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Index › 1980s › Gradius III
Gradius III cover art

Gradius III

グラディウスIII -伝説から神話へ-, AKA: Gradius 3, Gradius III: From Legend To Myth, Gradius III: Densetsu kara Shinwa he
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Gradius III

Nintendo eShop $7.99

In the darkest reaches of infinite space, pure evil lies in wait ... The Dark Forces led by the god of destruction, Bacterian, prepare to launch a massive onslaught against the planet Gradius. Possessing unstoppable power, the Dark Forces threaten to plunge the Universe into total war and complete annihilation. Their invasion force smashes the Gradius defenses, and the surrounding planets soon fall like dominoes. Now Bacterian's evil grasp reaches for the heart of the resistance...planet Gradius itself... To counter the oncoming threat the United Gradius World Forces gather all their fighter craft. Half of them form a defensive net - the other half a strike team. But they are badly outnumbered and The Dark Forces easily tear through their thin frontline. No fighters survive the slaughter.... In a last gasp move, the United Gradius World Forces send out two fighters, previously considered too dangerous for combat missions: The InterDimensional VIC VIPER fighters. The Fighters take off for the heart of darkness to join the fray that will decide the fate of the Universe...

Year
1989
Developer
Konami
Publisher
Konami
Players
2P
Orientation
Horizontal

SCREENSHOTS

PHYSICAL

HISTORY

Gradius III is a 1989 scrolling shooter video game developed and published by Konami for arcades. It was originally released only in Japan on December 11, 1989. It is the third game in the Gradius series. The game was ported to the Super Nintendo Entertainment System in Japan in 1990 and North America in 1991, and served as a launch title for the system in North America. The arcade version would never see the light of day in the West until it was included alongside Gradius IV in a two-in-one compilation (Gradius III & IV) for the PlayStation 2 and in the Gradius Collection for the PlayStation Portable.

Gameplay

The player pilots the Vic Viper starfighter to battle the onslaughts of the Bacterion Empire. There are a total of ten levels in the game, with stage 4 being something of a bonus level; here, the player controls the Vic Viper in a third-person perspective and must avoid colliding with walls. Though the level is completely devoid of any enemies, free floating power-ups are scattered throughout. There are also two hidden levels that are based on the early sections of Gradius and Salamander. The game contains the familiar weapons, level layouts, and enemies that have become trademarks of the series.

Like the Japanese versions of previous games in the series, Gradius III does not include a continuation feature; if the player loses their lives, the game will be over. The Japanese version of the game contains a 'beginner mode' that allows the player to venture through the first three levels at a much easier difficulty. At the end of the third level, the game will bid the player to try the game again at the normal difficulty ('technical mode'), which can loop endlessly. The Asian (non-Japanese) arcade release lacks the beginner mode and retrospective introduction sequence, but reduces the difficulty overall.

In addition to new pre-defined weapon schemes, Gradius III introduces the "Edit Mode"; players can mix and match missile, double, laser, shield and "special" ("!") power-ups into their own custom combination. Some of the weapons available in pre-defined schemes can not be used in custom schemes, and vice versa.

Release

A port of Gradius III was released for the Super Famicom in Japan in December 1990 and for the Super NES in North America in 1991, with the option of reduced difficulty and additional armaments for the Vic Viper. It replicates the slowdown of its arcade counterpart and discards the pseudo-3D and crystal/"cube rush" stages. The cell stage is also swapped to being the final stage instead of the sixth stage like in the arcade version, it is also given a whole new layout and soundtrack. It also introduces a boss called Beacon which awaits the player at the end of the new high-speed stage, which is a counterpart of the high-speed stage in Gradius II.

Unlike the original arcade version, the Super NES port is the only one that allow players to continue when they lost all their lives. A harder difficulty called "Arcade" can be unlocked by inputting a code (quickly tapping the "A" button 16 times in 1 second) on the options screen, however, it is simply the same game at a harder difficulty, and not an accurate port of the arcade version. This port was also released on the Wii's Virtual Console on April 23, 2007, in North America, and in September 2007 in Europe and Japan.

