
Arcade Archives Gradius II GOFER’s Ambition
Well, it’s an easy game, so you can clear it right away with a little practice!
Some people said that, so I tried it, and it’s really difficult…
Comments of a kind that you can’t really trust when it comes to shooting-related topics.
Yes! It’s relatively easy (compared to others in the series).
Don’t trust what the shooter says is easy.
Well, don’t believe what people from a different genre say either.
If you don’t die, you can clear it easily.
It’s true that once you learn the patterns, it becomes easier, but shooting games are difficult to begin with…
I hate STGs where you lose all your power when you die.
The power of the equipment in II is incredible…
If you practice each stage with a mid-save, you’ll be able to clear it with one coin in no time!
I followed the advice of a skilled person and practiced, so I was able to reliably clear at least one area.
It took about 2 months!
Creating patterns for STG is foundational yet difficult.
There are indeed some STG games that are really easy, regardless of whether they are arcade or console.
Actually, those kinds of things aren’t really that interesting…
Beginners should first start with something really easy to get accustomed to…
Sometimes there are situations where it is easy (assuming no mistakes).
It’s difficult to consistently clear it in the first generation, though.
I don’t think one coin is that much, so I think it’s better to get used to it there.
Isn’t it that games like Nemesis II, which are currently available on Switch Online, have a lower threshold in various ways?
It’s good to get used to it starting from Fantasy Zone.
It’s been more than a decade since it became difficult to recommend extreme parodies with lowered difficulty.
In the Gradius series, I can confidently say that titles like Nemesis on the Game Boy and Gradius III on the Super Famicom are really easy, while the arcade versions are not forgiving at all.
Somehow, the hitbox for the terrain is way bigger than my memory.
Just going to pick up the capsule from the ground enemies and somehow die…
First of all, in arcade games, if it’s a no-wallet situation with arcade classics, you can just keep continuing and go as you please.
Shooting games where you have to start from zero when you die are difficult, and shooters are crazy.
Also, in shooting games, I don’t know where to look on the screen, and shooters are really crazy.
In Akeaka III, you can set it so that the hitboxes for both enemies and allies are visible, so I recommend it! But you can’t do that!
>>19It’s not a difficulty that can be managed just because it’s visible…
The upcoming Gra Collection has an easy mode and an invincibility mode for beginners, so I think it’s great.
Thinking back, the only times I completed a full loop in Gradius were in SFC’s III and V.
The easiest shooters in the AkeAka are… Arc Area (with link) and Terra Force.
>>23With Nichibutsu, even playing the Super Time Maze Legion carelessly makes it easy to progress smoothly.
It’s a loop game, so the sense of achievement is weak and it’s not really that enjoyable.
I think anyone who can clear the Parodius series is something else.
Especially Sexy Parodius
The length of Granblue Fantasy Versus is longer than its difficulty.
Avoiding traps that are like marimo treasures in a non-standard way takes about an hour and can be exhausting for your concentration.
>>25The gimmicks, like rolling barrels at the end and those mines that you have to move little by little to avoid getting too close, are really tiring to concentrate on…
>>27The boss is abnormally tough, and the prolonged battles become tedious.
I think it’s a fun genre where you die many times and learn through trial and error and practice…
There’s no doubt that Gradius II is a masterpiece.
Recently, the official Konami has been uploading videos related to Salamander 3, but no matter how hard I try, I can’t play like this!
Isn’t the original one at a moderate difficulty level?
I think if the interest continues to the point where you get used to something else and come back, you’ll likely grasp the feeling early on, especially in Gradius II.
Even if the difficulty is low, especially with indie games made overseas, stamina systems have their pros and cons.
It seems like it could develop strange habits if I recommend it to beginners.
I love that the second half’s boss rush is not reused from the same game, but features bosses from 1 and Salamander.
Surprisingly, there weren’t many games that used this kind of direction…
It seems like there are only people who clear it easily.It’s a logic that makes it seem easy by optimizing and guiding it to be simpler.
If you don’t understand this, you’ll end up struggling unnecessarily and be unable to progress properly.
This is how to earn.
>>36I like that person because they are skilled, but their skill has a human touch.
>>47…Don’t you know the original source?
For home use, there’s Gradius 1 on the FC and TwinBee 3.
They did create things that anyone could clear.
The difficulty assessment for shooters is based on the premise that you can move your character exactly as intended.
>>38To be frank, there are aptitudes and shortcomings there.
It’s really tough if you can’t grasp the feeling that if you input this much, it will move this much, rather than just operating it precisely.
STG gives the impression of desperately dodging bullets to defeat enemies, but it’s the exact opposite.
It’s a genre that’s all about desperately creating points where you can move forward while relaxing your shoulders.
The update frequency is really low, but I seriously think this person is off their rocker.
http://www.youtube.com/@HAZEDONG
There is terrain, isn’t there? Terrain.
That’s the strongest one.
Since the opponent has already been attacked 2 or 3 times, they will likely launch a full-scale attack compared to the previous work…
The original Gradius can finish a full round if you’re doing well, but if not, you can barely get past the second level.
>>43In the first place, there are about two places where you can unexpectedly die if you don’t know the two sides properly…
I like people who stubbornly choose only the Raiden series in NMNB.
I wonder if they’re still doing it now.
The MSX version of Gradius 2 is so long that it makes me laugh.
What is this forced two-week play?
