Difference between revisions of "Gradius II: Gofer no Yabou"
From NEC Retro
m (Text replacement - "|source=CD (JP)|comments=|icon=|quality=|prototype=|protoname=}}" to "|source=CD-ROM (JP)|comments=|quality=}}") |
TyphoonNEC (talk | contribs) |
||
(4 intermediate revisions by 3 users not shown) | |||
Line 27: | Line 27: | ||
| otherformats={{NonNEC|Arcade|FC|X68}} | | otherformats={{NonNEC|Arcade|FC|X68}} | ||
}} | }} | ||
− | |||
'''''{{PAGENAME}}''''' (グラディウスII GOFERの野望) is a side-scrolling shoot-'em-up game created by Konami originally released in the arcades in 1988, and the sequel to ''[[Gradius]]''. A port of the game was released for [[Super CD-ROM²]] hardware in Japan, as well as the Famicom and X68000. | '''''{{PAGENAME}}''''' (グラディウスII GOFERの野望) is a side-scrolling shoot-'em-up game created by Konami originally released in the arcades in 1988, and the sequel to ''[[Gradius]]''. A port of the game was released for [[Super CD-ROM²]] hardware in Japan, as well as the Famicom and X68000. | ||
[[Turbo Technologies, Inc.]] demonstrated a North American version at [[Winter CES 1993]], but this release was cancelled for unknown reasons. | [[Turbo Technologies, Inc.]] demonstrated a North American version at [[Winter CES 1993]], but this release was cancelled for unknown reasons. | ||
+ | |||
+ | ==Story== | ||
+ | Two years after the Vic Viper succeeded in destroying Zelos, the Bacterians, now under the leadership of the giant head Gofer, have once again attacked the planet Gradius. | ||
+ | |||
+ | ==Gameplay== | ||
+ | {{ScreenThumb|Gradius II SCDROM2, Power Meter Select.png|width=200|Power meter select}} | ||
+ | ''Gradius II'' is a side-scrolling shoot-'em-up game in which the player returns to pilot the Vic Viper spaceship and counter the second onslaught of the Bacterian Empire. The game retains the power meter from the first game, but the player now chooses between four different weapon configurations and two kinds of shielding before starting the game. It also introduces two new types of stage that would be revisited in sequels: the "speed stage," where the game scrolls faster and the Vic Viper must navigate a tight maze (similar to the escape sequence at the end of ''[[Salamander]]''), and the "boss rush" stage, where the player fights multiple bosses in a row. | ||
+ | |||
+ | The Vic Viper can be moved in any direction using the D-Pad. The playfield is taller than the visible area and scrolls vertically when the ship flies near an edge. The ship shoots with {{II}}. Each weapon load-out contains two mutually exclusive weapon upgrades: one "Double" type that adds a second stream of bullets, and one "Laser" type that fires a more powerful beam. All weapons can neutralize enemy fire. Players can also select an upgrade that augments the ship's main weapon with a secondary weapon, which is fired when the main weapon is fired. The ship can additionally collect up to four options that follow it and replicate its fire. Options spread out when the ship moves away from them but can be clumped together by moving in alternating directions, giving the player the ability to cover a wide area with them or focus their fire. There is a new enemy called the "Option Hunter" that is capable of stealing the ship's options. | ||
+ | |||
+ | There is only one item to collect, which advances the "power meter" by one position. The player can select the desired upgrade when it is highlighted in the power meter by pressing {{I}}, which resets the meter. Each upgrade can only be selected a certain number of times, after which it is no longer available (though it leaves a blank space that must still be advanced through to reach any upgrades after it). This system allows the player to strategize which upgrades to prioritize, with the most powerful upgrades requiring the most items to unlock. | ||