A soundtrack containing the original music as well as arranged tracks, was released by Konami on the King Records label on February 21, 1990, composed and performed by Kukeiha Club with Miki Higashino. Additionally, several albums containing arrangements of the music from this game were released in the years to follow. Konami also released a soundtrack album containing music from Gradius III as well as other Gradius games, entitled Gradius Arcade Soundtrack on April 24, 2002.

The "Gradius III Symphonic Poetry" track was released by Kukeiha Club on June 5, 1990, and contains many orchestrated tracks from both Gradius III and numerous previous games. A prime example of its diversity is the "Final Battle" track, which contains numerous variations on the "Crystal World" and "Boss Battle" tracks in Gradius II: Gofer's Ambition.

In 2000, Konami bundled Gradius III and Gradius IV together for release on the PlayStation 2 video game console, as Gradius III and IV. The port is based on the arcade version and has an unlockable Extra Edit mode, which gives the player the freedom to create a weapon array from all included setups and adds the F-Option, R-Option and Reduce II power-ups found in the Super NES port. The Reduce from the SNES port returns the player one step closer to the Vic Viper's original size when hit, giving it protection from two hits. As the PlayStation 2 hardware is more capable than the game's original arcade hardware, in certain technically demanding moments of the game the PlayStation 2 is able to maintain normal operating speed in situations that would normally introduce "slowdown" (half-speed operation) on the original hardware. To recreate this gameplay characteristic, KCET implemented an optional "WAIT LEVEL" regulator that can be adjusted from three levels at any point in the game, beginning from 0 to 2 (original rate). While the PS2 version doesn't have the option to continue as the Super NES version, it features the possibility to select any stage the player has cleared.

Gradius III was later ported to the PlayStation Portable in 2006 as part of Gradius Collection. This version keeps the tradition of not allowing the player to continue after exhausting all reserve ships.

Reception

In Japan, Game Machine listed Gradius III on their January 15, 1990 issue as being the third most-successful table arcade unit of the month.

Gradius III received positive to favorable reviews. IGN gave the game a score 8.5 out of 10 for impressive graphics and game-play. GameSpot give the game score 7.0 out of 10 for Virtual Console and criticizing the game for its high difficulty. In the Japanese video game magazine Famicom Tsūshin, two reviewers complimented the ability to adjust the difficulty level, while still finding themselves struggling with the game. The third reviewer also commented how the game was changed from the arcade game, saying it was "modified quite a bit from the original" and played more like Gradius (1985). The fourth reviewer however, wrote that the game was not difficult enough and did not feel the excitement that he had from the arcade game.

According to GamePro's The Feature Creature, "Gradius III is one of the most durable side-scrolling shooters. It wasn't a breakthrough when it came out in 1991, but it did approximate the great arcade shooters pretty well."

Entertainment Weekly gave the game a C and remarked that it was similar to previous Gradius games, and thus not worth investing 50 dollars for.

Super Gamer reviewed the SNES version and gave an overall score of 78% stating: "Gradius III incorporates all of the features that make for a great arcade game!"

In 2018, Complex ranked Gradius III 46th on their "The Best Super Nintendo Games of All Time." IGN rated Gradius III 45th in its Top 100 SNES Games. They praised the visuals, the environments and bosses saying: "A true sight to behold."

STORY

In the far end of the blackest reaches of space lies a galaxy built from layers upon layers of darkness.

Bacterian, the mysterious god of destruction born from this unknown region, has once again emerged from his lair.

In order to achieve his wicked goals, Bacterian deploys his Dark Force for one final attack.

The Dark Force promptly envelops all of space in an energy field more powerful than any of us could have imagined as it carries out its rampage of destruction and carnage.

The dark invasion picks off one planet after another surrounding Gradius, and now the home planet finds itself in mortal peril.

