Difference between revisions of "Gradius II: Gofer no Yabou"
(I guess I don't need this section either) |
|||
Line 153: | Line 153: | ||
==Version Differences== | ==Version Differences== | ||
+ | |||
+ | There are three versions of ''Gradius II'': | ||
+ | |||
+ | *'''gradius2b.''' Referred to as "Older" version in MAME. | ||
+ | |||
+ | *'''gradius2a.''' Referred to as "Old" version in MAME. | ||
+ | |||
+ | *'''gradius2.''' Referred to as "New" version in MAME. | ||
+ | |||
===Extends=== | ===Extends=== | ||
− | + | *'''gradius2b''' and '''gradius2a:''' 20k pts and every 70k pts. | |
+ | |||
+ | *'''gradius2:''' 20k pts and every 150k pts. | ||
+ | |||
+ | ===Infinite pattern=== | ||
− | + | '''gradius2b''' has an infinite pattern in stage 5 during the jumping moais section. It's possible to stay in a safe-spot milking rings until the moais timeout, who will grant 48,000 points (which is already dangerously close to reaching the extend), allowing the player to gain an extend, die and repeat this process indefinitely for an endless amount of score without needing to ever progress. In '''gradius2a''' and '''gradius2''' this is not possible because the moais timing out awards an insignificant 1,600 points. | |
− | + | ===Two Player Mode glitch=== | |
− | + | In '''gradius2b''' and '''gradius2a''' during a Two Player Mode game, if a player finishes the first loop before the other player reaches stage 4 then the game will load the loop 2 version of it when they reach said stage, with the altered layout and enemy placement but without loop 2 features i.e. suicide bullets. In '''gradius2''' this does not happen. | |
− | + | Fixing the infinite pattern and this glitch probably explains why '''gradius2''' is the version used in every rerelease and not the other ones. | |
===Vulcan Venture=== | ===Vulcan Venture=== | ||
− | An international version released in the same year. Similarly, it has "Oldest", "Old" and "New" versions (ROMset names being '''vulcanb''', '''vulcana''' and '''vulcan''' respectively) | + | An international version released in the same year. Similarly, it has "Oldest", "Old" and "New" versions (ROMset names being '''vulcanb''', '''vulcana''' and '''vulcan''' respectively). They follow the same fixes as the ''Gradius II'' revisions with the exception that the extend thresholds were never changed to the more strict 20k and every 150k. |
'''Renamed weapons''' | '''Renamed weapons''' | ||
Line 186: | Line 199: | ||
[[File:VV_continue_screen.png]] | [[File:VV_continue_screen.png]] | ||
+ | |||
+ | ===Overview=== | ||
+ | |||
+ | {| class="wikitable" style="text-align: center;" | ||
+ | ! rowspan="2" | Version | ||
+ | ! colspan="4" | Changes | ||
+ | |- | ||
+ | ! 20k/70k extends | ||
+ | ! 20k/150k extends | ||
+ | ! Infinite pattern | ||
+ | ! Two Player glitch | ||
+ | |- | ||
+ | ! gradius2b | ||
+ | | Yes | ||
+ | | No | ||
+ | | colspan="2" | Yes | ||
+ | |- | ||
+ | ! gradius2a | ||
+ | | Yes | ||
+ | | colspan="2" | No | ||
+ | | Yes | ||
+ | |- | ||
+ | ! gradius2 | ||
+ | | No | ||
+ | | Yes | ||
+ | | colspan="2" | No | ||
+ | |- | ||
+ | ! vulcanb | ||
+ | | Yes | ||
+ | | No | ||
+ | | colspan="2" | Yes | ||
+ | |- | ||
+ | ! vulcana | ||
+ | | Yes | ||
+ | | colspan="2" | No | ||
+ | | Yes | ||
+ | |- | ||
+ | ! vulcan | ||
+ | | Yes | ||
+ | | colspan="3" | No | ||
+ | |- | ||
+ | |} | ||
== Trivia == | == Trivia == |
Revision as of 19:11, 11 December 2022
Title screen of the japanese version
Developer: | Konami |
---|---|
Publisher: | Konami |
Director: | Hiroyasu Machiguchi |
Music: | S. Tasaka M. Furukawa K. Matsubara S. Hukami |
Program: | Toshiaki Takatori K. Tsutsui T. Horimoto A. Suzuki T. Fujii. |
Art: | M. Yoshitaka H. Ashida M. Iwamoto A. Nonami K. Kakuwa |
Release date: | Arcade JP: March 24, 1988 Arcade EU: April 1988 [1] PS1: March 29, 1996 [2] Sega Saturn: March 29, 1996 [3] PSP: February 9, 2006 [4] PS4: July 15, 2016 [5] Switch: November 12, 2020 [5] |
Previous game: | Thunder Cross |
Next game: | Parodius |
Gradius II: Gofer no Yabō (JP: グラディウスII GOFERの野望, "Gradius II: Gofer's Ambition") is a horizontal scrolling shoot em' up developed and published by Konami in the year 1988. It is the sequel to the first Gradius, being released after the spin-offs Salamander and Life-Force. It introduced several concepts that went on to become staples in the Gradius series, such as multiple weapon setups to choose from, high-speed stages and Boss Rushes.
Since then, Gradius II has been ported several times, some of them very closely resemble the Arcade version while others not so much. It was localized under the name Vulcan Venture for international releases in the arcades.
Contents
Gameplay Overview
Controls
Gradius II is a 3 buttons game. There are 8 stages and after beating them the player goes back to the first stage, starting on a harder second loop.