+ | |||
+ | The ship is destroyed if it takes a single hit from an enemy or collides with terrain. All power-ups are lost when the ship is destroyed. If the player has extra lives remaining, the ship restarts at a predetermined checkpoint, which gives the player an opportunity to collect more power-ups and upgrade the ship again. The game ends if the ship is destroyed and the player has no lives remaining. There are no continues, but they can be enabled in the options. Extends are given at 20,000 points and every 70,000 points after that, and the player can set the number of starting lives from the options (between 2 and 7) before starting the game. After finishing the game, it loops from the beginning at a higher difficulty. There are four difficulty levels (Easy, Normal, Hard, and Professional). | ||
+ | |||
+ | ===Items=== | ||
+ | Items are dropped by reddish-colored enemies when they are destroyed or when an entire wave of enemies is destroyed. | ||
+ | {{InfoTable| | ||
+ | {{InfoRow | ||
+ | | title=Red Power Capsule | ||
+ | | sprite={{sprite | Gradius II SCDROM2, Items.png | 2 | crop_width=16 | crop_height=14 | crop_x=0 | crop_y=0}} | ||
+ | | desc=Advances the power meter by one position. | ||
+ | }} | ||
+ | {{InfoRow | ||
+ | | title=Blue Power Capsule | ||
+ | | sprite={{sprite | Gradius II SCDROM2, Items.png | 2 | crop_width=16 | crop_height=14 | crop_x=16 | crop_y=0}} | ||
+ | | desc=Destroys all on-screen enemies when collected. This item appears after every 12 Red Power Capsules. | ||
+ | }} | ||
+ | }} | ||
+ | |||
+ | ===Power meter=== | ||
+ | ====Upgrades==== | ||
+ | The player can choose from four weapon load-outs. All of them contain '''Speed Up''', which increases the movement speed of the ship (up to 5 levels), and '''Option''', which creates an orange orb that follows the ship and replicates its fire (up to 4 options). The '''Double''' and '''Laser''' power-ups are mutually exclusive upgrades to the main weapon; choosing one removes the other if equipped, but the player can switch freely between them throughout the game. | ||
+ | {| class="prettytable" | ||
+ | ! style="text-align: center;" | {{sprite | Gradius II SCDROM2, Power Meter.png | 2 | crop_width=32 | crop_x=0}} | ||
+ | ! style="text-align: center;" | {{sprite | Gradius II SCDROM2, Power Meter.png | 2 | crop_width=32 | crop_x=32}} | ||
+ | ! style="text-align: center;" | {{sprite | Gradius II SCDROM2, Power Meter.png | 2 | crop_width=32 | crop_x=64}} | ||
+ | ! style="text-align: center;" | {{sprite | Gradius II SCDROM2, Power Meter.png | 2 | crop_width=32 | crop_x=96}} | ||
+ | ! style="text-align: center;" | {{sprite | Gradius II SCDROM2, Power Meter.png | 2 | crop_width=32 | crop_x=128}} | ||
+ | ! Description | ||
+ | |- | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=0 | crop_y=0}} | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=32 | crop_y=0}} | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=64 | crop_y=0}} | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=96 | crop_y=0}} | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=128 | crop_y=0}} | ||
+ | | This is the same weapon load-out as the original ''Gradius''. | ||
+ | *'''Missile:''' Adds missiles as a secondary weapon, which are dropped in a downward arc and slide across the ground. | ||
+ | *'''Double:''' Adds a second shot to the main weapon, fired at a 45-degree angle upwards. | ||
+ | *'''Laser:''' Changes the main weapon to long, piercing lasers. | ||
+ | |- | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=0 | crop_y=32}} | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=32 | crop_y=32}} | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=64 | crop_y=32}} | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=96 | crop_y=32}} | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=128 | crop_y=32}} | ||
