![]() In the nemesis demo, the demo player uses every power-up but Double and Shield. The demo ends at the start of the volcano section. Still, it's the only one of these three demos that demonstrates the Double power-up. In Gradius, the demo player starts out with three options and never uses the Speed-Up power, which is maybe not the best way to show off how the game works. In addition to the obvious title change from Gradius to Nemesis, the title screen in the overseas version has a background that the Japanese game doesn't.Įach version of the game has a different demo. The game's title transition speed is faster than the gradiusb set. ![]() In this version the countdown is faster meaning that the morning music can no longer be heard at all. In the gradius set, since the game is converted to ROM, the game's bootup take less time to finish (to specify, 30 seconds, the half of the time it takes gradiusb). ![]() The game's title transition speed is normal. In the gradiusb set, the game's bootup take about 1 minute to finish, during the countdown can be heared the full Konami's Morning Music song. Morning Music Countdown and Game Title Transition Speed Gradius (Bubble System) In the nemesisuk set, the text "EVERY BONUS", used for subsequent bonus lives, was rewritten to the more accurate "AND THEN EVERY". If it's the latter, they missed the Demo Sound and Coin A / B dip switch variables. It's not clear if this is a bug or some kind of attempt to make the text more readable. Text in the test mode screens uses palette 0A in Gradius and palette 00 in Nemesis. Third and first export release of the game. This game plays like a hybrid between gradius and nemesis, using the former game's difficulty level with some of nemesis' gameplay and aesthetic changes.
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