Unused Graphics#
Power-Ups#
There are eight Edit Mode icons in the game's ROM for power-ups that were cut, some of which previously appeared on the spin-off games. Unfortunately, none of them seem to have been properly coded, so the icons are all that's left of them.
Power-Up |
Previous Games |
Notes |
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Missile-type |
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Salamander (MSX) |
Would home in on enemies, naturally. This is the only scrapped power-up that has unique graphics in the ROM: |
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N/A |
This would drop floating mines behind the player ship instead of missiles. A similar concept was used ten years later in Gradius IV. |
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Double-type |
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N/A |
Standard three-way shot. This could've been an early version of the Spread Gun (which can be upgraded to a three-way shot) or an entirely different power-up. Since there's no telling exactly how this power-up would work, an icon can't be properly constructed. |
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Option-type |
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Nemesis 3 (MSX) |
Options would surround the ship in an arrow formation. This was later implemented in the SNES port. There don't seem to be any graphics for this icon left in the game besides the name of the power-up. |
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Nemesis 2 (MSX) |
This would make Options rotate counterclockwise around the ship. Another power-up that made its way into the SNES version. |
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?-type |
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N/A |
The shield in the icon looks larger than the normal Force Field graphic. Maybe you'd be able to stack multiple fields? |
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N/A |
The last cut power-up that was later added to the SNES port. The shields rotate. Whoa. |
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N/A |
An interesting concept that never made it to any Gradius game: these Shields would actively home in on and destroy enemy bullets. |
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Enemies#
New Enemies
This design is used in-game, but the used version lazily spins and floats around the screen. This unused variant looks like it would actually go after the player. |
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Again, this design is used, but the version used in the final game flips horizontally, not vertically. |
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A typical vertically-flipping enemy design. |
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There's an enemy in the final game that flies in from the right, opens up to shoot at the player, then flies away. This looks like a similar enemy, but it would just start floating around instead of firing anything. |
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Very similar to a used enemy; the only notable difference is that the bullet hatch splits open instead of retracting. |
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This looks like an organic version of the ubiquitous Ducker enemies. This design actually appears in the ROM of Salamander, minus the shooting animation, but it wasn't used there either! These sprites date all the way back to the original Gradius's development. |
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This scrapped enemy design starts out looking like a bullet before transforming into a ship. Kinda cool. |
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This is stored in the ROM right next to the large enemies that give the player power-up capsules before the boss rush starts, so it might've been an alternate design for those enemies. If so, it seems like this design wouldn't have been able to shoot diagonally. |
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In the final game, there are two different enemies that come out of the silver hatches in the final stage. This third enemy design didn't make the cut. |
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Having a relatively impressive 18-frame animation count wasn't enough to keep this spider beetle-looking thing in the final version. |
Used |
Unused |
|---|---|
A new design for the "Zub" enemies that appear in large numbers on the last stage. The final game reuses the design from Gradius II.
Returning Enemies
Enemies from previous Gradius games and spin-offs. Most of the graphics are ripped directly from those games, and it's not clear whether or not they were actually intended to be used in the game. The only exception is the small Moai head from the Japanese Life Force re-release of Salamander, which has new graphics and was probably meant to appear somewhere in the game proper.
Enemy |
Name |
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Gradius |
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Rugal |
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Fan |
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Beans |
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Iron Maiden |
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Salamander / Life Force (US) |
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Phalanx |
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Swarm |
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Beruberumu |
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Drum |
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Thunder Mu |
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Iron Maiden |
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Amka Kemdomira |
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Fire Geist |
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Life Force (JP) |
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Spined Moai |
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Sampling |
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Gradius II |
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Rgolist |
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Carst Ducker |
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Death Mole |
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Urolist |
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Other#
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In-game |
Full |
|---|---|
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The title screen image is 320×240 pixels, but the game's resolution is 320×224, so the last 16 lines of the image get cut off.
