![]() Still, it's the only one of these three demos that demonstrates the Double power-up. In Gradius, the demo player starts out with three options and never uses the Speed-Up power, which is maybe not the best way to show off how the game works. In addition to the obvious title change from Gradius to Nemesis, the title screen in the overseas version has a background that the Japanese game doesn't.Įach version of the game has a different demo. The game's title transition speed is faster than the gradiusb set. In this version the countdown is faster meaning that the morning music can no longer be heard at all. ![]() In the gradius set, since the game is converted to ROM, the game's bootup take less time to finish (to specify, 30 seconds, the half of the time it takes gradiusb). The game's title transition speed is normal. In the gradiusb set, the game's bootup take about 1 minute to finish, during the countdown can be heared the full Konami's Morning Music song. Morning Music Countdown and Game Title Transition Speed Gradius (Bubble System) In the nemesisuk set, the text "EVERY BONUS", used for subsequent bonus lives, was rewritten to the more accurate "AND THEN EVERY". If it's the latter, they missed the Demo Sound and Coin A / B dip switch variables. It's not clear if this is a bug or some kind of attempt to make the text more readable. Text in the test mode screens uses palette 0A in Gradius and palette 00 in Nemesis. Third and first export release of the game. This game plays like a hybrid between gradius and nemesis, using the former game's difficulty level with some of nemesis' gameplay and aesthetic changes. nemesisuk is the European version of the game and assumed (by MAME, anyway) is known as "World".Fourth, Last and second export release of the game. It has a number of coding changes, some of which it shares with nemesisuk. nemesis is the North American version of the game.Like gradiusb this is known internally as Version A. ![]() Since the game was converted to ROM, any waiting time is shortned. gradius is the coverted Japanese version of the game on standard on-board ROM (to specify for the Konami GX400).gradiusb is the original Japanese version of the game that works with the Konami Bubble System.Morning Music Countdown and Game Title Transition Speed Compared to the arcade version of the boss, the SNES incarnation is much easier.This nondescript jingle is # 23 in the sound test. In addition, the hatches can now be destroyed and the player's ship can actually go inside of the core at some point with careful maneuvering. In the SNES version of the game, however, the gun wall displays a much different behavior namely, the moving walls are removed and that alone makes the boss much easier to manage. It's likely that some Duckers and lasers will try to shoot away in order to distract the player from evading these wall sections. In the arcade version of Gradius III, this boss is no pushover due to the moving walls that may crush the player's ship if not careful. On higher loops, each of the barriers will fire suicide bullets when destroyed, although they're fairly easy to dodge. The SNES incarnation doesn't have moving walls and the hatches can be destroyed in order to leave the gun wall defenseless. ![]() In the arcade version, there are moving floor and ceiling wall sections that severely limit the player's movements, and the hatches cannot be destroyed. In both appearances there are three cores with four barriers each, several destroyable laser cannons and four hatches, two of which spawn Duckers while the other two spawn flying enemies.ĭisrupt's attack pattern is simple, it fires from the laser cannons (it will be severely incapacitated once all laser cannons are obliterated) while periodically releasing enemies from its hatches. It reprised this role in the Super NES port of the game as the first sub-boss of Stage 9. Disrupt is a gunwall which first appeared in the arcade version of Gradius III as the first sub-boss of Stage 11.
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