Gradius III & IV

Developer: KCET   Publisher: Konami    Release: 11/13/00   Genre: Shooter

When the PlayStation 2 hit the market it hit big in spite of launch shortages. With 26 titles available day one gamers were spoiled for choice. Granted a lot of those choices were bad in hindsight but I digress. The slow trickle of titles that came after did little to show off the system’s power but there were a few interesting gems released. Konami’s Gradius III & IV stands out as they were ports of the two little seen arcade games. While the overall package could be better Gradius III & IV is a solid pair of shooters that retro fans will appreciate even if one title is better than the other.

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Gradius III is known more for its SNES port than the arcade original. Most coming into this one blind will be surprised to see how different the two games are. Don’t get me wrong; for the most part the Super Nintendo has the majority of the same content. But it removed many bosses, , added some new weapons in the edit mode, changed the level order and even removed some stages and replaced them with new offerings. The most notable is the 3d fifth stage. This level is a journey down a lava filled tunnel and looks reminiscent of Sega’s super scaler games. While it looks cool it is nothing more than a boring gimmick to show off the arcade hardware.

The most surprising thing about arcade Gradius III is that it had a significant amount of slowdown. While the SNES game was ridiculed for its embarrassing performance (and rightfully so) it is funny to note the arcade game suffers the same problem. I would even say it is mandatory to survive more than a few seconds in most stages. The PS2 version allows you to control this by pausing and adjusting the wait time. You can set the slowdown to the same level as the arcade or remove it entirely. This is a bad idea as the game runs too fast otherwise. It also shows how truly evil Gradius III is in its design.

To say that Gradius III is difficult is an understatement. This is quite possibly one of the most unbelievably challenging games I have ever encountered. It is obvious that arcade games are designed to drain quarters but this takes it to another level. The game runs too fast on the PS2 and even with the optional slowdown the shower of bullets every second rarely stops. Gradius III is full of gotcha moments that grow tiring quickly and don’t let you appreciate the level design. Mercifully there are checkpoints but if you die to a boss just reset. I am not one to shy away from a challenge but this one goes too far for my liking and feels cheap. If you are a masochist go for it but I do not think it is worth it.

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Gradius IV is the real star of this compilation. Never released outside of Japan Gradius IV came after Gradius Gaiden but does not continue many of its features. It goes back to the pre-selected weapon load outs of the early titles with the first four ported over from Gradius II. One of the newest introduces really cool weapons to the series. The fifth configuration is my personal favorite as it has vertical mines that drop like grenades and explode for splash damage. It also has the armor piercing laser which hits multiple enemies simultaneously. Konami wisely got rid of the final power-up category that was more hindrance than help and the game is better for it.

Truthfully Gradius IV is more of a greatest hits package of the best levels from prior games except in 3d. The first level is an ugly recreation of the Artificial Sun stage of Gradius II. The following is another take on the Organic stage from the third game. Of course the obligatory Moai level is here but sadly does not introduce a new twist on this well-worn favorite. There is even another High Speed level and a boss rush. When it treads new territory it is excellent. The lava level makes great use of the system’s power to sway and transform the level, adding a new dynamic. The last level varies between both horizontal and vertical scrolling. And while the levels may be familiar the bosses are all new and some of the best in the series.

While not to the same level as the third game Gradius IV still puts up a fight. The performance is flawless so you won’t have to worry about cheap deaths. The game gets hectic frequently, especially in the Moai and Bubble stages. However it is generous with its power-up capsules and enables you to get up to speed quickly even after death. Bosses go through multiple phases and present a fair challenge until close to the end where the game goes into overdrive. You still have to work to see the end of this one but at least at feels like a fair fight.

Outside of the two games as a compilation Gradius III & IV is barebones. You get CG intros for both games but sadly no new endings. As you progress through Gradius III each level you clear is available in the stage select. Not only can you select them from the menu they each come with selectable checkpoints as well. You can also play the first levels of Salamander and Gradius although unlocking them requires an obtuse method. Gradius IV is not as robust. You have to beat the game to unlock it stage select and Boss Rush. At that point it seems a bit superfluous and not a real reward. I suppose getting two rare arcade games in one pack is reward enough but it is a missed opportunity.

In Closing

Gradius III & IV is an otherwise solid package of two classic arcade games. While Gradius III has its issues the fourth game more than makes up for it in my opinion. This one is purely for old school shooter fans. But I think it has something to offer action fans in general if they put in the time.

7 out of 10

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