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(CC) Gradius III (Arcade/PS2) - Example 1-ALL/1CC for beginners 

SuperViperT302
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This is an example 1 Loop clear of the Arcade/PS2 version of Gradius III on default settings which used the strategies that I think are best for players who are looking to try and 1CC this game. If you want more specific information about this game's many quirks and nuances, I'd recommend turning captions on and leaving them on for the whole run (this is also my first time using captions for commentary, so feel free to give feedback on how I did).
While I did play what could be considered mildly more aggressively than is necessary in this run, I do think this run should serve as a good baseline for players looking to get more experienced. I wanted a run that had no deaths outside of the Crystal stage (stage 9), since that's generally a place where players die during 1CCs and I wanted to show what a "typical" 1CC of this game looks like for most players. Outside of that, I tried to keep my movement and strats relatively safe while still being sufficient with score, utilization of lag, and showing off proper maneuvers.
I had actually recorded this run over a year ago (January of 2019, to be exact) and uploaded the raw footage after I recorded it, but kept it from the public because I was originally planning on doing voice post-commentary for it. However, I simply never got to doing that and put off releasing this video for the longest time because of it. Fast forward to April 2020, and I decided to spend about an hour and a half making subtitles for this playthrough, which were meant to serve the same purpose as post-commentary and I hope are received well. You are welcome to watch this run without subtitles if you'd rather just watch the gameplay.
LINKS:
My full run on Very Hard (hardest): • (OUTDATED) Gradius III...
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26 апр 2020

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Комментарии : 9   
@SuperViperT302
@SuperViperT302 4 года назад
A few additional notes/details that I didn't mention in the run: - I said this is only applicable to the arcade and PS2 versions of the game. Technically, this is also applicable to the PSP version, but the PSP version's difficulty is not accurate to either of the other two versions (each difficulty level is an entire level higher than they should be). If you want to clear the PSP version using this video as reference, you'll actually want to play on Easy, not Normal. Otherwise, it's the same. - For those looking to play on MAME, there are version differences to keep in mind. Both the PS2 and PSP versions of the game are based on the original Japanese arcade version, which is what this video is intended for. The Asian version has a different recovery system that operates similar to the Beginner mode, where power-up loss is gradual rather than all at once with each death. An easy way to make the distinction is the lack of an intro sequence in the Asian version, no Japanese subtitles, and no mode selection. These versions are easily distinguishable on the PS4 Arcade Archives port, and are further detailed here: tcrf.net/Gradius_III_(Arcade)#Regional_Differences - Based on the testing I've done on the Playstation 4's Arcade Archives port of the game, that port behaves almost exactly like the arcade version but with even worse slowdown. That port also has a "Creative" mode that allows for hitbox display, stage select, and fully powering up with the push of a button. - Type B + Force Field is the generally agreed upon best weapon set for clearing this game. However, there is another weapon set that I think has good potential as well. That is to go into Weapon Edit and select Missile, Vertical, Ripple, Option, Force Field, and either Speed Down or Lives to Options. The disadvantage with this type is that the lack of splash damage from the Spread Bombs makes it much more difficult to clear out obstacles such as the bubbles in stage 2 and the Moai heads in stage 5, and not being able to fire backwards. That being said, Missile + Vertical is a great combination for the base stage, and Lives to Options could be useful for recoveries, so I think it's worth experimenting with once you get more experienced. If you're starting out, I'd stick with Type B + Force Field, though. - The Force Field "shrinks" in size differently depending on which version you're playing. It shrinks in the logical order for the PS2/PSP versions (as seen in this run), but on the arcade version, it goes from its biggest size, to the smallest size, and then to the medium size. Since you get two hits with each size, this isn't as big of a deal, but it is something you need to keep track of if you're playing, say, on MAME. Honestly, I can't tell how the shrinking works for the PS4 release. - There are two types of enemies that come from hatches. The first are the greyer enemies that lock onto your vertical position and charge forward (these typically fire way more), and the second are the whiter enemies that twirl around in a bunch (your regular bullets will pierce through these enemies). The first kind will give score, while the second kind won't, which is why I don't farm from any hatches with the second kind of enemy. - Power-up capsules don't give score in stage 4, so even if you