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Gradius II |
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LAST UPDATED: 03/09/08 |
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REVIEWED BY:

Jedi |
"Daunting alien-like
insect creatures, dragons, a phoenix, and even a giant cranium skeleton
will engulf players
into this mysterious universe." |
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THE DATA
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NAME |
Gradius II |
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PLATFORM |
Famicom |
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DEVELOPER |
Konami |
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PUBLISHER |
Konami |
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PLAYERS |
1/2 player (alternating) |
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RELEASE DATE |
1988 |
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GENRE |
Shooter |
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SAVING OPTION |
No |
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NES NTSC |
No |
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NES PAL |
No |
THE RATINGS
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STORYLINE |
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3/5
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GRAPHICS |
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5/5 |
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AUDIO |
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5/5 |
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GAMEPLAY |
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4.5/5 |
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CONTROL |
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5/5 |
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FUN FACTOR |
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5/5 |
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FRUSTRATION |
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4.5/5 |
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OVERALL |
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4/5 |
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The manual's front cover.

The box's front.

The box's back.
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After the defeat of the Bacterion Empire, another superior rises to
power. By the leadership of Gofer, the Bacterion army returns for
another aggression. Does this seem a little familiar? It's pretty much
the tale of every other ordinary sequel that's ever been contemplated.
At least they make the inclusion of a fresh head villain in this one.
The Vic Viper sets off again, this time to battle
the corrupt Gofer.
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Glancing at the back of the box, one would question whether the
screenshots were really taken from a Famicom game at all. There have
been cases where a publisher would falsely advertise in this
field...but not Konami! For what is seen here is truly a foretaste of
8-bit spectacularity.
Some recognizable enemies reenter the haze better
rendered, as well as a new onslaught of destructive forces, small and
large. Meticulous detail does not cease, from the comprehensive
introduction image to the astounding final boss. Evocative landscapes,
such as the revisited Moai stage and the beautiful crystal world are
nothing short of impressive, and strange life forms: Daunting alien-like
insect creatures, dragons, a phoenix, and even a giant cranium skeleton
will engulf players into this mysterious universe despite the Family
Computer's sprite-flickering limitations.
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If it has to be something that every Konami title can guarantee its
audience, besides excellent graphics, it would be the company's
trademark sound. PCM voices are included for indication between the
different power-ups as they are acquired. So when a 'MISSILE' is
procured, a voice says "Missile," as with other upgrades. So there's
no need to freak out wondering where the hell all those hard-earned
power-up capsules went to, assuming there isn't a ton of
overshadowing commotion going on at the moment. The noise of the
weaponry itself is also remarkable with some fresh tones like the
laser and instantly recognizable ones like the resonance of the beam
from the original. On top of that, many Contra-esque sounds are
present.
As for the music, can we expect anything less from the
people who brought us Castlevania? Motoaki Furukawa's compositions,
and the arrangers' work are incredible. The transition from the
arcade is nearly perfect, considering the console's restricted five
channels (and every single one of them is employed to the fullest
degree). Square waves successfully resemble flutes and strings,
while the signature PCM drums add the final Kukeiha touch. One
renowned tune from the former Gradius cleverly sneaks its way into
this soundtrack as well.

Tip: To access the game's audio, hold A
and B on the title screen and press Start.
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Fans of the series will without a doubt grasp the technique. The
difficulty starts out modest and eventually rises to extremely
hostile conditions. Not only is the Viper equipped with its entire
set of previous armaments, virtually untampered with, but
incorporates three additional configurations to choose from. The
gameplay is practically the same, which can be viewed as both good
and bad. The Vic must first be "leveled up" to reach peak
performance, which is usually done through each intro phase. The
path is far-reaching, rival ships are numerous and varied, and the
combat zone is quite intensive. The setback with this is the
slowdown caused by the many sprites present at once. It becomes very
noticeable in the course of the crystal planet portion of Stage 3
where loads of rocks flood the passageway. Maintaining a full
aptitude of artillery, constantly firing, doesn't help either.
Another slight inconvenience is the absence of the heads up display
during critical boss battles. The purpose behind its disappearance
is probably to focus on the visual support of the adversary
onscreen; however, upgrades aren't usually around under these
conditions, so it's mainly justified.

