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Multiple loopsĪfter the credits roll at the end of the game, the game restarts at the first stage with the Vic Viper retaining any upgrades from the previous loop.
They can usually be vanquished by firing on a number of easily- distinguished weak points, and the boss is often incapable of retaliation - some bosses will return fire, but their attacks are often rather ineffectual and easily dodged by the player.
The final boss is usually brain-like in appearance and occasionally taunts the player with a brief "this is only the beginning"-style speech prior to destruction. Unlike other scrolling shooters, as well as many video games in general, the final bosses of most Gradius games (including its spin-offs) are surprisingly non-challenging foes considering the difficulty of the final stage and previous bosses (although one could argue that the defenses immediately before the boss are so strong precisely because the boss is so weak - it desperately needs the protection). Unknown to Eddie, the moai statue was actually repelling the Bacterians from planet Gradius, whereas Paola had lied that it was drawing the Dark Forces to the planet. In the Salamander OVA, the antagonist Paola deceived one of the protagonists (Eddie) into destroying a moai obelisk in the deserts of northern Gradius. A moai mask also can be found in Hideo Kojima's Snatcher.
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In the PS2 game Castlevania: Curse of Darkness, a player can collect a moai item behind the castle, provided he or she has a Lament of Innocence game save on the memory card.
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After turning up in the PlayStation battle game Poy Poy, they later appeared in a racing game titled Konami Krazy Racers for the Game Boy Advance and in the fighting game DreamMix TV World Fighters for the Nintendo GameCube and PlayStation 2. There have even been four games where the moai has been a playable character, the first being an action platform game with Konami characters called Konami Wai Wai World and a platform/puzzle game named Moai-kun, both for the Famicom.
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Since their debut in the first Gradius game, they have become so intertwined with the series that it is not uncommon for them to cameo in other Konami games. Because they face at an angle or lie flat on the ground, the upward-facing moai are best destroyed with missiles. Their weak point is traditionally their open mouth. They are mounted on either side of flat, free-floating platforms and fire a series of colorful rings at the Vic Viper. Moaiįor reasons unknown, the moai statues of Easter Island ( Chile) appear as enemies in several Gradius games. For other types of bosses, like large beasts, the announcer may command the player to "Destroy the eye!" or "Destroy the mouth!", depending on the boss. Additionally, the announcer will normally urge the player to "Destroy the core!" or "Shoot the core!" prior to an encounter. All cores must be targeted in order to defeat a warship, which normally comprises several phases and often uses the terrain to its advantage. Cores are usually blue, glowing masses of energy hidden within large warships and protected by a series of barriers. The concept of the "Core" is a central part of Gradius. Weapon Edit, first introduced in Gradius III (For Super Famicom/Super NES), allows players to construct a custom weapon route (the content of the power meter) from the basic categories, such as missile and laser, instead of using one of the predefined weapon routes. Other games using a similar power-up method include Contra Force by Konami, Slap Fight by Toaplan, Rare's Cobra Triangle and Ocean's Wizball. Traditionally, the power-ups with greater effects are placed toward the end of the bar, so that the player must do more work to obtain them, although in some titles like Gradius III a harmful power-up exists at the end which will restore the default (weak) weapon configuration. The player may now activate this to receive a missile weapon, again causing the bar to revert to its unhighlighted state, or choose to hold out for the next item, a double gun. Gradius power meter with second power-up highlighted