Gradius: Interstellar Assault Game by Konami Reviewed by dM97 p_nguyen@ix.netcom.com Size: 2 megabits Save: no save feature Released: 1991 Works with: works with all GameBoy hardware (classic, Pocket, Light, Color) **************************************************************************** Opening Snide Remarks: Your typical Konami shooter-type game. **************************************************************************** Gameplay Descripion: The game starts off with your typical Konami logo and game intro screen. If you played Nemesis, then it's more of the same, with a few added twists that it a worthy sequel. In Nemesis, you could only add power-ups to make your ship stronger and faster. In Gradius: Interstellar Assault (G:IA), the power-up sequence is the same, but there is the added perk that one can now choose between having having missles, double-shot, and laser. It's this added touch of weapons customization that makes it stand out from Nemesis. The start of G:IA is very original and will keep you on your toes. You start with a big-ass ship chasing you and all you can do is hang on until it goes away, then the real fun starts. There are 4 stages, each culminating with the typical 'boss' character. The stages aren't really long, but Konami does have a knack for cramming a whole lot of action into each stage. If you die, you lose everything and start the stage over with your little pea-shooter. As one can imagine, this can be very frustrating when compounded with the fact that some stretches of the game are insanely difficult. I went through periods of continuing at least 3 times to get past a certain area, but with some practice and memorization (like with all shooters), you should be able to get to the end of this challenging shooter. Liked: Just about everything. Hated: Losing all your power-ups after you die. **************************************************************************** Graphics Description: As stated in my previous review of Parodius, I think Konami got the most out of the GameBoy screen in the early black-and-white days and G:IA continues this proud tradition. Sprites are big enough so that all the action doesn't look too cluttered on the screen. There are 1 or 2 points in the game where the action is so intense that the game does slow down because of all the sprites either moving about or getting blown up. G:IA could benefit from a color make-over, but I suspect most older pre-GBC games will, too. The 4-color routine G:IA gets out of the GBC is alright and it looks much better without the mono-chrome blurring as seen on pre-GBC screens. G:IA also turns out well on the Super-GameBoy, but I've always had problems playing shooters on my Super-GameBoy since I lose the feel of being on top of the game (that's probably more to do with personal preference than anything else). Liked: Pretty much everything. Hated: No full-blown color version, yet. **************************************************************************** Sound/Music Description: The music for G:IA is pretty good. The background music isn't annoying and flows with the game. Even though it's not the best for a Konami game, it's still better than most music that's available on the GameBoy. All the background music can also be heard in the 'options' menu at the intro screen. Liked: Everything, music compliments the game well. Hated: Nothing. **************************************************************************** Play Control/Game Design: This game plays like any shooter should and almost exactly like Nemesis. There is the added twist of being able to choose your main weapon that wasn't an option in Nemesis. All the levels are pretty straight-forward as you are pretty much expected to shoot at anything that moves. Certain stretches of the game could be made to be less difficult after you die, since you lose all your power-ups if you get killed (although some might argue that doing so will take the challenge out of the game). There is also an option to start out on any of the 4 stages and perform a practice run of sorts so you can get used to where all the different objects appear from. I also think that G:IA would benefit greatly by just having some text at the beginning of the game to at least give you an idea of why you are going around trying to blow-up everything. Any type of semblence to a story would be cool and also, a longer ending. After fighting through some very intense action, it would be nice to be rewarded with a gratifying ending. Liked: Alomost everything. Hated: Needs more of a story and a longer ending. **************************************************************************** Improve: Needs a story to compliment the game and a longer ending. A full-blown color version would nice. RIYL: Nemesis, Parodius, Sagaia (Darius Twin), R-Type, and to a lesser degree, Solar Striker. **************************************************************************** Final Words: If you see this game anywhere, it would make a good addition to your GameBoy library. It still stands up pretty well considering this game came out in 1991. Nintendo hasn't made too many shooters for the GBC with R-Type DX being the only one worth mentioning. Konami has an extensive body of work to offer for the GameBoy color and I'm really suprised that they haven't found the time to update the Gradius franchise, along with CastleVania and Contra, but that's a debate for a different time... **************************************************************************** Score Gameplay: ***** Graphics: **** Sound/Music: **** Play Control/Game Design: **** Personal Opinion: ***** Total: 22 out of 25 stars Final Score: 88% **************************************************************************** Currently Known Codes: