Full Review
There are few things that are truly universal amongst video gamers. Because people had different systems, and different preferences, things that mean something to me, like being able to name all of the "My Places" in "Earthbound," mean nothing to someone else. But one thing that we almost universally share, almost as if by collective unconscious, is Konami's classic code for unlocking secrets: up, up, down, down, left, right, left, right, B, A, and start.
One series that made frequent use of this code is the venerable "Gradius" series, arguably the greatest series of space shooters ever developed. Konami has brought out the Vic Viper again for a flight through GBA-rendered space, and I was certainly up for seeing how it played.
"Gradius Galaxies" certainly sets itself up to build on the history Konami has with the series. Instead of showing some dramatic dogfight prior to the title screen, as some shooters are wont to do, the game flashes screen shots of Konami's past shooters, from the venerable "Scramble" to "Gradius III," which is still my all-time favorite shooter. Konami's trip down memory lane was certainly nostalgic for me, although I really wish they would also acknowledge their more silly lines, "Stinger" and the "Parodius" games.
Now, if you've played any other Gradius game, you know how the action progresses. You control the Vic Viper in a series of mostly side-scrolling action. Konami has altered the formula a bit to allow some stages that are more than one screen tall, but your primary movement is still ever towards the right. Along the way, you have to navigate obsticles and destroy aliens, all to save the universe. I also just gave you the plot rundown, so you don't have to worry about that.
Of course, the action is old, but it is still classic. Enemy swarms are challenging without being absurd, and the trick navigation areas are a good test of agility without being maddening, once you build up your ship.
Of course, that leads to the first problem in the game. The Vic Viper, as it starts, has horrible handling. While you might be tempted to use the first power-up capsule on something like improved firepower or missles, you practically need to spend it on a speed increase (which also comes with appropriate handling) to be able to fight off your foes. Now, I understand that some speed should be optional. But they should start you off with enough to at least easily deal with the first wave or two of enemies.
The types of power-ups could also stand some improvement. While the basic classes of Gradius power-ups are still here (Speed, missiles, double cannons, laser, options, force field, and smart bomb), you cannot pick between several options in each category. Instead, they have four different types of power-up trees, and you cannot mix and match. For example, I usually like to have the ripple laser mixed with cluster bombs instead of missles. However, this game does not give you that option. Given that I don't think it would have taken that much memory to give that option, it is sorely missed.
Graphically, the game is incredibly sharp. Not only are the moving features well-detailed, but the backgrounds are incredible. Konami learned one big lesson from "Castlevania: Circle of the Moon:" if you are going to add lush backgrounds, make them easy to discern. This time, they are, and I have even lost ships because I was too distracted by the rather nice backgrounds.
The game's music, though, is slightly lacking. Both the effects and the music feel like they've kept static since the days of "Gradius III." While this would be alright if we were talking a system with incredible Dolby Digital, it simply doesn't pass muster with the weak little speaker that a Game Boy Advance has. As with many other portable games, sound should be kept low, even when you are alone.
The newest wrinkle to the game comes in two options, one good and one bad. The good one is the new option that allows you to restart a game from any substage you have reached. This has two obvious benefits. For one, you can pick up where you last left off so that you can finally beat the game. For another, if you really liked one particular stage, you can just restart right from that point. It's a subtle touch that more shooters ought to incorporate.
However, very neatly mitigating this option is the new tutorial mode. In this mode, the game will show you how to take an unpowered Vic Viper through any substage that you've made it to, including the most recent one which you've yet to pass. Part of the problem with many shooters is that there is little replay option as is. With the game basically showing you how to get through it, there is even less. It just isn't worth the inclusion.
Of course, for all my fellow long-time gamers out there, I have to discuss the game's inclusion of the Konami code. Like all Gradius series games, if entered while the game is on pause, it will outfit you with a complete compliment of power-ups, with the exception of speed. However, since Konami knows you are going to try this, your ship blows up after five seconds. Unfair? Not really - just replace the "L" and "R" shoulder buttons at the right place in the code (if I need to tell you where, you need more help than this review could ever give you), and you'll get to keep the power-ups as long as your skills enable you to.
Yes, I know that I am ordinarily loathe to discuss codes in a review, but the Konami code is part of the gaming subculture's heritage. Leaving it out would be akin to not discussing the Mario theme in a review of any Mario game. Or discussing Pavlov and not talking about dogs. You get the idea.
Finally, for the curious, many of the old "Gradius" conventions are back. Bosses have blue cores protected by little rectangular blocks that must be shot out, the power-ups look like little orange sunbursts, and naturally the Moai heads are still attacking you with glowing bubbles. While some of the specifics have naturally changed, the required elements of a "Gradius" sequel are here. Put down the torches and Frankenstein rakes before I toss you into a volcano.
Overall, the game is a solid addition to the Gradius roster. However, the relative lack of options for the power-ups, along with the tragic addition of the tutorial mode, makes this Gradius game more for beginners, Konami code implications notwithstanding. For a more advanced gamer, it's worth renting or borrowing from a friend, but only committed "Gradius" nuts such as myself will want to pick it up. For the next game, I'm hoping for two things. One, I'm hoping Konami makes a much harder version, like a tournament edition. Two, I'm hoping, against all hope, that they will instead bring a Parodius game instead. Because honestly, as this game shows, being a little too serious makes you stodgy.
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