NEStalgia

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NES box art for Gradius, the cover of NEStalgia episode 35

035 · GRADIUS

▶ Game info
VerdictEssential
GenreSHMUP
SeasonSeason 2
DeveloperKonami
PublisherKonami
September 21, 2018 · 1 hr 21 min · transcript available

The first horizontal SHMUP has blasted its way onto the NES! You must manuever the Vic Viper through seven bullet hell levels to defeat the Bacterion Army! For show notes and more check out www.NEStalgiacast.com

Our verdict: Essential

Gradius was Konami's first game for the NES and our first horizontal shooter. It is a port of a well-regarded arcade game, and within a few minutes we were saying it felt like the first game since Super Mario Bros. that actually looked like it belonged on a more advanced console. It was fast and fluid, and it sounded great. Sam was out, so it was Mike, Sean and Joe, and we talked for over an hour.

What makes it essential

  • A power-up system that makes you choose. Every capsule you grab moves a selector along a bar at the bottom of the screen: speed-up, missile, double, laser, option, then the force-field slot. Take the thing you want now, or keep collecting for something better? The director has said the idea came from Western computer RPGs and character building, which he wanted to bring into a shooter. Lasers pass through everything on a line, and missiles clear the volcano's lava. Options (the little trailing orbs) and the shield felt close to mandatory.
  • Every stage looks different. Volcanoes, Easter Island heads that spit bubbles, a scaffolding-and-pink-bubbles stage, tentacle creatures called antenoids, and finally a giant green ship that looks like a Star Destroyer on the cover. We loved that it is weird: nobody could say why there is a stage with two upside-down volcanoes, and the manual just calls it the inverted volcano stage.
  • Safe spots you can learn. The first-stage volcano looked cheap until we found the top-left corner and realized the missiles could knock down the molten blobs. The director has said that as a developer he would rather not have had those bugs, but we agreed they are part of why the game works: enemies have patterns, and so do you. We even compared it to Popeye, which had no patterns at all.
  • Cheats that are fair. The Konami code makes its first appearance here. Pause and enter it for a speed-up, missiles, two options and a barrier. At the game over screen, a separate continue code puts you back at your last stage. Kill a stage-ending core within five seconds and you skip the next stage, up to stage five.
  • It sounds and moves well. The music changes a lot, and movement feels a bit heavy at first, but speed upgrades turn out to be a trap, because you start hitting walls.

Where it hurts

  • Dying costs everything. You lose every power-up and restart as a bare ship, often in the middle of a swarm. We all stalled out between stage three and stage six. With only three lives and no remembered stage, that makes it harder to recover than Ghosts 'n Goblins, even if individual stages were easier.
  • The Moai stage. It is mostly a survival test, and it was one of the stages that ended our runs.
  • No turbo help. A turbo controller does nothing here, and tapping the button works better than holding it. The NES version also has two options instead of the arcade's four.

The bottom line

Essential. Sean went first: the best scrolling game we have played, and one that shows what the genre can be on a home system, after he hated 1942. Joe said shooters are not usually his thing, but the game is beautiful and one of the best-feeling of its kind, so he voted yes. Mike's reasoning was that player choice, tight controls and a lot of personality make it a Gradius game rather than just another shmup. All three hosts put it on the Essential Games List, even though the arcade original is better and we know better shooters may be ahead.

Written from our conversation in this episode.

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