The blue screen-clearing power capsules seen in previous Gradius games are conspicuously absent in this one. They did make it into the SNES port, albeit as a palette swap of the power-up capsules instead of having a separate design.
Two unused enemy hatch designs, both of which have the same retractable base.
Two unused rock designs for use in Stage 3's underground section. Even though there are three different designs, the final game only uses one of them. Kind of a waste, eh?
Small and large boulders, likely meant to be used in Stage 3's digging section. Even though they both have special falling animations, the final game still uses the same rock design used everywhere else in the stage, which isn't even animated!
Rock pillars of varying thickness. Could have made good obstacles in the underground section. Maybe they could have dropped down from the ceiling or jutted up from the floor or something? No such luck, though.
Small and large vines shriveling up, which would have been used after the Choking Weed boss is defeated. In the actual game, those vines just explode like everything else does.
A whole mess of non-cubical crystals, one of which housing what looks like a 12-sided die. These are the remnants of a scrapped boss fight from the AM Show version, which appeared at the end of the Crystal Maze following the infamous "flying big crystal cubes" section that bookends the stage in the final game. The palette for the 12-sided die is still loaded during this segment as well!
The ships from the first Gradius and Salamander are in the ROM. The Gradius ship uses the default ship palette, while the Salamander ship actually has a custom palette loading during the Salamander stage (palette 16) that's not used by any other object in the game.
It's plausible that in the Gradius and Salamander stages, those ships would be used in place of this game's standard Vic Viper design. It would certainly explain why the player loses all of their power-ups after being transported to either stage.
The volcanic rocks used in the previous Gradius games. Uses palette 1B in the Gradius stage, which, again, isn't used by any other object. The developers might have originally planned to keep the volcanic eruption that prefaced the Big Core boss fight in the first game.
Small and large blue plasma balls in the same style as the energy balls shot out by Bacterion at the end of the game. Purpose unknown.
A strange metal disc. No clue on this one, and that's probably not even the correct palette. Weird.
These filler tiles are in the Cell stage tileset. アキ means "empty".
In the international releases of the previous Gradius games, the "Option" power-up was called "Multiple". Since this game was never released in Europe or North America, this graphic was never used. Oddly enough, though, this game's announcer always only says Multiple when selecting the power-up.
High Score numbers from Gradius and Gradius II, respectively. Gradius III has its own, larger font that it uses for the High Score table, making these graphics superfluous.
In Gradius II, players could enter their gender and age in the High Score table. This feature was taken out in this game, which instead uses the differently-gendered heads and horoscope icons from the first Gradius, but the differently-aged heads from Gradius II are still in the ROM.
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Used |
Unused |
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This lion enemy is used in Stage 1, the Desert level. However, Stage 7, the Fire stage, has an unused palette that matches up with the lion design perfectly. Considering that the dragon enemy is used in both Stage 1 and Stage 7, they might have planned to reuse this enemy as well.
While the Crystal Maze stage in the final game only uses blue crystal cubes (seen on the bottom right), there are palettes for at least four other colors: green, purple, yellow, and gray. The cubes on the left are the sprite-based cubes, while the cubes on the right are the tile-based cubes.
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In-game |
Unused |
|---|---|
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The small vines that the Choking Weed sucks up actually use the wrong palette! Palette 1D is used by the Choking Weed's bulb, while palette 1E is totally unused in-game and fits the vine graphic a lot better.
Unused Music#
The IDs listed here are internal track IDs and don't match up to the ones used in the game's sound test.
ID |
Track |
Notes |
|---|---|---|
90 |
This is the dogfight theme from the original Gradius. In the actual game, the Gradius stage starts right after the dogfight section of the original Stage 1, so this is never used. |
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94 |
This is the track from the High Speed stage in Gradius II, but updated with this game's instruments. There was originally going to be a High Speed stage where the path was created by debris and other junk flying at you as you went along; this idea developed into the Crystal Maze stage seen in the final game. A High Speed stage was added in the SNES version, but based on the one from Gradius II, and with its own music. |
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A1 |
The original ranking theme. According to the game's sound director, this was rejected for being "too short and too bright." |
Regional Differences#
For a long time, there were three distinct versions of Gradius III (excluding the Split set): The Japanese version (known as version S), the Asian version and the World version (known as version R).
