Gradius | |
---|---|
Developer(s) | Konami |
Publisher(s) | Konami |
Director(s) | Hiroyasu Machiguchi |
Composer(s) | Miki Higashino |
Series | Gradius |
Platform(s) | Arcade, Nintendo Entertainment System, Amstrad CPC, Commodore 64, PC-8801, Game Boy, X1, MSX, ZX Spectrum, PC Engine, X68000, mobile phone, PlayStation 4, Nintendo Switch |
Release | ArcadeFamicom/NES |
Genre(s) | Horizontal-scrolling shooter |
Mode(s) | Single-player, multiplayer |
Arcade system | Bubble System |
Gradius [lower-alpha 1] is a side-scrolling shooter video game developed and published by Konami. The first game in the Gradius series, it was originally released as a coin-operated arcade game in 1985. The player maneuvers a spacecraft known as the Vic Viper that must defend itself from the various alien enemies. The game uses a power-up system called the "power meter", based upon collecting capsules to purchase additional weapons.
The arcade version of Gradius was initially released internationally outside Japan under the title of Nemesis, but subsequent home releases have since used the original title. During development, it had the working title Scramble 2, as it was originally intended to be a follow-up to Konami's earlier shooter Scramble (1981). Home versions were released for various platforms, such as the Famicom/NES, the MSX home computer, and the PC Engine. It was a major success in 1986, becoming the year's highest-grossing arcade game in London and one of Japan's top five table arcade games, while the Famicom port sold over a million copies in Japan that year.
Gradius was critically acclaimed for its gameplay and unique power-up system. Along with Namco's Xevious , it is cited as being one of the most important shooter games, having paved the way for many similar games to follow. [5]
The player controls the trans-dimensional spaceship Vic Viper and must battle waves of enemies through various environments. [6] The game became synonymous with the phrase, "Destroy the core!", as the standard of boss battles in the Gradius series involved combat with a giant craft, in the center of which would be situated one to several blue colored spheres. These bosses would be designed in such a way that there would be a straight passage from the exterior of the giant craft which leads directly to one of these cores. The player must fire shots into this passage while avoiding attack patterns from weapon emplacements on the body of the boss. However, small but destructible walls are situated in this passage, impeding the bullet shots from damaging the core, and must be whittled away by repeated well-placed shots. In a way, these tiny walls represent the boss' shielding gauge until its core is finally vulnerable to attack. Some bosses can regenerate these walls. When the core has sustained enough hits, it usually changes color from blue to red, indicating that it is in critical condition and its destruction is imminent. Upon the destruction of a core, a piece of the boss may be put out of commission, seeing that it is no longer powered by a core, or if all of the cores are destroyed, the entire boss is defeated and explodes satisfyingly. Note that these cores are not present on the more organic bosses of Gradius. Such bosses have weak spots in places such as a mouth, head or eye.
When gameplay begins, the Vic Viper is relatively slow and has only a weak gun. This level of capability is generally insufficient for engaging enemies, but the Vic Viper can gain greater capabilities by collecting and using power-up items. While most arcade games utilize distinct power up-items that each correspond to a specific effect on the player character, Gradius has a single power-up item. The effect of this power-up item is to advance the currently selected item in a power-up menu that appears at the bottom of the screen. When the desired power-up is highlighted, the player can obtain it by pressing the power-up button, returning the menu to its initial state in which no power-up is highlighted.
Gradius was the creation of Konami game designer Machiguchi Hiroyasu, being the first video game he publicly released. [7] Joining the company in the early 1980s originally as a programmer, Konami was trying to transition from being a producer of medal machines to a video game developer and assigned him to a small team to try and create a game that could put the company on the map. [7] He asked the team what kind of game they'd like to work on, responding that they'd like to make another shooting game. [7] The shoot'em up genre had seen a resurgence at the time with Namco's Xevious , with the goal of the project being to make a shooter that could surpass it. [7] The project was at first intended to be a followup to Konami's earlier game Scramble (1981), being titled Scramble 2 and reusing many of its material and game mechanics. [7]
Development of Gradius lasted for about a year, which Hiroyasu says was filled with anxiety and worry from the production team due to it being their first game, lacking confidence in what they were doing. [7] Members of the project came up with ideas that were then tested on the arcade monitor to see if they worked or not. [7] While designing the Option satellites, the team tested over 20 different movement patterns for them, which were cut through the process of elimination based on those that didn't work. [7] The game was produced for the Konami Bubble System 16-bit arcade hardware, which gave the team more hardware capacity and memory to experiment with. [7] Hiroyasu wanted the game to have a visually distinct world with unique enemies and locations, something relatively uncommon for shooters at the time. [7] Inspiration for mechanics and the story were derived from films such as Star Wars: A New Hope and Lensman , with the Laser weapon being directly taken from those in Lensman. [7] The idea for the power meter mechanic stemmed from the team's desire to give players the freedom to select whichever weapons they pleased. [7] Early versions had the player collecting individual pick-up icons, which were cut for not being "satisfying" enough; it was instead replaced with a selection bar where players collected capsules to allow access to other weapons, an idea based on the function keys on a keyboard. [7] The Moai enemies were added to pay homage to Xevious and its Nazca lines, and as a way to give the game a sense of mystery. [7]
Gradius was first released in Japan for Konami's Bubble System, an arcade board which allows operators to change the software through the use of proprietary "Bubble Software" cartridge media based on magnetic bubble memory. The game was distributed as a standard printed circuit board in North America and Europe under the title of Nemesis. [8] The North American version of Nemesis features a considerably increased difficulty compared to the Japanese and European version. To balance this, the game spawns a fleet of orange enemies when the player loses a life to provide as many power-up capsules as possible to recover as many upgrades as possible. Also the North American version presents a continue feature (but only for three times). The title screen was also updated, showing an in-game reproduction of the promotional artwork behind the logo.