+ | | This load-out that can do high damage with its bombs but has relatively scant coverage and requires more precise control to use. | ||
+ | *'''Spread Bomb:''' Adds spread bombs as a secondary weapon, which are dropped downwards and explode in an area for high damage after hitting an enemy or the ground. | ||
+ | *'''Tail Gun:''' Adds a second shot to the main weapon, fired directly behind the ship. | ||
+ | *'''Laser:''' Changes the main weapon to long, piercing lasers. | ||
+ | |- | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=0 | crop_y=64}} | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=32 | crop_y=64}} | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=64 | crop_y=64}} | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=96 | crop_y=64}} | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=128 | crop_y=64}} | ||
+ | | This load-out covers a large area with its main weapons, though its torpedoes are trickier to target effectively. | ||
+ | *'''Photon Torpedo:''' Adds photon torpedoes as a secondary weapon, which are dropped directly downward one at a time and slide along the ground. They can penetrate through multiple targets. | ||
+ | *'''Double:''' Adds a second shot to the main weapon, fired at a 45-degree angle upwards. | ||
+ | *'''Ripple:''' Changes the main weapon to ring-shaped projectiles that expand as they travel. | ||
+ | |- | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=0 | crop_y=96}} | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=32 | crop_y=96}} | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=64 | crop_y=96}} | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=96 | crop_y=96}} | ||
+ | | style="background: #000;" | {{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=128 | crop_y=96}} | ||
+ | | This load-out incorporates the 2-Way missiles and the Ripple Laser from ''[[Salamander]]''. | ||
+ | *'''2-Way:''' Adds missiles as a secondary weapon, which are fired two at a time at upwards and downwards angles. These missiles do not travel along the ground. | ||
+ | *'''Tail Gun:''' Adds a second shot to the main weapon, fired directly behind the ship. | ||
+ | *'''Ripple:''' Changes the main weapon to ring-shaped projectiles that expand as they travel. | ||
+ | |} | ||
+ | ====Shields==== | ||
+ | The player can select one of two shielding types, independently from the weapon load-out, which are activated by choosing '''?''' from the power meter. | ||
+ | {{InfoTable| | ||
+ | {{InfoRow | ||
+ | | title=Shield | ||
+ | | bgcolor=#000 | ||
+ | | sprite={{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=0 | crop_y=128}} | ||
+ | | desc=Creates two shields that protect the front of the ship and can withstand 15 hits. | ||
+ | }} | ||
+ | {{InfoRow | ||
+ | | title=Force Field | ||
+ | | bgcolor=#000 | ||
+ | | sprite={{sprite | Gradius II SCDROM2, Power-Ups.png | 2 | crop_width=32 | crop_height=32 | crop_x=32 | crop_y=128}} | ||
+ | | desc=Ensconces the ship in a protective barrier that protects it in all directions and can withstand 3 hits. | ||
+ | }} | ||
+ | }} | ||
+ | |||
+ | ===Stages=== | ||
+ | {{InfoTable|imagewidths=256| | ||
+ | {{InfoRow | ||
+ | | title=人工太陽ステージ (Artificial Sun Stage) | ||
+ | | screenshot=Gradius II SCDROM2, Stage 1.png | ||
+ | | screenshot2=Gradius II SCDROM2, Stage 1 Boss.png | ||
+ | | tabs=yes | ||
+ | | desc= | ||
+ | }} | ||
+ | {{InfoRow | ||
+ | | title=エイリアンステージ (Alien Stage) | ||
+ | | screenshot=Gradius II SCDROM2, Stage 2.png | ||
+ | | screenshot2=Gradius II SCDROM2, Stage 2 Boss.png | ||
+ | | tabs=yes | ||
+ | | desc= | ||
+ | }} | ||
+ | {{InfoRow | ||
+ | | title=結晶ステージ (Crystal Stage) | ||
