Friday, August 15, 2025

PC Engine CD Look - Gradius 2


To put it simply, "Gradius Syndrome" is when the player is trapped in a hopeless situation. It's a term not limited to Gradius games, since dying at certain points in R-Type or anytime in Darius 2 will lead to the same result. What is considered a hopeless situation? Well, it starts with a lack of power. Typically, STGs feature power-ups that enhance the player's weaponry or provide some boon, such as a boost to speed or even a shield. Naturally, all of those upgrades are lost upon death. Additionally, the player is sent back to a previous checkpoint. In most cases, this is an opportunity for them to figure out where they went wrong, and obtain a few power-ups. If they can't recover, then it is either a failing on their part, or in especially rare cases: Gradius Syndrome. 

To understand how such a calamity can occur, we have to consider the nature of difficulty in video games. Difficulty does not exist in a vacuum. What might be too easy for one person could be impossible for another. Finding the right balance between the two extremes to provide an appropriate challenge for both players has been a part of game design since forever ago. It's a deeply human and endlessly fascinating subject. There's no real science at play here, just multiple people sharing their personal experiences, and pushing themselves as well as each other to limits unknown.


An arcade game is guaranteed to be tough to balance. On the surface, it's a game that the player could see the entirety of with just one quarter, or a single token, or just 100 yen, or... you get the idea. When games for the home consoles are priced to be dozens of times more expensive, then the thought of getting a full experience at a fraction of the cost is really enticing. However, it's also bad for the arcade operator's business. If the player can get 30 minutes of game time with one coin, then that's lost revenue. To avoid potential losses, the difficulty has to be cranked up, until that 30 minutes become 10, 5, or even 3 minutes. Now, if someone wants to see the end of the game, then they either have to keep feeding coins into the machine or spend hours, days, even weeks practicing until their lone coin can take them all the way to the credits. No matter which path you choose, the arcade operator and arcade manufacturer will get their money.

Over time, arcades started to produce individuals known as maniacs. Through years of practice, the maniac honed their skills to a superhuman level. They are the ones who can sit at machine for hours, all on the same credit. At times, their insights can be helpful to developers, provided they don't end up a nuisance who (sometimes literally) makes things harder for everyone. You see, the "early access" of yesteryear was known as a location test. Developers would bring an unreleased game to an arcade, and allow goers the chance to test it. Their feedback would be used to tweak the game before its official release. Worst case scenario is that maniacs show up to every location test, all with suggestions on how to make the game more difficult. Eventually, the final product ends up being too tough for the average gamer. When your entire audience consists of only maniacs, your ability to make a profit is drastically diminished. There have been cases where the console ports of arcade games were redesigned to be easier in the hopes of attracting non-maniacs. 


Now I wouldn't be saying all this if exceptions didn't exist, because we're looking at one right this minute; Gradius 2: Gofer no Yabou, a console port of Konami's classic shmup for the PC Engine CD. Before I go any further, I have to mention that this was released in December of 1992. That's two years after Gradius 3 was ported to the Super Famicom! I suppose this raises a few questions, but if Konami can release a Salamander port to the PC Engine in the prior year, then that's their business. Besides, maybe it was an opportunity for them to create arcade-quality ports of their games on hardware they're familiar with. Ports designed specifically to appeal to hardcore fans.

The second entry in Konami's most well-known shmup series is in a lot of ways the blueprint. It's a landmark title in both concept and execution. Every subsequent game, whether it's a Gradius, a Parodius, or perhaps even a Salamander or XEXEX, owes at least something to this trailblazer of a shmup. Right out the gate, the stages in this adventure are designed to invoke epic one vs many space battles. You're in control of the Vic Viper, an exceptionally powerful craft that is - as always - one tiny scratch away from oblivion. It is in your nature to persevere against insurmountable odds, fighting through the Bacterium horde, and conquering a galaxy's worth of enemy ships, cannons, and so much more. It is rich experience where every stage offers unique challenges to contend with, cruel situations to test your resolve, and suitably epic bosses to shoot down. 

It all starts with the first stage. Imagine flying through a field of red hot suns while facing the unrelenting assault of serpents. These devious beasts are not content with flying at you like some amateur. They twist and turn, all the while spitting molten rocks. Oftentimes they'll team up in an attempt to crush you between them. This is a free-range stage, allowing you freedom to move up or down. Be mindful of what's above and below, lest you find yourself flying straight up into a dragon's gaping maw. 


Now that you have an idea of what to expect, know that Gradius 2 grows more intense with every passing stage. The theming is exceptionally good here. There's an ice stage that packs the screen with as much ice as the hardware will allow. Their erratic movement and overwhelming supply make for a constant threat. Larger blocks will explode into multiple pieces, potentially compromising the route you'd like to take. A sound mind is one that can think of a way out in less than a second, and that's the bare minimum needed to survive a frozen hellscape.