The first home conversion of Gradius was released for Nintendo's Famicom console on April 25, 1986, in Japan. [9] Due to the hardware limitations of the Famicom, many of the level designs were simplified (the Moai stage, for example, lacks the vertical scrolling present in the arcade game) and the maximum amount of options that the player can upgrade to was reduced from four to two. This version added a cheat code that can be entered while the game is paused that grants the player's ship almost all the power-ups. This code would appear again in many later Konami on the NES and other consoles (such as Contra and Life Force ), becoming known as the Konami Code.
The NES version of Gradius was released in North America in December 1986. It is the first NES game to have been released by Konami in the region and unlike the original arcade game, the title was kept unchanged between regions. The NES version was made available in arcades as a Nintendo VS. System board (under the title of VS. Gradius) and as a PlayChoice-10 cartridge. VS. Gradius was distributed to arcades by Nintendo.
The MSX version of Gradius was released on July 25, 1986, in Japan, a few months after the Famicom version. It was also released in Europe under the Nemesis title. This version changed similar to the Famicom version but adds its slew of exclusive content to make up for the downgrade. A new stage, the bone planet was added between the Inverted Volcano stage and the Antennoid stage, featuring exclusive enemy types. There also four hidden warp zones and the ability to play as the titular ship from TwinBee if the MSX version of that game is played alongside Nemesis.
The PC Engine version of Gradius was released on November 15, 1991, exclusively in Japan. Released on a 2-Megabit HuCard, it had relatively few omissions compared to the NES and MSX versions and added a Desert Planet stage similar to the Bone Planet stage from the MSX version. Because of the lower resolution of the PC Engine compared to the original arcade hardware, the PC Engine features some slight vertical-scrolling.
In addition to the MSX, Gradius was also ported to other microcomputers shortly after its release, such as the ZX Spectrum, Amstrad CPC and Commodore 64 in Europe (as Nemesis: The Final Challenge), as well as the PC-8801 and X1 in Japan. A port for the X68000 computer was also included in the early models of the computer.
The original Gradius is also included in collection such as Gradius Deluxe Pack for the PlayStation, Sega Saturn and Microsoft Windows, and Gradius Collection for the PlayStation Portable. The arcade version was digitally released on the PlayStation 4 in 2015 and Nintendo Switch in July 2020 as part of the Arcade Archives series, with the option to play all four regional variants of the game. [10] [11] It is also included in the Arcade Classics Anniversary Collection released in 2019 by Konami themselves for PlayStation 4, Xbox One, Nintendo Switch and Windows. [12]
Publication | Score | |||||
---|---|---|---|---|---|---|
Arcade | C64 | NES | PC | Wii | ZX | |
ACE | 890/1000 [13] | |||||
AllGame | [14] | [15] | ||||
Crash | 59% [16] | |||||
Computer and Video Games | Positive [2] | 37/40 [17] | 90% [18] | 37/40 [17] | 37/40 [17] | |
GameSpot | 7.2/10 [19] | |||||
IGN | 7/10 [20] | |||||
Sinclair User | [21] | |||||
Your Sinclair | 8/10 [22] | |||||
Commodore User | 9/10 [23] | |||||
Computer Gamer | Positive [24] |
Publication | Award |
---|---|
Famitsu Best Hit Game Awards | Best Shooting Game Game of the Year (2nd) [25] |
Computer and Video Games | Game of the Month [17] |
Sinclair User | SU Classic [21] |
In Japan, Game Machine listed Gradius on their July 1, 1985 issue as being the most-popular arcade game for the previous two weeks. [26] It went on to be Japan's fifth highest-grossing table arcade game of 1986. [27] [28] In the United Kingdom, Nemesis was the highest-grossing arcade game of 1986 on London's Electrocoin charts. [29]
Upon release, the arcade game received positive reviews from Computer and Video Games [2] and Computer Gamer magazines. [24]
The Famicom version sold over one million copies in Japan during 1986. [30] [31] [32] The home computer port went to number 2 in the UK sales charts, below Feud .[ citation needed ] The PC Engine version also topped the UK's PC Engine sales chart in December 1991. [33]
The first Famitsu Best Hit Game Awards gave the Famicom version of Gradius the award for Best Shooting Game and listed it as the second best Game of the Year (just below Dragon Quest ). [25] Computer and Video Games reviewed the home computer conversions and awarded it Game of the Month. [17]
GameSpot later stated that Gradius was one of the toughest side-scrolling shooter games available on the NES, second only to Contra . [19] IGN gave the Wii Virtual Console re-release a rating 7 out of 10 and has hailed it as one of the greatest classic side-scrolling shooter games. [20]
Gradius spawned several sequels, the first of which was 1986's Salamander . The series has continued into the seventh generation with Gradius ReBirth .