A shoot ’em up game that can be played until the end with ad-lib is way too easy.
I’m gonna crash into the wall like crazy and die on stage 2!
I wonder what the simple line is for someone who thinks, “It’s not easy at all!”
>>51I’d like to know the threshold of what “easy” means for people who say it’s actually easy!
I hope I can find something that suits me by trying out various things.
It’s a dilemma that without a trigger to become proactive, it’s hard to do so.
In this area, there’s an image of being drawn in by a different kind of centripetal force, as in the case of places like Ikaruga, which are difficult, and so on.
It’s a bit hard to recommend, but I like Pro Gear.
>>54These days, it’s a relief that the barriers of the gaming environment have almost collapsed.
I can tell that I’m definitely not suited for this, as I lose track of my own character even while watching other people’s gameplay videos.
You should not trust what shooters call easy.
But I think the picture in the thread is on the easier side among sideways shoos.
Yes! It’s easy!
Since I didn’t quite understand the system, the idea that it was easy didn’t really resonate with me. The red sword.
In terms of Gradius II, it’s a given that clearing it in just a few plays is simply impossible due to the nature of its arcade format.
I think the line for being easy is having relatively few attempts and replays until clearing.
Since there are games that suit some and not others, it might be important to understand your own tendencies.
It’s not uncommon for me to think that a work rumored to have extremely high difficulty isn’t all that tough after all.
>>63I can clearly understand that 1941 feels easier than Burst or 19XX, which are often said to be easier in Capcom vertical shooters.
It’s mentally easier to be able to recover to some extent even after being hit.
I don’t really have much experience playing shooting games, even though I just went into an arcade to kill time.
I was able to reach the third stage without really understanding much, so I think Area 88 is probably in the easier category.
Isn’t 19XX one of those games that can easily come back because it has fewer power-up stages?
If you die in a weird place, it’s true that you get your bombs taken as resurrection tax.
I wonder what is really easy.
Is this the domestic version of Primitive Island 2?
>>68In the arcade, the lowest difficulty of Senjin Alesta is really easy.
I thought Primitive Island 2 was easy, so I bought it on sale, but it was impossible for me.
Shooters are amazing.
Understanding the core of each work and following it is extremely important in STG.
It’s common to struggle even with works that are said to be easy when you’re taking an off-target approach to the strategy.
It’s not because it’s easy that I do it.
Let’s play Gradius Gaiden.
>>72It’s a good work, but it’s on the difficult side.
Approximately three sides are the image of the collection surface.
My rich friend from middle school often used to play Ultraman vertical shoot, and it looked interesting.
About 15 years later, I tried it at a ryokan where it was placed, and it was ridiculously difficult.
Looking at the gameplay videos now, the music and excitement are really great, so I wonder if a kind-hearted design like Akkaaka will be released…
If it’s vertical, I can easily mention things like crows or big resurrections, but horizontal…
The Ultra Guard is quite difficult…
Even if you force it with a continuous play, you can still enjoy it with the songs and the monsters.
>>76I wish they would release the songs on Ake Aka with the full chorus and the continuous play push specification unchanged…
I think there are plenty of middle-aged men and elderly people who would pay around 2000 yen even if it seems like a lot for a song…
Crows and big resurrections are the type that becomes easy once you understand the tricks, so the time spent experimenting is necessary because you want to drink.
If it’s for home use, there are really many easy ones, but after all, it’s an arcade…
I think Super EDF available on Switch Online is relatively easy.
That whole area is strangely exhausting.
There are days when I can clear it and days when it ends at the level of Thunder Cross on three fronts, and there’s a lot of variability.
In Akekaka, isn’t it easy to do Mega Blast?
Whether it’s worth doing or not is aside for now.
II has a reasonably high difficulty level in the Famicom version.
Increase the means to play more.
The Ultra Guard is good because the main force is the Science Special Investigation Team and Ultraman is a subordinate.
No, it’s not good at all. What the heck is that difficulty?
Isn’t it difficult to do outdoor activities now?
I heard that the Wii version of Gradius is beginner-friendly, but it seems that options for playing it are now limited.
I want to recommend Life Force.
I think the first round is relatively easy once you get used to it.
Konami’s official account released one-coin clear videos for the original game and Salamander II.
Next will finally be III, so I’m really looking forward to it…
Well, there are plenty of videos of skilled players even for games with a difficulty level like III, but that aside…
>>91There are videos of advanced rounds, but it’s rare to see an excellent player’s flawless first round.
>>93The stage where blocks fly at you is too much of a luck-based game…
I’m playing with the switch controller, but I often die by hitting walls.
Is it different with an arcade stick?
I sometimes think that, but it’s probably irrelevant to die hitting a wall.
>>92It’s troublesome to take out the arcade stick, so I’m using a pro controller, but I do hit walls sometimes, so I think the arcade stick is better.
If you get used to it, you can cover that range.
It’s easy for someone who has been playing a game from 37 years ago.
If the device is designed to fit in at an angle as intended, there is almost no difference regardless of which one you use.
Since the movement is slower when moving diagonally, it’s relatively important to be able to input diagonally correctly.
First of all, whether it’s vertical or horizontal, the “easy” that gamers who overcame STG back then speak of is of no reference to modern people whatsoever.
I don’t understand what it means to say that Touhou is an easy category, and I have no idea what to make of the explanation of the difficulty in the game being comparable to arcade STGs… How hard are STGs, really…