![]() ![]() ![]() Since their debut in the first Gradius game, they have become so intertwined with the series that it is not uncommon for them to cameo in other Konami games. ![]() Because they face at an angle or lie flat on the ground, the upward-facing moai are best destroyed with missiles. Their weak point is traditionally their open mouth. They are mounted on either side of flat, free-floating platforms and fire a series of colorful rings at the Vic Viper. Moaiįor reasons unknown, the moai statues of Easter Island ( Chile) appear as enemies in several Gradius games. For other types of bosses, like large beasts, the announcer may command the player to "Destroy the eye!" or "Destroy the mouth!", depending on the boss. Additionally, the announcer will normally urge the player to "Destroy the core!" or "Shoot the core!" prior to an encounter. All cores must be targeted in order to defeat a warship, which normally comprises several phases and often uses the terrain to its advantage. Cores are usually blue, glowing masses of energy hidden within large warships and protected by a series of barriers. The concept of the "Core" is a central part of Gradius. Weapon Edit, first introduced in Gradius III (For Super Famicom/Super NES), allows players to construct a custom weapon route (the content of the power meter) from the basic categories, such as missile and laser, instead of using one of the predefined weapon routes. Other games using a similar power-up method include Contra Force by Konami, Slap Fight by Toaplan, Rare's Cobra Triangle and Ocean's Wizball. Traditionally, the power-ups with greater effects are placed toward the end of the bar, so that the player must do more work to obtain them, although in some titles like Gradius III a harmful power-up exists at the end which will restore the default (weak) weapon configuration. The player may now activate this to receive a missile weapon, again causing the bar to revert to its unhighlighted state, or choose to hold out for the next item, a double gun. Track titles are taken from Gradius Ultimate Collection (LC-1949~56).Gradius power meter with second power-up highlighted While the original PSG music for Gradius featured no percussion, similar to the arcade game's soundtrack, the SCC version completely overhauled the soundtrack to add percussion from the PSG in a similar manner to Konami's other SCC-enhanced MSX games at the time. Additionally, the music and sound effects use both the SCC and PSG simultaneously, rather than just the SCC only. However, just like with TwinBee, it is one of two games where both music and sound effects were upgraded, rather than only the music like with other titles in the Collection series. 3, like the other games included it was enhanced with SCC support (specifically just for the Sound Cartridge bundled with Snatcher). When Gradius was rereleased with Konami Game Collection Vol. This version does not feature region detection and will display the same title screen regardless of region. 3, for whatever reason the game was rereleased as Nemesis instead, using the same title screen as the European release. However, in Japan when the game was rereleased a few years later as part of Konami Game Collection Vol. Note that the game itself features region detection for both regions, and will display the appropriate title depending on the region of the system detected. In Europe, the game was released as Nemesis. ![]()
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