Gradius 2 - Boss Recovery (NES / Famicom) - Part 2
What's a Recovery Run?:
Here's the basic idea: Get to the boss, and then die. Then beat the boss (and.. what parts of the stage it forces me to do.) with the few power-ups you get from the pre-boss checkpoint.
The hardest part about the Gradius series is, when you die, especially to one of the bosses, it's extremely difficult to continue. This is what makes the Gradius series amongst the hardest shoot em up's around.
Boss Notes:
Stage 6:
Oh crap, this boss rush is much harder than it looks. Curse you bigger than sprite hitbox. ;(
Zub Rush:
As usual, these things are difficult when you're trying to concentrate on gathering the right power ups and dodge the things. At the very least an option and couple of speed ups are required for this level, Laser is a bonus.
Big Core:
Suicide bullets! Large hitbox for lasers. Pick one. This is now actually a threat, although not by much.
The method for defeating this thing in Gradius 1 no longer works, so it's all about keeping out of harms way.
Brain Golem:
"Lol What."
Option inside boss for the win.
Tetran:
Oh shi- this things fast all of a sudden! There is no point on concentrating your firepower on this thing, just keep ahead of it. It'll eventually fall. Fortunately this isn't the arcade version, where this thing shoots bullets and it's core covers have suicide spreads as well.
Zeros Force:
What's this doing here?! And why does it have attacks?
Pretty easy boss, the lightning strikes are just for show and don't actually harm you. (Good thing too, because you would NOT be able to dodge those.) You should be able to destroy it's shots before they become a threat, mostly because this boss has a very stupid bullet pattern.
Covered Core:
Much easier than it's arcade counterpart! Just stay at the back and weave in and out of the missiles. On one of the missile patterns, it's slightly closer to the edge of the screen, so you'll want to duck between it then. (I killed it on the pattern it does this.)
Unlike Gradius 3 SNES, or indeed, the later games, if you die anywhere on the boss rush, you have to start it all over again. Tetran is the biggest threat here, just like in the arcade version.
Stage 7:
Stage:
Safespot ftw!
Demos:
Lack of safespot and suicide bullets ftl.
Yikes. I'm not sure why I left the enemy generators alive, you're probably better off killing those. XD
The "Vic's Hitbox is bigger than sprite" rears it's ugly head here. The laser shots are probably twice the size than the actual sprite, making it a must, that you take out the cannons as soon as possible.
I can't help but notice those things become standard enemies in the second half of the stage...
Sidenote: Apparently the entire area that the boss is in, is considered background. Even if you destroy the enemy generators, you can't duck in the holes. Pretty dumb really.
Stage:
Oh geeze. This is insane. This requires memorization. The first half isn't so bad, (get a missile to take out the cannons on the floor. Get a double for after this bit. Don't bother getting any more power ups.)
Once you've left the starry area, the game goes "screw you Viper", and throws way too many of those 8-way bouncing enemies. I really hate those things. I screw up and nearly die a couple of times, but split second thinking kept me safe.
Crab Walker:
I hate to say it but for once, this thing is practically a breather compared to the stage. There is a small safe spot between it's legs (see video), this requires practice to get down but will save you if you're not quick enough to leave it's legs in time.
Unlike the Parodius games, this thing IS vulnerable, so blast away whilst it's doing it's little dance thing.
Stage 8:
Stage:
What do you mean I have to start the stage from the beginning again?!
There isn't a checkpoint? Nuts.
This is another stage that requires memorization for the latter half. The first half, how-ever, is where the difficulty lies. I can't give any tips, other than getting a missile here is a must. You'll either survive the rush of bubbles, or you won't. I find sticking towards the back is easier. Pay attention to where they drop down and dash forwards when they're above you.
The second section is also pretty difficult, because these enemies can survive a couple of shots.
This is why I like the spread bomb. It's got a large blast radius. :D
The latter half of the stage - see where I am, and.. you should be fine. It's easy when you know where things pop up from.
Gofer:
It's weakpoint is the eye, not the mouth. This thing seems to have a different weakpoint in every single port of Gradius 2.
Other than that, it's a Gradius final boss, what do you expect. It's hard as hell of course.
Ok, that game was more difficult than it should've been.
Note to Shoot Em Up Makers:
Having the hitbox of a character that's bigger than the sprite = not a good idea. K. Thnx.
Thanks for watching!
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