
#Gradius 2 famicom box art full#
Maintaining a full aptitude of artillery, constantly firing, doesn't help either. It becomes very noticeable in the course of the crystal planet portion of Stage 3 where loads of rocks flood the passageway. The setback with this is the slowdown caused by the many sprites present at once. The path is far-reaching, rival ships are numerous and varied, and the combat zone is quite intensive. The Vic must first be "leveled up" to reach peak performance, which is usually done through each intro phase. The gameplay is practically the same, which can be viewed as both good and bad. 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 difficulty starts out modest and eventually rises to extremely hostile conditions.
#Gradius 2 famicom box art series#
Gameplay 4.5įans of the series will without a doubt grasp the technique. One renowned tune from the former Gradius cleverly sneaks its way into this soundtrack as well. Square waves successfully resemble flutes and strings, while the signature PCM drums add the final Kukeiha touch.


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). On top of that, many Contra-esque sounds are present.Īs 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 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. 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. So when a 'MISSILE' is procured, a voice says "Missile," as with other upgrades. PCM voices are included for indication between the different power-ups as they are acquired. 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. 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. Meticulous detail does not cease, from the comprehensive introduction image to the astounding final boss. Some recognizable enemies reenter the haze better rendered, as well as a new onslaught of destructive forces, small and large.

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. Glancing at the back of the box, one would question whether the screenshots were really taken from a Famicom game at all. At least they make the inclusion of a fresh head villain in this one. Does this seem a little familiar? It's pretty much the tale of every other ordinary sequel that's ever been contemplated. By the leadership of Gofer, the Bacterion army returns for another aggression. After the defeat of the Bacterion Empire, another superior rises to power.