To deal with this threat, the Gradius federal government orders its entire army to build a massive defense network as it launches an all-out attack, but against an army as unprecedented as the Dark Force, even this desperate defense is about to break.

Now, once again, the super-dimensional fighter Vic Viper launches.

It takes off toward the boundless darkness, entrusted with the very fate of the universe...

1CC RUNS

One-credit clears we point to as the benchmark for this game.

Show all 9 runs

GAMEPLAY VIDEO

STORES

Store
Price
Discount
Lowest ever

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SCORES

Source
Audience
Score
Reviews
Users
8 / 10
38
Users
70 / 100
25

ACHIEVEMENTS 2 sets

Tracked by RetroAchievements and earned in an emulator that reports to it. A game tracked on more than one machine gets a set for each, because they are different lists earned on different hardware.

Arcade 62 achievements, 1,039 pts
  1. Speed Up 1
    Activate a speed upgrade.
  2. Missile 1
    Activate a missile upgrade.
  3. Double 2
    Activate a double upgrade.
  4. Laser 2
    Activate a laser upgrade.
  5. Option 3
    Activate an option upgrade.
  6. Shield 3
    Activate a shield upgrade.
  7. Mega Crush 4
    Activate a mega crush.
  8. Max Speed 3
    Activate the max number of speed upgrades.
  9. Max Options 5
    Activate the max number of option upgrades.
  10. Extra Life 5
    Earn an extra life.
  11. Extra Lives 5
    Earn a second extra life.
  12. Lifesaver 25
    Amass the max displayable amount of nine extra lives. Must start from the default amount of three lives in the Technical course.
  13. Weapon Type A 10
    Clear two stages in the Beginner or Technical course having selected Weapon Type A. Weapon types were introduced in Gradius II.
  14. Weapon Type B 10
    Clear two stages in the Beginner or Technical course having selected Weapon Type B.
  15. Weapon Type C 10
    Clear two stages in the Beginner or Technical course having selected Weapon Type C.
  16. Weapon Type D 10
    Clear two stages in the Beginner or Technical course having selected Weapon Type D.
  17. Edit Mode 10
    Clear two stages in the Beginner or Technical course having selected Edit Mode. This mode was newly introduced in Gradius III.
  18. Force-Field Type 10
    Clear two stages in the Beginner or Technical course having selected Force Field.
  19. Shield Type 10
    Clear two stages in the Beginner or Technical course having selected Shield.
  20. Free-Shield Type 10
    Clear two stages in the Beginner or Technical course having selected Free Shield.
  21. Reduce Type 10
    Clear two stages in the Beginner or Technical course having selected Reduce (Edit-mode only).
  22. Option Hunter I 10
    Kill an Option Hunter of Type I.
  23. Option Hunter II 10
    Kill an Option Hunter of Type II.
  24. Option Hunter III 10
    Kill an Option Hunter of Type III.
  25. Beginner Stage 1 5
    Clear stage one of the first loop in the Beginner course. The rank is lower, and some power-ups are kept on death. This game has no continues.
  26. Beginner Stage 2 5
    Clear stage two of the first loop in the Beginner course.
  27. Beginner Stage 3 10
    Clear stage three of the first loop in the Beginner course.
  28. Technical Stage 1 10
    Clear stage one of the first loop in the Technical course. The rank is higher, and you get access to all stages. This game has no continues.
  29. Max Rank Boss–Hunter I 10
    Defeat the boss of stage one in the Technical course at loop one's max rank of sixteen.
  30. Technical Stage 2 10