+ | | screenshot=Gradius II SCDROM2, Stage 3.png | ||
+ | | screenshot2=Gradius II SCDROM2, Stage 3 Boss.png | ||
+ | | tabs=yes | ||
+ | | desc= | ||
+ | }} | ||
+ | {{InfoRow | ||
+ | | title=火山ステージ (Volcano Stage) | ||
+ | | screenshot=Gradius II SCDROM2, Stage 4.png | ||
+ | | screenshot2=Gradius II SCDROM2, Stage 4 Boss.png | ||
+ | | tabs=yes | ||
+ | | desc= | ||
+ | }} | ||
+ | {{InfoRow | ||
+ | | title=リベンジ・オブ・モアイステージ (Revenge of Moai Stage) | ||
+ | | screenshot=Gradius II SCDROM2, Stage 5.png | ||
+ | | screenshot2=Gradius II SCDROM2, Stage 5 Boss 1.png | ||
+ | | screenshot3=Gradius II SCDROM2, Stage 5 Boss 2.png | ||
+ | | tabs=yes | ||
+ | | desc= | ||
+ | }} | ||
+ | {{InfoRow | ||
+ | | title=神殿のステージ (Temple Stage) | ||
+ | | screenshot=Gradius II SCDROM2, Stage 6.png | ||
+ | | screenshot2=Gradius II SCDROM2, Stage 6 Boss.png | ||
+ | | tabs=yes | ||
+ | | desc= | ||
+ | }} | ||
+ | {{InfoRow | ||
+ | | title=高速迷路ステージ (High-Speed Maze Stage) | ||
+ | | screenshot=Gradius II SCDROM2, Stage 7-1.png | ||
+ | | screenshot2=Gradius II SCDROM2, Stage 7-2.png | ||
+ | | screenshot3=Gradius II SCDROM2, Stage 7-3.png | ||
+ | | screenshot4=Gradius II SCDROM2, Stage 7-4.png | ||
+ | | tabs=yes | ||
+ | | desc= | ||
+ | }} | ||
+ | {{InfoRow | ||
+ | | title=ボス・オンパレードステージ (Boss Rush Stage) | ||
+ | | screenshot=Gradius II SCDROM2, Stage 8 Boss 1.png | ||
+ | | screenshot2=Gradius II SCDROM2, Stage 8 Boss 2.png | ||
+ | | screenshot3=Gradius II SCDROM2, Stage 8 Boss 3.png | ||
+ | | screenshot4=Gradius II SCDROM2, Stage 8 Boss 4.png | ||
+ | | screenshot5=Gradius II SCDROM2, Stage 8 Boss 5.png | ||
+ | | screenshot6=Gradius II SCDROM2, Stage 8 Boss 6.png | ||
+ | | tabs=yes | ||
+ | | desc= | ||
+ | }} | ||
+ | {{InfoRow | ||
+ | | title=要基ステージ (Key Stage) | ||
+ | | screenshot=Gradius II SCDROM2, Stage 9-1.png | ||
+ | | screenshot2=Gradius II SCDROM2, Stage 9-1 Boss.png | ||
+ | | screenshot3=Gradius II SCDROM2, Stage 9-2.png | ||
+ | | screenshot4=Gradius II SCDROM2, Stage 9-2 Boss.png | ||
+ | | screenshot5=Gradius II SCDROM2, Stage 9-3 Boss.png | ||
+ | | tabs=yes | ||
+ | | desc= | ||
+ | }} | ||
+ | }} | ||
+ | |||
+ | ==Versions== | ||
+ | The [[PC Engine]] version includes an extra stage, the Temple Stage, not in any other version of the game. | ||
==Production credits== | ==Production credits== | ||
{{creditstable| | {{creditstable| | ||
− | | source= | + | *'''Game Programmer:''' Asuty.S, Iga, Shingo.T |
+ | *'''Graphic Designer:''' M.Suzuki, R.B, Pop the Top.Wada | ||
+ | *'''Sound Editor:''' Metal.Yuhki, K-Mu, Sanoppi | ||
+ | *'''Visual Editor:''' M.Yoshihashi | ||
+ | *'''Special Thanks:''' AC.GraII Team, X68.GraII Team, Giken, Dream.M, Elf Tateishi, T.Furukawa, T.Kazuyoshi, Musical Station | ||
+ | *'''Producer:''' Y.Yamada | ||
+ | | source=In-game credits | ||
+ | | pdf=GradiusII SCDROM2 Credits.pdf | ||
| console=SCDROM2 | | console=SCDROM2 | ||
}} | }} | ||
Line 55: | Line 237: | ||
| square=yes | | square=yes | ||
| spinecard=GradiusII SCDROM2 JP Spinecard.jpg | | spinecard=GradiusII SCDROM2 JP Spinecard.jpg | ||
− | | disc= | + | | disc=GradiusII PCESCD JP Disc.jpg |
− | | manual= | + | | manual=GradiusII PCESCD JP Manual.pdf |
}} | }} | ||
Line 66: | Line 248: | ||
==References== | ==References== | ||
+ | {{SegaRetro|title=Gradius Deluxe Pack|italics=yes}} | ||
<references/> | <references/> | ||
{{GradiusIIOmni}} | {{GradiusIIOmni}} | ||
+ | {{Gradius}} | ||
[[Category:PC Engine mini games]] | [[Category:PC Engine mini games]] |
Latest revision as of 02:15, 31 July 2024
Gradius II: Gofer no Yabou | ||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
System(s): Super CD-ROM², Virtual Console (Wii) | ||||||||||||||||||||||||||||||
Publisher: Konami | ||||||||||||||||||||||||||||||
