#Gradius iii ps2#The roadblocks to enjoying it were its difficulty and slowdown, and the PS2 port lets the player adjust both, adds checkpoint select so any part of the game can be practiced, and adds extra edit for the biggest arsenal of power-ups in any Gradius game. "Epic" and "grandiose" are good descriptions for the arcade Gradius III. The game boasts many of the series' best tunes. #Gradius iii psp#I've had some fun playing the PSP port (which I think is based on the PS2 port) on lower-than-default difficulty settings, though what I would really like is the original difficulty but with sensible checkpoints/recovery.Īlso, I like the arcade version's soundtrack more than the SNES soundtrack. It's a real shame that experiencing it is such a pain with how brutal the game is. I agree, few shmups have ever met the grandiosity of the arcade Gradius III. Despite it's brutality with unrecoverable and idiotic checkpoints, and the asinine crystal stage, it does have some very memorable stages (bubble, fire, fortress level) if you are willing to invest the time needed to get anywhere in the game. That said, the SNES version doesn't have the same "epic" feeling of the arcade version. #Gradius iii how to#NTSC-J: You know STGs are in trouble when you have threads on how to introduce them to a wider audience and get more people playing followed by threads on how to get its hardcore fan base to play them, too. I believe the SNES version also has some different weapons and the PS2 version has some extra weapon choices but I'll defer to someone more familiar with the games to elaborate on that. The removal of the crystal stage, on the other hand, is a godsend for people who actually want to clear the game without going insane. As long as you don't get greedy and try to pick up all the powerups it's by far the easiest stage in the arcade version. The 3D stage really isn't bad at all - it's like half a minute long and all you have to do is press left or right when you see a wall. The SNES version removes the 3D stage and the crystal stage (with the dreaded cube rush) and reorders some of the other stages. This was annoying and should be unacceptable for a $60 cart on a game System that's as well equipped as the SF.By "high-speed" I mean fast-scrolling, like stage 6 in Gradius II. Besides the play and design problems, the game has some serious technical shortcomings: At variety times during play, sprites flickered and disappeared, and when the action got too intense, the graphics slowed to a near standstill. While there was so much room for improvement, Konami chose to keep the: game the same. The graphics are |the same, and the play is the' same. In the words of the immortal Bartman, "I think it sucks." ,The problem is, the game is much too similar to the NES Gradius. We should all love it, shouldn't we? Not so fast. Everyone loved Gradius, everyone loved Life Force and those of us that got to play it loved the Japan-only Gradius 2. The bosses are all large and well animated- this is something we have been seeing with most of the SF games. You collect the numerous power-ups that allow you to activate the various weapons and options. The enemies come out in the same kind of groups and the power-ups are found the same way as in the other Gradius games. I couldn't tell which I liked more, the Arabic-looking sand dunes or the spacelike techno level. The backgrounds are great, and there is some nice variety. Once the game really starts, you'll see the same old horizontally scrolling game you've seen before. It doesn't make much of a difference which one you pick, since the categories stay the same no matter what (i.e., the second slot is always a two-way shot of some kind). If you don't like the weapon sets provided, there is an edit mode where you can pick weapons for each of the seven power-up slots. Here there are four sets of power-ups to choose from and two shield types to pick. After picking the number of players, there is a unique weapons-selection screen. The game opens with a nice animated sequence of the ship departing from a big mothership and flying away. Gradius 3 adds some different features and boasts some new ones, but is it all enough? Gradius was the game that defined horizontally scrolling shooting games for the NES. Finally, the 16-bit version of the game that put Konami on the video map.
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