adjust to the games philosophy and learn to like it ^^;
(atm I feel, its just nostalgia and that its at least different to other horis)
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Re: General Gradius thread

Post by PC Engine Fan X! »

Angry Hina wrote: Mon May 05, 2025 12:16 pm I have a very, lets say, broad question. As someone who wants to have a good understanding of the genre as a whole and the different types of gameplay philosophies and kind of subgenres some titles started, I guess one SHOULD clear at least a Gradius title as well for obvious reasons.

But my problem is ....I dont get it. I dont get whats the appeal of the games and every time I give one of them a quick look, I will roll with my eyes shortly after. My problems are (not ordered in any way):

1. Even if I like the kinda (or very) random Moai theme, the series dont seem to have a real idea of its world. You too often have levels which arent able to create a world or at least an atmosphere.

2. The levels are not really well designed. I heard the opinion that its not a bug because Gradius is not meant to be that memorization heavy (which sometimes comes hand in hand with a very detailed level design) , so that the player can clear some parts of it at least sometimes without knowing exactly what will come next. But the levels look often just lazy and boring for me. There is nothing that makes me think: "oh this is just so cool, I want to see what the game will show me next".

3. After dying, getting through the power up ladder is just pure stress. You are so slow and so weak (even compared to other old horis with speed ups like R-Type) and you have of course no bomb and enemies are often very numerous. I cannot say it myself but its often written before, that Gradius games are indeed often very hard to recover (or impossible). It feels for me sometimes, like the developers just spread the enemies above the screen and thought: the player could have a shield and very good weapons; in some way it will be possible to get through this part, hopefully :D (but its just my first feeling because I havent played a Gradius very long)

4. I dont feel the motivation behind the difficulty style. Sometimes its just dealing with the combination of the high sped-up ship which is hard to control with the little space on screen and fast approaching enemies which can flood the screen with bullets very fast. Or in Salamander: I thought the first seconds: yeah, this feels good, fast and explosive and then comes the part were you have to shoot through the walls with very fast button presses but if you dont know its coming, you loose a life here in this for my taste very cheap way. And in some stages its like: Oh, you have been flying there? Then you have to die.

And then you have to say, that the games are just too similar. Its a bit like Irem just made R-Type II again and again forever. (I know this doesnt count for V but its not the typically Gradius I aim for (and I know not much about Gaiden so I cannot say something about the hype)) So if you hate one of them, you likely hate all. There are some Parodius games which play extremely alike as well. Its so obscure how few innovation and creativity is going on in this series....

(But yeah, I want to clear at least one of them. At the moment I think about the GBA title Galaxy/Generation/Advance because it has at least a bit graphically progression above the at best mediocre 16-Bit graphics titles II and III and is categorized as more of the easier side but as an absolutely typically Gradius game. What do you think? (dont own Gaiden))

Can someone nail down whats the thing to like about the Gradius games nowadays? Possibly it can help me see, adjust to the games philosophy and learn to like it ^^;
(atm I feel, its just nostalgia and that its at least different to other horis)

For Angry Hina,

As for number 4, Konami did release such "Life Force" (aka "Salamander" in Japan and later re-released as "Life Force" in Japan as well) arcade jamma pcb conversion kits complete with full-sized back-lit marquee back in 1988 for the American arcades. With Life Force, since it takes place inside a human body, hence the over-all 'bio-morphic" background scenery as to opposed to the earlier two Gradius games (meaning Gradius 1 & Gradius 2) taking place in an "outer space" situation -- making Life Force's background scenery quite "different for a change of pace," indeed.

Konami even released an excellent PC Engine port of Salamander as a Hu-Card back in 1992 -- which, sadly, wasn't released in the USA for the TurboGrafx-16 console whatsoever (it would've have gotten a name change to "Life Force" had it been cleared for official release in America through TTI {Turbo Technologies Incorporated} based on proper arcade brand name recognition alone). Heck, even Konami released the awesome PC Engine based Super CD-Rom2 title of "Gradius II: Gofer" back in 1992 as well (again, which did not get a proper USA release through TTI for use with the TurboGrafx CD add-on with Super System Card 3.0 upgrade or even for the Turbo Duo console either).

It's just a matter of picking a Gradius stg title and sticking with it through "thick 'n" thin" -- with practice, it becomes easier to clear said stages leading to an eventual 1CC or 2CC personal best.

PC Engine Fan X! ^_~
SuperDeadite
Posts: 1114
Joined: Wed Mar 23, 2011 5:31 pm

Re: General Gradius thread

Post by SuperDeadite »

Angry Hina wrote: Mon May 05, 2025 12:16 pm I have a very lets say broad question. As someone who wants to have a good understanding of the genre as a whole and the different types of gameplay philosophies and kind of subgenres some titles started, I gues one SHOULD clear at least a Gradius title as well for obvious reasons.

But my problem is ....I dont get it. I dont get whats the appeal of the games and every time I give one of them a quick look, I will roll with my eyes shortly after. My problems are (not ordered in any way):

1. Even if I like the kinda (or very) random Moai theme, the series dont seem to have a real idea of its world. You too often have levels which arent able to create a world or at least an atmosphere.

2. The levels are not really good designed. I heard the opinion that its not a bug because Gradius is not meant to be that memorization heavy (which sometimes comes hand in hand with a very detailed level design) , so that the player can clear some parts of it at leat sometimes without knowing exactly what will come next. But the levels look often just lazy and boring for me. There is nothing that makes me think: "oh this is just so cool, I whant to see what the game will show me next".

3. After dying, getting through the power up ladder is just pure stress. You are so slow and so weak (even compared to other old horis with speed ups like R-Type) and you have of course no bomb and enemies are often very numerous. I cannot say it myself but its often written before, that Gradius games are indeed often very hard to recover (or impossible). It feels for me sometimes, like the developers just spread the enemies above the screen and thought: the player could have a shield and very good weapons; in some way it will be possible to get through this part, hopefully :D (but its just my first feeling because I havent played a Gradius very long)

4. I dont feel the motivation behind the difficulty style. Sometimes its just dealing with the combination of the high speeded ship which is hard to control with the little space on screen and fast approaching enemies which can flood the sceen with bullets very fast. Or in Salamander: I thought the first seconds: yeah, this feels good, fast and explosive and then comes the part were you have to shoot through the walls with very fast button presses but if you dont know its coming, you loose a life here in this for my taste very cheap way. And in some stages its like: Oh, you have been flying there? Then you have to die.

And then you have to say, that the games are just too similar. Its a bit like Irem just made R-Type II again and again forever. (I know this doesnt count for V but its not the typically Gradius I aim for (and I know not much about Gaiden so I cannot say something about the hype)) So if you hate one of them, you likely hate all. There are some Parodius games which play axtremely alike as well. Its so obscure how few innovation and creativity is going on in this series....

(
But yeah, I want to clear at least one of them. At the moment I think about the GBA title Galaxy/Generation/Advance because it has at least a bit graphically progression above the at best bediocre 16-Bit graphics titles II and III and is categorized as more of the easier side but as an absolutely typically Gradius game. What do you think? (dont own Gaiden)
)

Can someone nail down whats the thing to like about the Gradius games nowadays? Possibly it can help me see, adjust to the games philosophy and learn to like it ^^;
(atm I feel, its just nostalgia and that its at least different to other horis)
If you want a smooth enterance, I'd recommend Gaiden, looks great and very fair difficulty. Rebirth wouldn't be a bad choice either.
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