Developer: Konami | ||||||||||||||||||||||||||||||
Original system(s): Arcade (Konami Twin 16) | ||||||||||||||||||||||||||||||
Genre: Shoot-'em-Up | ||||||||||||||||||||||||||||||
Number of players: 1 | ||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||
|
Gradius II: Gofer no Yabou (グラディウスII GOFERの野望) is a side-scrolling shoot-'em-up game created by Konami originally released in the arcades in 1988, and the sequel to Gradius. A port of the game was released for Super CD-ROM² hardware in Japan, as well as the Famicom and X68000.
Turbo Technologies, Inc. demonstrated a North American version at Winter CES 1993, but this release was cancelled for unknown reasons.
Contents
Story
Two years after the Vic Viper succeeded in destroying Zelos, the Bacterians, now under the leadership of the giant head Gofer, have once again attacked the planet Gradius.
Gameplay
Gradius II is a side-scrolling shoot-'em-up game in which the player returns to pilot the Vic Viper spaceship and counter the second onslaught of the Bacterian Empire. The game retains the power meter from the first game, but the player now chooses between four different weapon configurations and two kinds of shielding before starting the game. It also introduces two new types of stage that would be revisited in sequels: the "speed stage," where the game scrolls faster and the Vic Viper must navigate a tight maze (similar to the escape sequence at the end of Salamander), and the "boss rush" stage, where the player fights multiple bosses in a row.
The Vic Viper can be moved in any direction using the D-Pad. The playfield is taller than the visible area and scrolls vertically when the ship flies near an edge. The ship shoots with Ⅱ. Each weapon load-out contains two mutually exclusive weapon upgrades: one "Double" type that adds a second stream of bullets, and one "Laser" type that fires a more powerful beam. All weapons can neutralize enemy fire. Players can also select an upgrade that augments the ship's main weapon with a secondary weapon, which is fired when the main weapon is fired. The ship can additionally collect up to four options that follow it and replicate its fire. Options spread out when the ship moves away from them but can be clumped together by moving in alternating directions, giving the player the ability to cover a wide area with them or focus their fire. There is a new enemy called the "Option Hunter" that is capable of stealing the ship's options.
There is only one item to collect, which advances the "power meter" by one position. The player can select the desired upgrade when it is highlighted in the power meter by pressing Ⅰ, which resets the meter. Each upgrade can only be selected a certain number of times, after which it is no longer available (though it leaves a blank space that must still be advanced through to reach any upgrades after it). This system allows the player to strategize which upgrades to prioritize, with the most powerful upgrades requiring the most items to unlock.
The ship is destroyed if it takes a single hit from an enemy or collides with terrain. All power-ups are lost when the ship is destroyed. If the player has extra lives remaining, the ship restarts at a predetermined checkpoint, which gives the player an opportunity to collect more power-ups and upgrade the ship again. The game ends if the ship is destroyed and the player has no lives remaining. There are no continues, but they can be enabled in the options. Extends are given at 20,000 points and every 70,000 points after that, and the player can set the number of starting lives from the options (between 2 and 7) before starting the game. After finishing the game, it loops from the beginning at a higher difficulty. There are four difficulty levels (Easy, Normal, Hard, and Professional).
