Gradius III (AC) Rank System

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Seahawk
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Gradius III (AC) Rank System

Post by Seahawk »

The rank of this game is determined by a simple addition:

Game Difficulty + Loop/Stage + Powerups + Special = Rank

The rank range is 0-31.
The gameplay difference between rank levels increases as you reach the higher ranges, 21->22 is a larger deal than 5->6.

Game Difficulty
This is set on the DIP switches.

Easy - 0
Normal - 2
Hard - 4
Very Hard - 6

Loop/Stage
The value is determined by
8*(Loop # - 1) + (Stage # - 1) = Loop/Stage rank

Code: Select all

Stage__________________Loop 1________Loop 2________Loop 3________Loop 4
1 Desert                    0             8            16            24
2 Bubble                    1             9            17            25
3 Volcano                   2            10            18            26
4 Speed                     3            11            19            27
5 Moai                      4            12            20            28
6 Cell                      5            13            21            29
7 Fire                      6            14            22            30
8 Plant                     7            15            23            31
9 Crystal                   8            16            24            31
10 Last                     9            17            25            31
EX: Gradius/Salamander     13            21            28           31
Powerups
Speed Up - +0 (no effect)
Missile - +1
Double - +2 (Spread gun and Free Way are +3)
Laser - +3
Option - +1 for each
Shield/Force - +4 (Reduce in extra edit is +2)

Special
There are two special conditions for rank.

1. Rank Limiter - Rank is limited to 16 on the first loop
2. Beginner Mode - Automatic -2

An extra condition for the PS2 port.
3. Easiest Difficulty - Divide rank by 2, throw out the decimal part.

Rank is sampled and updated at all times.
...

What rank affects
1. Enemy speed
2. Enemy bullet firing aggression
3. Bullet speed
4. Boss behavior

Demonstration
Image
Very Hard, Stage 1, Missile
6 + 0 + 1 = 7

Image
Very Hard, Stage 1, Missile, Option
6 + 0 + 1 + 1 = 8

As you see from the above pictures 1 rank can make a difference 8).

The below picture shows how rank is checked all the time, note the bullets only going to the Vic Viper and nowhere else.
Image
Very Hard, Stage 1, Force Field
6 + 0 + 4 = 10


--End
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EmperorIng
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Re: Gradius III (AC) Rank System

Post by EmperorIng »

A great post; many thanks for explaining the system.

I wonder what would be the most effective way of exploiting the game's rank to actually being able to clear this damn game...
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Despatche
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Re: Gradius III (AC) Rank System

Post by Despatche »

i was told gradius iii is supposed to get impossible, but not this early. also taking into consideration what tviks said about iv being harder than iii and getting impossible around 7-6, what this all suggests is either that iii is harder than iv instead or that this game doesn't actually get impossible at all!

we need tool assisting on both games, i think.
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Seahawk
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Re: Gradius III (AC) Rank System

Post by Seahawk »

EmperorIng wrote:I wonder what would be the most effective way of exploiting the game's rank to actually being able to clear this damn game...
The big thing you can do is intentionally play with no shield/force field activated. The Moai stage is the best place to see this effect, the difference is huge.
Despatche wrote:i was told gradius iii is supposed to get impossible, but not this early. also taking into consideration what tviks said about iv being harder than iii and getting impossible around 7-6, what this all suggests is either that iii is harder than iv instead or that this game doesn't actually get impossible at all!
Gradius IV has some kind of dynamic rank counter (think Battle Garegga), with the rate of rank increase regulated by what powerups you have active on your ship. Unlike Gradius I II III, rank is dropped on EACH death, so that recovery slowly becomes easier. See here, note how the Moai spew rate becomes less on each death, as well as the enemy hatch dispense rate.

The Cell stage in G4 is probably the most brutal Gradius stage ever conceived, I mean that area will just wreck your shit. See here and here. The second video goes in with no death and reaches the boss with max rank, look at that insanity.
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EmperorIng
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Re: Gradius III (AC) Rank System

Post by EmperorIng »

I'll try playing tonight and tomorrow without the shield and see if that does anything for progression (knowing me, probably not!) - I never even made it to the Moai stage. All the same, this is a great bit of number-games to know, especially since i didn't even know Gradius had a ranking system!
mathman
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Re: Gradius III (AC) Rank System

Post by mathman »

so does this mean loop 5 is the maximum difficulty? any idea if the snes version works in the same way?
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bbysftmrdrhnds
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Re: Gradius III (AC) Rank System

Post by bbysftmrdrhnds »

This is really interesting and explains why the game doesn't really get easier the more weapons you get.
Thanks for the info! :idea:
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beatsgo
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Re: Gradius III (AC) Rank System

Post by beatsgo »

Necrobump

So if one loses an option or shield, would the rank go down? If not, can rank keep going up?
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EmperorIng
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Re: Gradius III (AC) Rank System

Post by EmperorIng »

I think rank is decreased by one for each death in Gradius III. So don't expect an easy time (ha!) if you died with four options, laser and missiles.

As Seahawk explains up above, Gradius IV makes things a little easier with a more flexible rank counter (at least as far as I understand) that makes recovery a bit more manageable.
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Edmond Dantes
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Re: Gradius III (AC) Rank System

Post by Edmond Dantes »

Do Gradius I and II have a similar system? I've heard they do.

Kinda like a double-edged sword. If you get options and good weapons, it's harder to survive, but if you don't get them, you won't survive anyway...
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