It was also re-released on Windows Store on December 20, 2013, GameNow in May 2014 and for PlayStation 4's Arcade Archives on January 25 in Japan. An NES port was re-released for the Nintendo Switch Online on September 19, 2018, worldwide and an updated release as Gradius: Stage 5 Stronger Version (グラディウス ステージ5最強バージョン, Guradiusu Sutēji 5 Saikyō Bājon) on November 14, 2018, worldwide. Another updated release titled Gradius SP: Second Loop was released worldwide on August 22, 2019.
Scramble is a horizontally scrolling shooter arcade video game released in 1981. It was developed by Konami and manufactured and distributed by Leijac in Japan and Stern in North America. It was the first side-scrolling shooter with forced scrolling and multiple distinct levels, and it established the foundation for a new genre.
Contra is a 1987 run and gun video game developed and published by Konami for arcades. A home version was released for the Nintendo Entertainment System in 1988, along with ports for various home computer formats, including the MSX2. The arcade and computer versions were localized as Gryzor in Europe, and the NES version as Probotector in PAL regions and France.
TwinBee (ツインビー) is a video game series composed primarily of cartoon-themed vertical-scrolling shoot-'em-up games produced by Konami that were released primarily in Japan. The series originated as a coin-operated video game simply titled TwinBee in 1985, which was followed by several home versions and sequels. The character designs of almost every game in the series since Detana!! TwinBee in 1991 were provided by Japanese animator Shuzilow HA, who also planned and supervised most of the subsequent installments in the TwinBee series. The series also inspired a radio drama adaptation that lasted three seasons in Japan, as well as an anime adaptation.
Salamander, retitled Life Force in North America and in the Japanese arcade re-release, is a scrolling shooter arcade video game developed and published by Konami. Released in 1986 as a spin-off of Gradius, Salamander introduced a simplified power-up system, two-player cooperative gameplay and both horizontally and vertically scrolling stages. Some of these later became normal for future Gradius games. In Japanese, the title is written using ateji, which are kanji used for spelling foreign words that has been supplanted in everyday use by katakana. Contra, another game by Konami was also given this treatment, with its title written in Japanese as 魂斗羅.
Kung-Fu Master, known as Spartan X in Japan, is a side-scrolling beat 'em up developed by Irem and released as an arcade video game in 1984. It was distributed by Data East in North America. Designed by Takashi Nishiyama, the game was based on Hong Kong martial arts films. It is a loose adaptation of the Jackie Chan, Sammo Hung and Yuen Biao film Wheels on Meals (1984), called Spartan X in Japan, with the protagonist Thomas named after Jackie Chan's character in the film. The game is also heavily inspired by the Bruce Lee film Game of Death (1972), which was the basis for the game's concept. Nishiyama, who had previously designed the side-scrolling shooter Moon Patrol (1982), combined fighting elements with a shoot 'em up gameplay rhythm. Irem and Data East exported the game to the West without the Spartan X license.
Rush'n Attack, also known as Green Beret in Japan and Europe, is a run-and-gun and hack-and-slash video game developed and released by Konami for arcades in 1985, and later converted to the Nintendo Entertainment System and home computers. Its North American title is a play on the phrase "Russian attack" due to its Cold War setting. It was ported to home systems and became a critical and commercial success for arcades and home computers.
1986 saw many sequels and prequels in video games, such as Super Mario Bros. 2, along with new titles such as Arkanoid, Bubble Bobble, Castlevania, Dragon Quest, Ikari Warriors, The Legend of Zelda, Metroid, Out Run and R.B.I. Baseball. The year's highest-grossing arcade video games were Hang-On in Japan, Hang-On and Gauntlet in the United States, and Nemesis (Gradius) in London. The year's best‑selling home system was the Nintendo Entertainment System (Famicom) for the third year in a row, while the year's best-selling home video games in Western markets were Super Mario Bros. in the United States and Yie Ar Kung-Fu in the United Kingdom.