    Clear stage two of the first loop in the Technical course.
  31. Max Rank Boss–Hunter II 10
    Defeat the boss of stage two in the Technical course at loop one's max rank of sixteen.
  32. Easter Egg: Shmup Remix 5
    Kill a special enemy to activate a music change.
  33. Technical Stage 3 10
    Clear stage three of the first loop in the Technical course.
  34. Max Rank Boss–Hunter III 10
    Defeat the boss of stage three in the Technical course at loop one's max rank of sixteen.
  35. Technical Stage 4 25
    Clear stage four of the first loop in the Technical course.
  36. Technical Stage 5 25
    Clear stage five of the first loop in the Technical course.
  37. Max Rank Boss–Hunter V 10
    Defeat the boss of stage five in the Technical course at loop one's max rank of sixteen.
  38. Technical Stage 6 25
    Clear stage six of the first loop in the Technical course.
  39. Max Rank Boss–Hunter VI 10
    Defeat the boss of stage six in the Technical course at loop one's max rank of sixteen.
  40. Technical Stage 7 25
    Clear stage seven of the first loop in the Technical course.
  41. Max Rank Boss–Hunter VII 10
    Defeat the boss of stage seven in the Technical course at loop one's max rank of sixteen.
  42. Technical Stage 8 50
    Clear stage eight of the first loop in the Technical course.
  43. Max Rank Boss–Hunter VIII 25
    Defeat the boss of stage eight in the Technical course at loop one's max rank of sixteen.
  44. Cube Rush 25
    Clear the cube rush of stage nine of the first loop in the Technical course.
  45. True Cube Rush 100
    Clear the cube rush of Technical stage nine of the first loop without loitering in the top fifth or bottom fifth of the screen for more than one second at a time.
  46. Technical Stage 9 25
    Clear stage nine of the first loop in the Technical course.
  47. Max Rank Boss–Hunter IX 25
    Defeat the boss of stage nine in the Technical course at loop one's max rank of sixteen.
  48. Boss Rush 25
    Clear the boss rush of stage ten in the Technical course.
  49. Max Rank Boss–Hunter X 25
    Defeat the mid-boss of stage ten, Dellinger Core, in the Technical course at loop one's max rank of sixteen.
  50. Bonus Stage: Gradius 25
    Clear the Gradius bonus stage of the first loop on Normal mode.
  51. Bonus Stage: Salamander 25
    Clear the Salamander bonus stage of the first loop on Normal mode.
  52. Gradius III Veteran 100
    Clear stage ten of the first loop on Normal mode.
  53. Loop 2, Stage 1 10
    Clear stage one of the second loop in the Technical course.
  54. Gentleman's Victory 100
    Beat the game on Normal mode without having used mega crush.
  55. Boss Evader 10
    Defeat a boss by running down the boss timer. For stage 10, only the mid-boss qualifies.
  56. Max-Rank Boss-Evader 10
    Defeat a boss of loop one's max rank of sixteen by running down the boss timer. For stage 10, only the mid-boss qualifies.
  57. 50K Club 5
    Score 50,000 points in the Technical course on the default difficulty.
  58. 100K Club 5
    Score 100,000points in the Technical course on the default difficulty.
  59. 200K Club 10
    Score 200,000points in the Technical course on the default difficulty.
  60. 300K Club 10
    Score 300,000points in the Technical course on the default difficulty.
  61. 400K Club 10
    Score 400,000points in the Technical course on the default difficulty.
  62. 500K Club 25
    Score 500,000points in the Technical course on the default difficulty.

Achievement names, descriptions and badges are the work of the RetroAchievements community. View this set on RetroAchievements