did want to show off and collect as many as possible, it won't mean anything for you. Using a Mega Crash with Wait Level 2 in stage 4 will also cause the entire stage to slow down; normally it only slows down in the second half. - The cycle between the three different kinds of Option Hunters persists even after a credit is terminated. For instance, if you play through the game, meet the first Option Hunter, then soft reset, the next time an Option Hunter appears, it will be the second kind. I've only seen this happen on the PS2 version, and I'm unsure if it also happens in the arcade version. - It might theoretically be better to lose your Force Field during stage 5. Due to the way rank works in this game, on default settings, losing your Force Field causes the Moais to fire way less rings, and Dogas and Vaif are way less aggressive. I prefer the safety net and being able to get just a bit more score from the rings (even though they give 10 points per ring). Note that the rings will pierce right through your Force Field in this game. - Moais can fire backwards through themselves in stage 5. You will probably learn this the hard way at some point. (Trust me, I have.) - I'd recommend having Mega Crash highlighted for the first time you get to the Crystal Rush, since the Option Hunter will spawn during that if you last long enough and it'll make things easier if you happen to clear the rush first try. That was not something I kept in mind for this run. - When I recorded this run, I would typically go up to three Speed-Ups when recovering on stage 9. However, lately I've done the recovery using 2 Speed-Ups instead, since I find dodging the Option Hunter to be much easier with 2 instead of 3. However, this makes killing all the enemies in the dogfight section harder, and the Option spacing isn't as good for Lizard Core, so this'll probably boil down to personal preference. I still get a third Speed-Up before the boss rush. - If Death MK II fires its missiles during the boss rush, they will home in on you, so keep that in mind. - After the mini-Club section in stage 10, I activated the Force Field before taking on the hatches. This is not something I'd recommend doing, as it'll likely wear down the Force Field quickly when you really don't want it to. I only do it because it makes me feel safer. - The Option Hunter's timer varies depending on how many Options you have (more Options = it appears faster). Every mention of it in this run assumes you either have all four Options at all times or copy me exactly. - If you're playing a version of Gradius III that has the buggy hitboxes on Shadow Gear, this is probably the best way to go through it: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-gEeGDGDkA1M.html - The ending regenerating walls section is actually much easier to do when recovering, since the tight spaces are easier to navigate with 0 Speed-Ups and the recovery isn't that hard to pull off. However, because your power-up state carries over between loops in this game (and you're screwed if you go into 2-1 with no power), I chose to instead try and play that section without dying, in case players are looking to try and get some progression in loop 2.
@TheOpponent
@TheOpponent 6 месяцев назад
I'm looking to 1CC this game (specifically the Switch Arcade Archives version because it has stage select, which I intend to use for practice) but I can't find any documentation on the differences between the Old and New versions. Which one should I try?
@mutmut02_
@mutmut02_ 10 месяцев назад
Thank you so much for the commentary. Very useful !
@gamer-fe2xp
@gamer-fe2xp 2 года назад
I like Type C + front facing Shield. It's my go-to.
@markcollins2704
@markcollins2704 Год назад
Wanted to start learning this game last night, I have the PSP version, had it on normal scr among my head off
@JaimersSTG
@JaimersSTG 4 года назад
Excellent video man, very helpful. Learned some things I didn't know before. Btw do you have any idea what autofire rate the PS2 version uses for rapid shot and missile? On Arcade I've noticed the shot breaks on like the plant boss if you have a too high autofire rate, making the boss take significantly longer.
@SuperViperT302
@SuperViperT302 4 года назад
I have no idea. It's definitely slower than in MAME or on arcade cabinets.
@cps1247
@cps1247 4 года назад
I think it's 15hz. Every console port of Gradius games use 15hz.
@PikangsFutaba
@PikangsFutaba 2 года назад
I K]NEW it was possible to deal with Vaif with weapon type B... I just coudn't figure out a good strategy for the fight... and yes, nowdays I can barely reach stage 7 on the Ps2/PSP easiest settings as I'm very rusty on this particular version of the game, but once I get enough practice I might do 2 runs (one on either Ps2/PSP Very Easy or Easy and another one on Normal or higher difficulty setting on the Ps2 re-release... and in this case, might as well use the Ps2 extended weapon edit mode as you can get unique weapon setups this way like having Force Field as your shield AND also Reduce type 1 to shrink your collision box... at expense of not having mega crush, or you could have Reduce type 2... which only difference is that you take a hit without dying AND growing in size... however... unlike the SNES version, you have to activate it twice for the full protection and smallest collision box).
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