Teenage Mutant Ninja Turtles III: The Manhattan Project is a 1991 beat 'em up game developed and published by Konami for the Family Computer (Famicom) in Japan and for the Nintendo Entertainment System in North America in 1992. It is the third video game iteration of the Teenage Mutant Ninja Turtles for the NES. The game features play mechanics similar to the previous game, Teenage Mutant Ninja Turtles II: The Arcade Game, but it is an original title for the NES without any preceding arcade version. It is based on the 1987 Teenage Mutant Ninja Turtles animated series, being released after the show's 5th season. The game was re-released as part of Teenage Mutant Ninja Turtles: The Cowabunga Collection in 2022.
Star Force, also released in arcades outside of Japan as Mega Force, is a vertical-scrolling shooter computer game released in 1984 by Tehkan.
Gradius is a series of shooter video games, introduced in 1985, developed and published by Konami for a variety of portable, console and arcade platforms. In many games in the series, the player controls a ship known as the Vic Viper.
Gradius II is a side-scrolling shooter game developed and published by Konami. Originally released for the arcades in Japan in 1988, it is the sequel to original Gradius and was succeeded by Gradius III. Ports of Gradius II were released for the Family Computer, PC-Engine Super CD-ROM², and the X68000 in Japan. The original arcade version is also included in the Gradius Deluxe Pack compilation for the PlayStation and Sega Saturn and in Gradius Collection for the PlayStation Portable.
The Goonies is a 1986 platform game based on the film of the same name produced by Konami for the Family Computer. Konami also developed a completely different version for the MSX in Japan. First released on cartridge, it was later re-released in Disk System format in 1988.
Parodius! From Myth to Laughter, released in Japan as Parodius Da! Shinwa kara Owarai e and outside Japan as Parodius, is a shoot 'em up arcade video game and the second title in the Parodius series produced by Konami. The European SNES, Sega Saturn and PlayStation versions are also known as Parodius: Non-Sense Fantasy. The gameplay is stylistically very similar to the Gradius series, but the graphics and music are intentionally absurd.
TwinBee is a vertically scrolling shooter released by Konami as an arcade video game in 1985 in Japan. Along with Sega's Fantasy Zone, released a year later, TwinBee is credited as an early archetype of the "cute 'em up" type in its genre. It was the first game to run on Konami's Bubble System hardware. TwinBee was ported to the Family Computer and MSX in 1986 and has been included in numerous compilations released in later years. The original arcade game was released outside Japan for the first time in the Nintendo DS compilation Konami Classics Series: Arcade Hits. A mobile phone version was released for i-mode Japan phones in 2003 with edited graphics.
Star Soldier is a series of scrolling shooters mainly developed by Hudson Soft. Konami has owned the rights to the series since their absorption of Hudson Soft in 2012. The first game, named Star Soldier, appeared on the MSX and NES in 1986, and the series has continued on various gaming systems. Star Soldier itself was released with little change in a compilation for the Super Famicom in 1995, received enhanced remakes for both the GameCube and PlayStation 2 in 2003, and a different remake for the PlayStation Portable in 2005, while the latest installment of the series was released on the Wii as a WiiWare game in 2008. In addition, Super Star Soldier, Final Soldier, Soldier Blade and Star Parodier have been re-released on the Wii's Virtual Console and on the Japanese PC Engine's Best Collection lineup for the PSP. The Star Soldier games are best known for their distinctive music, unique weapon power-ups, and a special time attack high score mode called "Caravan Mode".
Star Soldier is a shoot 'em up video game developed and published by Hudson Soft for the Nintendo Entertainment System and the MSX. It is the first game in the Star Soldier series. The player pilots the starship "Caesar", traveling through space stations occupied by powerful supercomputers known as "Starbrains" who threaten the galactic empire. Star Soldier greatly resembles the earlier arcade game Star Force.
Gradius III is a 1989 scrolling shooter video game developed and published by Konami, originally released for the arcades in Japan and other parts of Asia on December 11, 1989. It is the third game in the Gradius series. The game was ported to the Super Nintendo Entertainment System in Japan in 1990 and North America in 1991, and served as a launch title for the system in North America. The arcade version would never see the light of day in the West until it was included alongside Gradius IV in a two-in-one compilation for the PlayStation 2 and in the Gradius Collection for the PlayStation Portable.
Nemesis 2 is a side-scrolling shoot 'em up video game released for the MSX computer in 1987 by Konami. The game is a sequel to Nemesis, the MSX version of Gradius, but is unrelated to the arcade game Gradius II. This version was ported to the X68000 computer under the name Nemesis '90 Kai, with some graphical and aural enhancements.