Gradius II

I recently got a copy of Gradius 2 for Famicom. I had been waiting to get one at a good price, and finally won an eBay auction. I had played a bit of it through the years, on the PSP collection, and various other places. I was excited to play through the Famicom version.

Holy crap, this game is so much harder than the first one! I died so many times in the fire arcs on the first level. Slowly learned the right path, and beat the boss.

2nd level was tough, especially if I died. I couldn't get the Konami code to work, so it became very tough.

Made it to level 3, but died endlessly around the volcanoes.

Loving the game, but its leaps and bounds above Gradius as far as difficulty to me. Maybe it's the lack of slowdown. Or I'm just not as familiar with the game. Either way, I am learning new things every life, and look forward to clear the game someday.

Comments

  • Yup definitely a ton more challenging than gradius.



    Slowdown helps significantly!



    I felt the same way when I played the arcade version of gradius III as opposed to the snes version. Man alive that arcade one is way more challenging.
  • Agreed. It's more like R-Type levels of difficulty
  • I grabbed a copy of this recently and noticed how much more difficult it was as well. You're almost screwed if you die in that game, and, honestly, in a lot of Konami shooters.
  • Yeah, and it's almost a sick joke that there is a code for 30 lives but no full weapon PowerUp code.
  • Made it to the Moai boss. Dude jumps around the screen barely giving me any room to fight back!



    And the crystal stage will make a man out of you. Damn!
  • Hey I played this game a bunch a few years back, recorded a no-death video if you want to check it out:

  • Originally posted by: pegboy



    Hey I played this game a bunch a few years back, recorded a no-death video if you want to check it out:



    Like clockwork.

     
  • I finally have a copy of this headed my way!

    Can't wait to try her out, glad I got a heads up on the difficulty.
  • I got this one too a few months back! I got to either the last stage or second to last stage and couldn't recover from death.



    I remember playing it on emulator in college and it completely blew me away at the time what this game could do on the Famicom.
  • Anyone know why it was never officially released on the NES? All the text and voices are in english.
  • Gradius II uses a Japan-only mapper chip. For an American release they would have had to program it for a common mapper over here, or produce a new pcb design just for this game. I don't know how much that factors into the decision, but it's something to consider.
  • Interesting. From a technical standpoint, it is a very impressive game. There's almost no sprite flicker or slowdown from what I've seen.
  • I JUST order a CIB copy today and can't wait to play it. I remember checking out screenshots of it back in the day in some magazine and always hoped to play it. I'm current;y making a NES style shooter so it was a good excuse to pick it up for..."research."
  • Originally posted by: Lincoln



    Gradius II uses a Japan-only mapper chip. For an American release they would have had to program it for a common mapper over here, or produce a new pcb design just for this game. I don't know how much that factors into the decision, but it's something to consider.

    How large is the Japanese board?



    Would have fit in a USA cartridge with an adapter (like Gyromite)?



     
  • This game looks great. Too bad we never got it over here. I love shoot em ups so I might get a copy soon.
  • Originally posted by: arch_8ngel

     
    Originally posted by: Lincoln



    Gradius II uses a Japan-only mapper chip. For an American release they would have had to program it for a common mapper over here, or produce a new pcb design just for this game. I don't know how much that factors into the decision, but it's something to consider.

    How large is the Japanese board?



    Would have fit in a USA cartridge with an adapter (like Gyromite)?



     



    typical famicom size, so it does. that's how people who aren't bunnyboy make nes repros of it.

     
  • Originally posted by: Lincoln

     
    Originally posted by: arch_8ngel

     
    Originally posted by: Lincoln



    Gradius II uses a Japan-only mapper chip. For an American release they would have had to program it for a common mapper over here, or produce a new pcb design just for this game. I don't know how much that factors into the decision, but it's something to consider.

    How large is the Japanese board?



    Would have fit in a USA cartridge with an adapter (like Gyromite)?



     



    typical famicom size, so it does. that's how people who aren't bunnyboy make nes repros of it.

     



    So then it would have just required adapters (making the carts more expensive than typical) rather than a board/game redesign...

     
  • Originally posted by: arch_8ngel

     
    Originally posted by: Lincoln

     
    Originally posted by: arch_8ngel

     
    Originally posted by: Lincoln



    Gradius II uses a Japan-only mapper chip. For an American release they would have had to program it for a common mapper over here, or produce a new pcb design just for this game. I don't know how much that factors into the decision, but it's something to consider.

    How large is the Japanese board?



    Would have fit in a USA cartridge with an adapter (like Gyromite)?



     



    typical famicom size, so it does. that's how people who aren't bunnyboy make nes repros of it.

     



    So then it would have just required adapters (making the carts more expensive than typical) rather than a board/game redesign...

     





    That could've been a solution but adapters were long out of production by that point. That would have incurred its own overhead in getting those going again, plus complexity in assembly.
  • Originally posted by: Lincoln

     
    Originally posted by: arch_8ngel

     
     



    So then it would have just required adapters (making the carts more expensive than typical) rather than a board/game redesign...

     





    That could've been a solution but adapters were long out of production by that point. That would have incurred its own overhead in getting those going again, plus complexity in assembly.

    I'd be willing to bet that resuscitating the adapter production line (for an existing design) would have been cheaper than reprogramming the game or developing a new circuit board for the US market.



    That said, it'd come down to a question of scale of production.



    At some volume the new mapper board for the US market would have ultimately been cheaper.



    Either way, I'd be willing to bet the hardware solution would be cheaper (and more reliable) than adapting the game to US-market mappers.



     
  • Just received my CIB copy last night and beat the first level...............man, talk about a work out! The game is gorgeous and sounds amazing, can't wait to carve through it in between bouts of Fallout 4. (playing it on a Retron 5, looks awesome with scanlines and in HD, no save states of course!)
  • Number 2 always kicked my ass harder than the first.
  • It's on my want list, but currently I don't have enough funds to be spending on stacks of carts. Worse case this speculation drives the price up. Regardless, I played it on my Everdrive a couple weeks ago. The stupid solar flare arcs killed me repeatedly. Looking closely at the arcs, the solar flares wipe out the starfield background leaving a black outline, but you still can't tell exactly where they'll strike until the first arc when it clears the starfield. That's some impressive programming!



    I also play Gradius. Kind of a newbish question, but hot do I avoid the twin volvanoes on the first stage in Gradius I? There seems to be no ryme or reason to the pattern of fireballs and entirely too quick to dodge...
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