GRADIUS ORIGINS |OT| Shmup Buffet

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Finally getting a chance to fire this up today! Can't wait!

I love reading others' impressions. I know already most of this collection is too hard for me, but I'm going to embarrass myself anyway because I love shmups.
 


Face off against relentless Bacterian forces in GRADIUS ORIGINS, a collection that brings together six legendary arcade classics and the all-new SALAMANDER III. This collection also includes the long-awaited Gradius III AM Show version! Pilot your ship through dangerous enemy lines, upgrade your weapons, and master intense, fast-paced gameplay.
 
Maybe I'm just getting old, but I'm finding that powering up your ship's speed too high makes the game harder. Very difficult to maneuver through tight spaces or weave through enemy bullets without over-correcting and crashing into something.

The rewind feature is a huge lifesaver.
Yeah, it's the same in R-Type. 2-3 speed ups is enough. Any more and death by wall is inevitable.
 
Yeah, it's the same in R-Type. 2-3 speed ups is enough. Any more and death by wall is inevitable.
Man this game is so cruel lol. And they punish you so severely when you die. Trying to make a comeback when you're at the slowest speed with only the basic gun is almost impossible. I don't know if I'd be able to beat the arcade games even if I had infinite quarters.
 
Man this game is so cruel lol. And they punish you so severely when you die. Trying to make a comeback when you're at the slowest speed with only the basic gun is almost impossible. I don't know if I'd be able to beat the arcade games even if I had infinite quarters.
Gradius has awful recovery. That and R-Type are products of their time as far as being brutally punishing. Having rewind makes these games much less frustrating.

The console version of Gradius 3 was much easier because a lot of the "gatcha" parts were removed or toned down, and the slowdown helped tremendously.
 
Man this game is so cruel lol. And they punish you so severely when you die. Trying to make a comeback when you're at the slowest speed with only the basic gun is almost impossible. I don't know if I'd be able to beat the arcade games even if I had infinite quarters.
Ah yes the Gradius syndrome.
 
The EU version of Gradius 1 is so chill. Why did so many Japanese developers make US versions stupidly hard?
 
The EU version of Gradius 1 is so chill. Why did so many Japanese developers make US versions stupidly hard?
For console games it was US game rentals, there logic was making it too hard to beat over a rental would make them buy it instead (non issue in Japan since game rentals were illegal). For arcade though, not sure. Maybe they thought Americans were so conditioned to hard games that they would be more willing to drop quarters to brute force a hard game/try over and over again. Wasn't uncommon for EU versions to use the Japanese version as the base.
 
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The EU version of Gradius 1 is so chill. Why did so many Japanese developers make US versions stupidly hard?
For curiosity, how are they different?
I played the European NES version as a kid and I remember that just passing the volcanoes at the end of stage 1 was basically a matter of luck, I could never find a safe spot.
Since I discovered emulation, I always tried the US version, so I don't know of any differences with the Euro version. If we're talking about the NES port, that is.
 
For curiosity, how are they different?
I played the European NES version as a kid and I remember that just passing the volcanoes at the end of stage 1 was basically a matter of luck, I could never find a safe spot.
Since I discovered emulation, I always tried the US version, so I don't know of any differences with the Euro version. If we're talking about the NES port, that is.
The collection contains arcade versions only. It gives a brief description of each game and how they differ.

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Great compilation but having to tweak the options for each game is a pain in the arse. At least I only have to do it once I guess.
 
Is arcade stick the correct way to play Gradius?

Gradius games had stick in the arcades, so that is the preferred method. But, these games can be played with a pad, too-just a lot of tapping involved for precision. Analog stick is definitely the hardest method.
 
Played Gradius 1. Hated it. North American version on easy felt like hard mode in other shmups. Atrocious enemy placements and some super bull shit bullet spreads…

Tried salamander 3, and 2. 2 so far seemed to be the coolest.
 
Finally got around to trying Salamander 3. The visuals are definitely a bit disjointed, but otherwise it's super good. It's absolutely got the classic Gradius formula, but with a hint of modern sensibilities, which I appreciate.

The price of the collection is worth it just for Sal 3 imo. I've only gotten 3 stages deep, but it has excellent design so far. It's exciting to have a new Gradius game like this, even if it weirdly lives somewhere between the 16-bit and modern era.
 
Finally got around to trying Salamander 3. The visuals are definitely a bit disjointed, but otherwise it's super good. It's absolutely got the classic Gradius formula, but with a hint of modern sensibilities, which I appreciate.

The price of the collection is worth it just for Sal 3 imo. I've only gotten 3 stages deep, but it has excellent design so far. It's exciting to have a new Gradius game like this, even if it weirdly lives somewhere between the 16-bit and modern era.
My biggest issue with most Gradius games, and it seems the most abhorrent in salamander 3, is that the background color saturation can make you lose sight of your ship.

Red ship and red backgrounds of the same hue with the visual clutter in general makes the game not easy to decipher which should never be an issue for a shmup worth its stones. There's also some super janky enemy placements that feel like "gotcha" moments from games in other genres.
 
My biggest issue with most Gradius games, and it seems the most abhorrent in salamander 3, is that the background color saturation can make you lose sight of your ship.

Red ship and red backgrounds of the same hue with the visual clutter in general makes the game not easy to decipher which should never be an issue for a shmup worth its stones. There's also some super janky enemy placements that feel like "gotcha" moments from games in other genres.
I haven't had any issues tracking my ship, but there are definitely a ton of "gotcha" enemies and obstacles that are just impossible to avoid in a first run. Part of the design philosophy (for better or mostly worse) was to toss those artificial moments out in these games, and force you to memorize your positioning in order to avoid it.

It's not good game design, at least by modern standards. But I will say that once you do conquer those moments, you start to feel like Neo in the matrix, just dodging all kinds of absolute bullshit. 80s/90s Konami and Capcom are absolutely full of moments like this, and there's really no way to win except to learn the patterns and brute force it.

I just beat Super Ghouls and Ghosts for the first time, and let me tell you… that game is absolutely full of total fucking bullshit that you just need to memorize or get lucky with. Especially when you're on the second loop. It's just how those games were back in the day.

For me, I usually only pick one game to really try and learn in a collection like this, and then just use the rewind function for all of the other games, just to experience them.
 
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