(Subtitles/CC available for gameplay tips and additional notes)
Gradius II: Gofer No Yabou
グラディウスII: GOFERの野望
Gradius II: The Ambitions of Gofer (PC-Engine Super CD-ROM2 version)
©1988, 1992 Konami
Gradius II is, in my eyes, one of the most balanced games among the Gradius series when playing under normal conditions. It's not a pushover game like its predecessor, but it isn't impossibly long like Gradius V, badly programmed like Gradius III, or extremely difficult like Gradius IV. Even when playing the arcade version on its hardest difficulty, you'll find the game to be well-suited for casual shoot 'em players. There's plenty of new ideas this game brings that remain staples for most of the series following it, such as the boss rush and various obstacles in the final stage.
Then you get to this port. This is an incredible version of Gradius II, especially given how complex the arcade game is. The use of CD-ROM music to perfectly emulate the arcade version's music with a sweet echo effect makes it feel almost like the arcade version, and there's even an extra ruins stage to shake things up. There's also a new intro sequence with one of the most kick-ass intro songs in any Gradius game ever. The screen size is really the only issue with this port, especially during Club (there's an extra maneuver that needs to be done at around 34:30 that doesn't need to be done in the arcade version). It also lags rather heavily when there's a plethora of activity on screen.
Professional (hardest) difficulty, a difficulty level exclusive to the PC-Engine port, is not a hidden difficulty like Arcade mode in Gradius III SNES, but it does limit your life count to 3 (but still with extends) and gives you no continues by default. And dear god, is it a nightmare to play, even moreso than the arcade version on very hard. Bullets move at insane speeds near the end of the game (Tetran in particular is a terrifying experience on this mode), and the rank is higher than expected right from the get-go. It does give you a very satisfying exclusive ending if you manage to beat the game, though.
Unlike the NES version, I like to use Type D in this and the arcade versions. The 2-Way Missiles are very efficient in clearing out terrain enemies, and the Ripple Laser's rapid fire is much better against the reload times of the standard Laser (not to mention, the Ripple Laser is even more powerful in this port than in the arcade version, especially with autofire). Type A is also a good weapon set for clearing this game, though it is harder to achieve a good score with it.
Loop 2 is a sight to behold in this run for sure. Somehow I managed to make it all the way to the Big Moai fight in stage 5 before having a 16-life dying fest that ends in a game over. I might've been able to make it further if I got a bit luckier. Maybe someday I'll try for a 2-ALL on Professional difficulty?
Played on my Wii using the Wii Virtual Console.
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