However, with the arrival of MAME 0.274, another Japanese version (known as Japan, version 3, newer) was found and dumped into the ROMset. Assuming by the newer, this is intended to be a revised version of the original version S, with some (minor or major) fixes. Curiously, this version was seen first in the Arcade Archives release.
Initially, the parent ROM in MAME was the Japanese version and the World and Asian version were clones of it. However, this was later changed with the World version becoming the parent ROM and the Japanese one a clone.
Intro#
The Japanese versions go through a pictorial history of the Gradius series (the arcade games, anyway) before transitioning to this game's title screen image. In other versions, the intro remains the game's title image the whole time, but the sequence is the same length, leading to an odd experience in non-Japanese sets where the game just stays on a static image for almost a minute before the music ends.
Title Screen#
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Japan/Asia |
World |
|---|---|
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World sets remove the game's subtitle, 伝説から神話ヘ ("From Legend to Myth").
Beginner Course#
Select Difficulty |
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Technical |
The Japanese sets have an additional mode selection before the Weapon Select screen. The option on the left is the normal game, while the option on the right is a special Beginner mode that ends after Stage 3. Apart from the limited stages to be played, players gradually lose whatever power-up they have equipped with each death as opposed to the series' traditional die-and-have-nothing that is also present in the Normal mode: first, the players lose all their "Option" orbs, and then the rest of the power-ups that preface that one in the meter (Laser, Double, Missile, and Speedup). Also the power-up slot placement will remain in the same spot if you die, rather than resetting back to Speedup.
Despite the fact that non-Japanese versions don't have this selection and the player is thrown into the full game directly, the gradual power-up losing routine and no-reset slot placement from the Japanese version's Beginner mode is present in them and is in it throughout the whole game, making them the slightly (big emphasis on that word) easier versions of this game.
You've cleared the beginner course.
But the world of Gradius is much more
than just that. Now try challenging
yourself with the technical course!!
We pray for your success...
After defeating the boss of Stage 3, the special message above appears.
(Translation: Bast)
(Source: Original TCRF research)
Revisional Differences#
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To do: |
Title Screen#
The revised Japanese version fixes a bug present in the other versions, where the game keeps saying "PLEASE DEPOSIT COIN" on the title screen despite credits being inserted. It now correctly displays "PRESS START 1 PLAYER ONLY/1 OR 2 PLAYERS".
Ex. Stages#
Getting hit by Bacterion's plasma balls sends the player to one of the two Extra Stages (Gradius and Salamander). The lowest ball sends to Gradius stage, the highest one sends to Salamander stage and the middle one sends to either of them at random. After beating Extra Stage, the player returns to the beginning of Bacterion's organic corridor. In the old Japanese version this cycle can be repeated an unlimited number of times. In the revised Japanese version the player can beat Extra Stages only once. After beating one Extra Stage all 3 plasma balls send the player to another stage that has not yet been beaten. After beating both Extra Stages Bacterion won't shoot plasma balls anymore.
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The Gradius series | |
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Arcade |
Nemesis • Vulcan Venture • Gradius III • Solar Assault • Gradius IV: Fukkatsu |
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NES |
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MSX |
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PC-88, Sharp X1 |
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ZX Spectrum |
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SNES |
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Game Boy |
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Sharp X68000 |
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Sega Saturn |
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PlayStation |
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Game Boy Advance |
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J2ME, BREW |
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PlayStation 2 |
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WiiWare |
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Salamander | |
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Arcade |
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NES |
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Related Games | |
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Arcade |
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See Also | |