Items
Items are dropped by reddish-colored enemies when they are destroyed or when an entire wave of enemies is destroyed.
Red Power Capsule | |
---|---|
Advances the power meter by one position. | |
Blue Power Capsule | |
Destroys all on-screen enemies when collected. This item appears after every 12 Red Power Capsules. |
Power meter
Upgrades
The player can choose from four weapon load-outs. All of them contain Speed Up, which increases the movement speed of the ship (up to 5 levels), and Option, which creates an orange orb that follows the ship and replicates its fire (up to 4 options). The Double and Laser power-ups are mutually exclusive upgrades to the main weapon; choosing one removes the other if equipped, but the player can switch freely between them throughout the game.
Description | |||||
---|---|---|---|---|---|
This is the same weapon load-out as the original Gradius.
| |||||
This load-out that can do high damage with its bombs but has relatively scant coverage and requires more precise control to use.
| |||||
This load-out covers a large area with its main weapons, though its torpedoes are trickier to target effectively.
| |||||
This load-out incorporates the 2-Way missiles and the Ripple Laser from Salamander.
|
Shields
The player can select one of two shielding types, independently from the weapon load-out, which are activated by choosing ? from the power meter.
Shield | |
---|---|
Creates two shields that protect the front of the ship and can withstand 15 hits. | |
Force Field | |
Ensconces the ship in a protective barrier that protects it in all directions and can withstand 3 hits. |
Stages
人工太陽ステージ (Artificial Sun Stage) | |
---|---|
エイリアンステージ (Alien Stage) | |
結晶ステージ (Crystal Stage) | |
火山ステージ (Volcano Stage) | |
リベンジ・オブ・モアイステージ (Revenge of Moai Stage) | |
神殿のステージ (Temple Stage) | |
高速迷路ステージ (High-Speed Maze Stage) | |
ボス・オンパレードステージ (Boss Rush Stage) | |
要基ステージ (Key Stage) | |
Versions
The PC Engine version includes an extra stage, the Temple Stage, not in any other version of the game.
Production credits
- Game Programmer: Asuty.S, Iga, Shingo.T
- Graphic Designer: M.Suzuki, R.B, Pop the Top.Wada
- Sound Editor: Metal.Yuhki, K-Mu, Sanoppi
- Visual Editor: M.Yoshihashi
- Special Thanks: AC.GraII Team, X68.GraII Team, Giken, Dream.M, Elf Tateishi, T.Furukawa, T.Kazuyoshi, Musical Station
- Producer: Y.Yamada
Digital manuals
Magazine articles
- Main article: Gradius II: Gofer no Yabou/Magazine articles.
Physical scans
Super CD-ROM², JP |
---|
Technical information
ROM dump status
System | Hash | Size | Build Date | Source | Comments | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
? |
|
CD-ROM (JP) |
References
Sega Retro has more information related to Gradius Deluxe Pack
|
Gradius II: Gofer no Yabou | |
---|---|
Main page | Comparisons | Maps | Hidden content | Magazine articles | Reception | Compatibility
|
Gradius / Parodius games for NEC systems |
---|
Gradius (1986) | Salamander (1991) | Gradius II: Gofer no Yabou (1992) |
Parodius Da! Shinwa kara Owarai e (1992) |
- Change to Shooting
- 1 player games
- JP Super CD-ROM² games
- Super CD-ROM² games
- 1992 Super CD-ROM² games
- All 1992 games
- Super CD-ROM² shoot-'em-up games
- JP Wii Virtual Console games
- US Wii Virtual Console games
- EU Wii Virtual Console games
- AU Wii Virtual Console games
- Wii games
- 2007 Wii games
- Wii Virtual Console games
- All games
- Missing ROM hashes
- Gradius II: Gofer no Yabou
- Gradius (franchise)
- PC Engine mini games