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Gradius II - Konami


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Gradius II on the nes - let's blast those Moai heads once and for all!

Wow, now here's one I had to see to believe. Browsing through a NES rom list, I happened to see Gradius 2. Must be a mistake, I thought. But, on a whim, I checked it out, only to find out it's the real McCoy! How cool is this, a never before seen NES sequel to Gradius!

This game was only released in Japan, I don't understand how Konami could let a gem like this go without doing a U.S. conversion. A good sequel keeps the basic elements of the original game, yet upgrades enough features to keep one's interest. And G2 exceeds its predecessor by leaps and bounds. First off you can choose from four different weapons configurations.

The music is excellent and gets you into the game. The bosses are huge and numerous. The challenge is threatening, and there are just about enough levels to hold interest without making it too hard. All the necessities for a Gradius are here also: Moai heads, pathetic last boss, etc.

In the debate over emulation, one plus I can say is that if it wasn't for EMUs, we wouldn't get to see any of the foreign games that weren't released in our native homeland.



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After seeing the intro screen, the .05 seconds it takes for the electrical impulse to go from the start button to the CPU to execute the command starting the game seemed like a lifetime...

(er, does that mean you were rather eager to get started? - Malc)

Now we are able to select different weapon systems. Having graduated from Shmups University with a B.A. in boss attack patterns, my educated pick is the second one (well really the missiles make nice explosions).


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Sort of a cross between Salamander and Fahrenheit 451, the first level is full of fiery dragons and enough powerups to get you well started.


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A fiery phoenix, the boss of level one. It's weird fighting organic enemies in a Gradius game, I prefer metal. I also don't like cruelty to animals, even if they are made of fire and attacking your Vic Viper.


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Here's the part in the shmup with the annoying walls that you have to shoot away. Let your artistic abilities flow, and don't just shoot a straight line, make little patterns in the parts of wall you shoot away.


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Unfortunately, due to poor emulation, I had to save my state every 30 seconds. I didn't like this, and kind of consider it cheating. Though some games I feel offer circumstances that the average person couldn't possibly get through, so cheap situations (R-Type sometimes) allow a save state.


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Good, another boss! I can't wait to see what creative game designers come up with as bosses.....this one stares you down with the "evil eye". Dodge the debris, take out the eye, then face....


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The skull! This is different from other versions, and I love how most Nintendo games throw in something new and exciting. Stay away from the giant mouth lazer, and watch out when it tries to ram you.



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Forgive the graphical bugs here, not my fault. Level three is tough, with lots of diamond like stuff flying around, and room to maneuver in shrinking rapidly.


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heheh- I couldn't resist, with the options looking like thought balloon things....(text inserted by me..the game doesn't do this) This boss shoots lazers out of the arms and center.

Ooh, you're such a japester - Malc;)


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Ahhh....the Moai level. I hope Konami makes a Gradius with a Moai boss that has a body too...


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Moai boss, three heads that shoot little Moais at you (remember Gradius 3 for SNES? Most of it is based on II)


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Yup, this guy is in all the Gradius family picture albums too.


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Here's the part when you fight many, many bosses in a row.....Imagine a shooter set up like Street Fighter, where you can pick the boss and the ship to take it out.....like R-type ship versus this brain, or the Vic Viper vs. the Axelay level 2 boss...with player two controlling the boss.


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More Salamander/Life Force imports. As much as I like crossovers, I like creativity more.


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Here's a surprise! The Salamander end boss! He still hasn't learned the fine skills of offensive tactics though.


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The wheel-spinnin', missile flingin', Viper hatin', armor wearin' tuff guy we all know and hate-takes a while to kill with much dodging.


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A speedy trek through low ceilinged rooms.


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The heavily fortified wall, not much of a problem if you are powered up.


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Ick, a spider robot with piercing legs. He leaves *just* enough room to squeeze between them.


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Gee, I don't remember switching over to playing Life Force....must be losing the memory more.


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This is about the ugliest, weirdest, Gradius end boss I've ever seen. He's also the weakest, and doesn't fight back much. Why, Konami, why? Give us a challenge for a change.....


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The typical Gradius ending. I wouldn't complain because the game was so much fun getting there. The gameplay and replayability of 2 far surpasses Gradius, and I still can't understand why this wasn't released in the U.S.


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Cheers Rog mate...

You're not the only one who wonders what on earth Konami is up to sometimes, Rog! Undoubtedly they can make the best games in the world, and then proceed to not release them in the world! Daft eejits that's what I say. I used to be a huge Konami fan until they started this nonsense... would you believe they aren't releasing Gradius Gaiden over here either!?! - Malc.


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