SNES/Super Famicom 56 achievements, 700 pts
  1. Sand Storm 5
    Defeat Goliath and clear Stage 1 on Normal difficulty or higher
  2. Aqua Illusion 5
    Defeat Bubble Eye and clear Stage 2 on Normal difficulty or higher
  3. In the Wind 5
    Defeat Big Core MK III and clear Stage 3 on Normal difficulty or higher
  4. Easter Stone 5
    Defeat Twin Vaif and clear Stage 4 on Normal difficulty or higher
  5. Fire Scramble 5
    Defeat Vulture Dragon and clear Stage 5 on Normal difficulty or higher
  6. Cosmo Plant 5
    Defeat Choking Weed and clear Stage 6 on Normal difficulty or higher
  7. Accident Road 10
    Defeat Beacon and clear Stage 7 on Normal difficulty or higher
  8. Boss on Parade 10
    Defeat Dellinger Core and clear Stage 8 on Normal difficulty or higher
  9. Mechanical Base 10
    Defeat the Shadow Gear MK IIs and clear Stage 9 on Normal difficulty or higher
  10. Unpleasant Cell 25
    Defeat Bacterian and beat the game on Normal difficulty or higher
  11. Light-Speed Battle I - Goliath 3
    Quickly turn Goliath's core red on Normal difficulty or higher without using any Laser weapons (Use the emulator challenge indicator as reference)
  12. Light-Speed Battle II - Bubble Eye 3
    Quickly deal heavy damage to Bubble Eye on Normal difficulty or higher without using any Laser weapons (Use the emulator challenge indicator as reference)
  13. Light-Speed Battle III - Big Core MK III 5
    Quickly turn Big Core MK III's backmost core red on Normal difficulty or higher without using any Laser weapons (Use the emulator challenge indicator as reference)
  14. Light-Speed Battle IV - Twin Vaif 5
    Quickly deal heavy damage to Twin Vaif on Normal difficulty or higher without using any Laser weapons (Use the emulator challenge indicator as reference)
  15. Light-Speed Battle V - Vulture Dragon 5
    Quickly reach Vulture Dragon's second phase on Normal difficulty or higher without using any Laser weapons (Use the emulator challenge indicator as reference)
  16. Light-Speed Battle VI - Choking Weed 10
    Quickly deal heavy damage to Choking Weed on Normal difficulty or higher without using any Laser weapons (Use the emulator challenge indicator as reference)
  17. Light-Speed Battle VII - Beacon 10
    Quickly turn Beacon's backmost core red on Normal difficulty or higher without using any Laser weapons (Use the emulator challenge indicator as reference)
  18. Light-Speed Battle VIII - Death MK II 10
    Quickly turn Death MK II's core red on Normal difficulty or higher without using any Laser weapons (Use the emulator challenge indicator as reference)
  19. Light-Speed Battle IX - Crystal Core 10
    Quickly deal heavy damage to Crystal Core on Normal difficulty or higher without using any Laser weapons (Use the emulator challenge indicator as reference)
  20. Light-Speed Battle X - Big Core MK II 10
    Quickly turn Big Core MK II's bottom core red on Normal difficulty or higher without using any Laser weapons (Use the emulator challenge indicator as reference)
  21. Light-Speed Battle XI - Covered Core 10
    Quickly turn Covered Core's core red on Normal difficulty or higher without using any Laser weapons (Use the emulator challenge indicator as reference)
  22. Light-Speed Battle XII - Dellinger Core 10
    Quickly turn Dellinger Core's core red on Normal difficulty or higher without using any Laser weapons (Use the emulator challenge indicator as reference)
  23. Light-Speed Battle XIII - Disrupt 10
    Quickly turn Disrupt's cores red on Normal difficulty or higher without using any Laser weapons (Use the emulator challenge indicator as reference)
  24. Light-Speed Battle XIV - Shadow Gear MK II 10
    Quickly deal heavy damage to the Shadow Gear MK IIs on Normal difficulty or higher without using any Laser weapons (Use the emulator challenge indicator as reference)
  25. Light-Speed Battle XV - Bacterian 10