Four separate settings are integrated in the upgrade
system.

Tip: In Stage 1, take advantage of the wrap-around vertical
scrolling.

Tip: The spread bomb is useful in enclosed areas.
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The gamepad buttons are straightforward: push B to shoot and A to
select an item from the power meter. This setup is actually opposite
that from the first Gradius, yet feels natural in this installment. This
time the ship is faster at start, not rendering the vessel totally
defenseless after an abrupt death. Power-ups are improved with the
ability to further augment them above normal capacity. For instance,
typical double fire increases to rapid double fire, standard lasers
enhance to uninterrupted lasers, and multiple options advance to
multiple revolving options. Less likely will there be a situation where
all weapons are absolutely maxed out.
Tip: 30,000 points earns an extra ship.
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Anyone who hasn't once played anything in the Gradius
collection can pick up quickly on the mechanics. The relentless
challenge will have seasoned players coming back for more. The
challenge, although excruciating, is made less menacing by including
continues. And a larger selection of items will fit everyone's
individual preferences. Whether for a simple, casual time-killer, or
as a hardcore test of determination, the title is flexibly suitable.
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Taking into account the
single-hit deaths, the journey to Gofer is one tedious task. The
levels are basically mapped out to allow the player to build up
strength before the intense portions, which can be a major annoyance
after losing a life and being completely susceptible to minor
attacks in the middle of the fray. At times, it seems better to get
a "Game Over" to restart a level and build up again. Although a
problem, this isn't too much of a hindrance, considering there's an
infinite amount of continues at hand. An obvious grievance is the
constant flickering and slowdown in the gameplay. In extremely
congested situations enemy fire may barely be visible -- an unjust
disadvantage. On the other hand, the circumstances may be easier a
second time around due to having attained more firepower.
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Unreleased outside Japan, Gradius II raised the quality of
Nintendo's 8-bit system to higher standards, boasting first rate
visual and audio properties, and delivering a truly distinct,
vibrant experience. A recommended title for Famicom collectors
worldwide; with the absence of an in-game storyline, there are no
apparent language barriers. Then again, obtaining the freakin' thing
is a barrier in itself. The loose cartridge alone can sell for
relatively steep prices. On another note, there's always the virtual
console...
As to why this follow-up never saw the light of the Nintendo
Entertainment System could be due to numerous factors. The board in
the cartridge itself, for one thing, utilizes a unique chip
exclusive to Konami: the VRC4. The cost of managing this board may
have stifled all hope and interest in a U.S. version. Conversely,
the Famicom version of Contra also contained a VRC, that, when
ported to the NES, was replaced by a common mapper, in turn,
diminishing much of the graphical effects. Yet, even lacking its
special multi-memory controller (MMC), Contra is still known
for what it was good for then. Even still, reproductions of unusual
mapper carts have been made. Another reason for the inattention
could be the fact that Nintendo of America put a cap on the amount
of releases a third party company could have each year, resulting in
the creation of subsidiary businesses, such as Ultra Games and
*GASP* LJN Ltd. With this strategy, Konami of America was able to
release their own quantity, while their spin-off company, Ultra,
produced their own allotment as well. Also, Life Force
(Salamander) was marketed as the sequel in North America,
substituting for Gradius II. Finally, the circumstances could
be seen in the same light as Super Mario Bros. 2 with the
discouraging frustration of the gameplay being deemed "too hard" for
American consumers. Yet, that is highly doubtful judging from the
difficulties of Life Force and the Gradius series in
general. They are equally, if not more, challenging. Why we didn't
experience this gem in the late '80s remains unknown.
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