NEStalgia

← All episodes

NES box art for Life Force, the cover of NEStalgia episode 111

111 · LIFE FORCE

▶ Game info
VerdictEssential
GenreSHMUP
ReleasedAugust 1988
SeasonSeason 4
DeveloperKonami
PublisherKonami
March 20, 2020 · 1 hr 8 min · transcript available

You've saved the innocent people of Gradius from the vile Bacterions. But now an even deadlier plague has slimed into the neighborhood. It's Zelos, an all-engulfing, planet-eating alien who's hungering to take a bite out of you! 

SHOW NOTES

Manual

NEStalgia Gradius Episode

Salamander II

Salamander Arcade Version

Life Force Anime (FULL EPISODE)

Our verdict: Essential

Life Force is the first sequel to an Essential game we have played, and the NES box says so: you saved the innocent people of Gradius, and now something has "slimed into the neighborhood." The manual is word salad (600 Gs at warp speed, and a pilot lounging in a La-Z-Boy), but the game underneath is a faster, better-looking Gradius that alternates horizontal and vertical stages.

What works

  • The power-up meter survives. Collect capsules, bank them, and cash in on speed, options, lasers or a force field. We loved it in Gradius and had half forgotten how much.
  • It feels like a place. You are flying through a living planet, with intestine walls, volcanoes and solar flares as real obstacles. The first boss fades in out of the wall so slowly that the brain is simply there, and it all looks almost Super Nintendo.
  • The bosses. Every one has a readable pattern: shoot the brain's eye, circle the spinning-armed boss clockwise, park an option beside Tutankhamen Attack while you keep firing. We liked them more than some of the stages, and the Gradius core boss returns as a sub-boss with the Gradius music.
  • Dying hurts less. There is no checkpoint, so you pop straight back in, and power-ups are common enough to rebuild. We found it clearly easier than Gradius, and with the Konami code it is close to a guaranteed win. We read that as accessibility, not a flaw.
  • Co-op. Two players at once, one option each.

What doesn't

  • Unfair walls. The growing intestine barriers give no warning, and shooting them does nothing. The solar flares at least flash first, but there are over 20 of them in one level.
  • The final escape. Zigzagging through narrow gates is nearly frame perfect, and with ten lives you just crash until a cutscene plays. The last boss, a snake-like salamander built up by the box art, is the weakest of the lot. Skip shooting Zelos and the game quietly restarts the level.
  • Slowdown. It is worse than in Gradius, especially when fully powered, which makes an easy game easier.
  • Two-player is muddy. Both ships are the same design in different colors, and when they overlap you lose track of which is yours.

Beyond the game

The arcade Salamander gave you upgrades on pickup, with no power-up meter, and up to four options. The Famicom version allows three options and has endings tied to your continues: a pilot without a helmet, the planet, or just the helmet. Konami's programmer said the arcade board had no test mode, so the team had to play well enough to reach the later loops. We also paid respects to Kazuhisa Hashimoto, creator of the Konami code.

The bottom line

Essential. Joe, who usually complains about shmups, said he never did here, and voted first. Sean followed, enjoying it more than Gradius even if it is less iconic, and that was the two votes the rule needs. Mike made it three for three. That gives Konami four, level with Nintendo R&D 1. Gradius does not have to leave to make room, though Best of 1988 will decide.

Written from our conversation in this episode.

← LEGENDARY WINGSWORLD CLASS TRACK MEET →