In keeping with its status as the blueprint, this entry also introduces series traditions such as the speed stage. Moving much faster than usual, the Vic Viper must dodge cannon fire and crushing walls. The steep angular structure of the stage is almost iconic, and certainly deadly. Sharp maneuvers are a constant, and there's exceedingly little room for error. Then there's the boss rush, where you'll be facing a series of fiends not seen anywhere else. It's a great spin on the usual trope, which all too often settles for refights. Surviving those nightmares will lead players to the final stage, which has a massive assortment of obstacles designing specifically around crushing one's will. No doubt there's a lot to contend with here, and Konami managed to fit it all in a practically svelte 35 to 40 minutes.


If that sounds a bit longer than usual for Gradius 2, then it's because I'm accounting for the PC Engine CD's exclusive stage. Flying between the dunes, you'll have to be wary of columns falling both downward and upward. A few statues will come to life, leaping at you with their outstretched (and stony) claws. It's a fun little detour, and the last respite before the game enters maniac territory. 

A new stage is a nice extra, but what players really want is arcade accuracy, which is where this port does a really good job. Each section of the game has been deftly recreated. Every encounter, every possible scenario, it's all there with hardly a hint of slowdown. The occasional flicker is noticeable, but not too big a problem. This conversion is almost perfect in every other respect. I say almost because there are couple suspect hitboxes that aren't in the arcade original. I stumbled into one of them during the fight at the end of the boss rush, which stung pretty badly. 

For being the first of its kind, the speed stage in this entry is just plain mean. Besides the frequent sharp turns and dozens of cannons waiting to take their shot, you can expect to find a surprising number of dead-end paths. The few destructible walls require some heavy button-mashing to survive. There are frequent checkpoints here, but it's really in your best interest to avoid dying, because the boss rush is immediately afterwards. Yeah, um... that was not a great idea on Konami's part. They probably could've spaced that out better. Also, if you were expecting leniency from the first boss rush in the series, then that's just a damn shame. Dying to any of the bosses will kick you back to the beginning of the rush. 


The cruelty is cranked up to 12 in the final stage. Some of the most intense fights take place here. If you lose a life before destroying the mid-boss, then you're guaranteed a heaping dollop of Gradius Syndrome. How do I describe it? Well, imagine a serene hallway being turned inside out as your ship is obliterated by an instant wave of shrapnel. There is no escape here. Hit the reset button and try again from the very beginning. The other checkpoints are in the realm of manageable, but the cold reality is that Konami expects players to complete the last few stages without dying. That's an absurd ask for anyone who isn't a maniac.

Amusingly, one of the other instances of Gradius Syndrome can occur way back in the Moai stage. There is a mid-boss encounter where you'll face four statues all hopping this way or that, pelting the screen with untold numbers of rings. It's not a difficult fight for a Vic Viper at full power, but you absolutely don't want to mess up. Fighting these particular statues without good weapons will age you a century per minute. Now what makes this funny is that originally the fight was much easier, at least in the arcades. The problem was twofold; it was an easy fight, and the statues were worth huge points. This led players to repeatedly farm the leaping Moai heads for tons of extra lives. Konami was not the slightest bit thrilled about this discovery, and Gradius 2 saw multiple revisions before its time in the arcades had ended. It seems that the PC Engine CD version assumes that only maniacs would die to the Moai statue bosses, so the fight without power-ups has gone from doable to impossible. 


If all this sounds like a bit much, don't lose hope! An easy mode is available. I know that choosing such an option is an affront to one's pride, but I'd still recommend giving it a shot. There are some noticeable changes that should make it a smoother experience for anyone who doesn't consider themself a maniac. If that isn't you, then feel free to stick with Normal, or bump it up to Professional. Pros also have the second loop to look forward to. From that point on, enemies gain the ability to cough up revenge bullets aimed directly at their current position. Some people just enjoy the pain, and I can't shame them for that.

Gradius 2 on the PC Engine CD is everything you could ask for in a STG port. However, don't go into it expecting restraint. Konami was well aware that only maniacs were purchasing this in 1992. What starts as a reasonable challenge will eventually become needlessly sadistic. Either you're in it to push your skills to the next level, or you're a sicko like me who wants to see just how far a game is willing to go to devour someone's spirit. However, its 95% arcade accuracy might not be enough for aficionados, especially since that 5% can make or break an attempt. I think it's still an impressive effort and worth checking out.

Oh, and definitely grab Gradius Origins if you haven't already. 



No comments:

Post a Comment