    Quickly deal heavy damage to Bacterian on Normal difficulty or higher without using any Laser weapons (Use the emulator challenge indicator as reference)
  26. Galactic Hunter I - Sand Dragon 4
    Destroy 3 Sand Dragons in Stage 1 on Normal difficulty or higher
  27. Galactic Hunter II - Hatch 5
    Destroy 24 Hatches in the first 4 stages on Normal difficulty or higher
  28. Galactic Hunter III - Iron Maiden 5
    Destroy 24 Iron Maidens in Stage 3 on Normal difficulty or higher
  29. Galactic Hunter IV - Moai 10
    Destroy 50 Moai in Stage 4 on Normal difficulty or higher
  30. Galactic Hunter V - Baos 5
    Destroy 6 Baos in Stage 6 on Normal difficulty or higher
  31. Galactic Hunter VI - Red Grazia 5
    Destroy 50 Red Grazias in Stage 7 on Normal difficulty or higher
  32. Galactic Hunter VII - Zub 10
    Destroy 45 Zubs in Stage 8 on Normal difficulty or higher
  33. Galactic Hunter VIII - Hatch 10
    Destroy 6 Hatches in Stage 9 on Normal difficulty or higher
  34. Galactic Hunter IX - Garmaid 10
    Destroy 7 Garmaids and their remains in Stage 9 on Normal difficulty or higher
  35. Galactic Hunter X - Goal 10
    Destroy 10 Goals in Stage 10 on Normal difficulty or higher
  36. Lucky Zone I - Mean Greens 10
    Collect 3 1-Ups in the first bonus stage on Normal difficulty or higher
  37. Lucky Zone I - Mellow Yellows 10
    Collect 35 score items in the first bonus stage on Normal difficulty or higher
  38. Lucky Zone II - Mean Greens 10
    Collect 3 1-Ups in the second bonus stage on Normal difficulty or higher
  39. Lucky Zone II - Mellow Yellows 10
    Collect 30 score items in the second bonus stage on Normal difficulty or higher
  40. Lucky Zone III - Mean Greens 10
    Collect 3 1-Ups in the third bonus stage on Normal difficulty or higher
  41. Lucky Zone III - Mellow Yellows 10
    Collect 40 score items in the third bonus stage on Normal difficulty or higher
  42. Lucky Zone IV - Mean Greens 10
    Collect 3 1-Ups in the fourth bonus stage on Normal difficulty or higher
  43. Lucky Zone IV - Mellow Yellows 10
    Collect 30 score items in the fourth bonus stage on Normal difficulty or higher
  44. Lucky Zone V - Mean Greens 10
    Collect 2 1-Ups in the fifth bonus stage on Normal difficulty or higher
  45. Lucky Zone V - Mellow Yellows 10
    Collect 35 score items in the fifth bonus stage on Normal difficulty or higher
  46. Konami's Half-off Special 25
    Have 15 lives on Normal difficulty or higher
  47. Lucrative Pilot 25
    Score 500,000 points before the end of the first loop on Normal difficulty or higher
  48. Capsule Crusher 10
    Collect 250 power-ups in a single playthrough on Normal difficulty or higher
  49. Unlucky Zone 10
    Beat the game on Normal difficulty or higher without entering any bonus stages
  50. Fuel Conservation 25
    Clear the first 4 stages on Normal difficulty or higher without using any Speed Ups
  51. Bacterian's Back! 50
    Beat the second loop on Normal difficulty or higher
  52. Leaving Lasers Behind 25
    Beat the game on Normal difficulty or higher without using any Laser weapons
  53. A Long and Lonely Trip 50
    Beat the game on Normal difficulty or higher without using any Options
  54. From Legend to Myth 25
    Beat the game on Hard difficulty or higher
  55. A Victory to Defy Grammar 50
    Beat the game on Arcade difficulty
  56. The Ace of Space 25
    Beat the game on Normal difficulty or higher without using any continues

Achievement names, descriptions and badges are the work of the RetroAchievements community. View this set on RetroAchievements

RELEASES 5 systems

System
Platform
Year
Notes
ARC
Arcade
1989
Original release
SFC
Super Famicom / SNES
1990
WII
Wii
2007
PS4
PlayStation 4
2020
NSW
Nintendo Switch
2020

IN PRINT

GAME DATA

Orientation
Horizontal
Players
2
Loops
Yes
Series
Gradius

SOURCES

Wikipedia, CC BY-SA 4.0
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