- A button: Equips the slot highlighted in the Power Meter.
- B button: Fires the player's main weapon.
- C button: Fires the player's missiles.
Power Meter
This is the powerup system in the Gradius series. Collecting Power Capsules highlights one slot going from left to right. Grabbing a Power Capsule when the ? slot is highlighted makes the Power Meter roll back to the Speed Up slot. Dying with a Power Capsule not utilized will highlight the Speed Up slot regardless of where it originally was.
Each slot does the following:
- Speed Up: Increases the player's speed. Can be equipped up to 5 times.
- Missile: Adds a ground-based projectile.
- Double: Adds a secondary shot giving more coverage. Equipping Double replaces Laser in case the player was using it.
- Laser: Upgrades the main shot. Higher damaging than both the regular shot and Double. Equipping Laser replaces Double in case the player was using it.
- Option: Adds an orange orb that mimics the player's movement and weapons. Can be equipped up to 4 times.
- ?: Activates a shield that grants protection against bullets and enemies.
Weapon configurations
Type 1 |
---|
Weapon loadout from the original Gradius. Has enough versatility to handle any situation. |
- Missile: Fired downwards and travels across the ground.
- Double: Secondary shot fired at a 45° angle.
- Laser: Thin beam that can pierce through enemies, but has a considerable cooldown before being fired again.
Type 2 |
---|
High power, but lacks coverage. Precise option control is needed against enemies blocked by the terrain. |
- Spread Bomb: Explodes upon impact dealing heavy damage.
- Tail Gun: Secondary shot fired backwards.
- Laser: Thin beam that can pierce through enemies, but has a considerable cooldown before being fired again.
Type 3 |
---|
Arguably a better version of Type 1. |
- Photon Torpedo: Falls in a straight line and travels across the ground, can pierce through enemies.
- Double: Secondary shot fired at a 45° angle.
- Ripple: Becomes wider as it travels across the screen, cannot pierce through enemies.
Type 4 |
---|
Weapon loadout from Salamander. Greatest coverage, recommended for novice and experienced players alike. |
- 2-Way: Two missiles fired up and down, they can't travel through the ground.
- Tail Gun: Secondary shot fired backwards.
- Ripple: Becomes wider as it travels across the screen, cannot pierce through enemies.
Shields
![]() |
Shield Grants frontal protection against bullets, can withstand several hits. |
![]() |
Force Field Grants protection from all sides against bullets, can withstand up to 3 hits. |
Power Capsules
There are two types of Power Capsules that can be found throughout the game.
Loops
Gradius II loops infinitely. After the first loop, enemies will fire suicide bullets after being destroyed, with the difficulty maxing out at loop 4. Higher loops feature more suicide bullets that spawn with a slight delay, making them harder to predict. The loops also feature some stage changes.
Stage 1
The fire dragons spawn more often, have much more health and sometimes extremely long bodies, being able to easily corner the player if not disposed of.
Stage 4
Stage 4 has a significant layout change with almost all of it having erupting volcanoes, making it a very challenging stage.
Strategy
Development History
If available, you can include information here about the hardware, the development of the game, and its general reception. Try to have as much information in this section cited as possible.
Version Differences
There are three versions of Gradius II:
- gradius2b. Referred to as "Older" version in MAME.
- gradius2a. Referred to as "Old" version in MAME.
- gradius2. Referred to as "New" version in MAME.
Extends
- gradius2b and gradius2a: 20k pts and every 70k pts.
- gradius2: 20k pts and every 150k pts.
Infinite pattern
gradius2b has an infinite pattern in stage 5 during the jumping moais section. It's possible to stay in a safe-spot milking rings until the moais timeout, who will grant 48,000 points (which is already dangerously close to reaching the extend), allowing the player to gain an extend, die and repeat this process indefinitely for an endless amount of score without needing to ever progress. In gradius2a and gradius2 this is not possible because the moais timing out awards an insignificant 1,600 points.
Two Player Mode glitch
In gradius2b and gradius2a during a Two Player Mode game, if a player finishes the first loop before the other player reaches stage 4 then the game will load the loop 2 version of it when they reach said stage, with the altered layout and enemy placement but without loop 2 features i.e. suicide bullets. In gradius2 this does not happen.
Fixing the infinite pattern and this glitch probably explains why gradius2 is the version used in every rerelease and not the other ones.
Vulcan Venture
An international version released in the same year. Similarly, it has "Oldest", "Old" and "New" versions (ROMset names being vulcanb, vulcana and vulcan respectively). They follow the same fixes as the Gradius II revisions with the exception that the extend thresholds were never changed to the more strict 20k and every 150k.
Renamed weapons
Probably to more closely resemble Nemesis and Life Force, the Ripple and Option weapons were renamed to Pulse and Multiple. The narrator now has different voice clips to match this change.
Gradius II | Vulcan Venture |
---|---|
![]() |
![]() |
Continue option
Brand new to Vulcan Venture is a continue feature. The player can keep playing unlimited times after a Game Over as long as credits are inserted.
Overview
Version | Changes | |||
---|---|---|---|---|
20k/70k extends | 20k/150k extends | Infinite pattern | Two Player glitch | |
gradius2b | Yes | No | Yes | |
gradius2a | Yes | No | Yes | |
gradius2 | No | Yes | No | |
vulcanb | Yes | No | Yes | |
vulcana | Yes | No | Yes | |
vulcan | Yes | No |
Trivia
- When reaching 100 lives, an overflow bug causes a Game Over. [6]
Gallery
References & Contributors
- Primary info provided by Andrew98