Garudius 95

Garudius '95 is a Gradius dōjin game made by CO2 for the PC-98. It is in the style of Gradius III as it has the same music and has weapon selection, but is a drastically different game featuring different levels and weapons. This game is also (possibly) the sequel to Gradius '93. Garudius '95 - made by same folks as above, (mostly) brand new game for PC98, pretty good Haradius - MSX2 doujin game Manbow 2 - MSX2 homebrew, sequel to Space Manbow, relatively recent (2006) Manesis '99 Kai - Windows game in style of MSX games Maridius - Windows Gradius/Super Mario crossover G-Type - R-Type/Gradius hybrid, Windows Teyande! Garudimimus (meaning 'Garuda mimic') is a genus of ornithomimosaur that lived in Asia during the Late Cretaceous.The genus is known from a single specimen found in 1981 by a Soviet-Mongolian expedition in the Bayan Shireh Formation and formally described in the same year by Rinchen Barsbold; the only species is Garudimimus brevipes.Several interpretations about the anatomical traits of. G-Type is a freeware shooter game created by CnC Darkside for Windows 9x. It is a fusion of R-Type and Gradius with a little Darius thrown in. The year is 2525. It is a time of war.

KiiRA

Garudeus was formed because like a lot of day-to-day commuters and travelers, we were fed up with road traffic delays.
That is why we are building the best first compact single person, electric-gasoline hybrid, and safe personal-air VTOL vehicle: KiiRA.
KiiRA is the world’s first compact reverse trike-hexacopter. Our patent-pending design transforms KiiRA between a sexy personal flyer and a sleek road-worthy car.
With KiiRA, anyone can go anywhere by air or by land. Anytime.

A rather obvious rip of the Gradius series of games, it features an almost-identical combat system, but different levels. It seems to handle sluggishly onthe emulators, and like Kemesis the missile fire button is separate from the primary trigger.

TECHNOLOGY

SAFETY

KiiRA is designed with safety as our highest priority. Fitted with triple-modular redundant flight systems, integrated switching systems, trackable navigation, and manual safety measures, KiiRA can seamlessly switch between road and flight modes – taking to them confidently.

MULTICOPTER with TILTROTOR

Designed for rapid VTOL (Vertical Take-Off-and Landing) and high endurance (long range) flight.

ELECTRIC CAR

Designed for long distance road travel.

DRIVE BY WIRE SYSTEM

Fitted with hub motor and electronic power steering controlled by drive controller software, KiiRA can drive on the roads with utmost ease.

FLY BY WIRE SYSTEM

Uses the most advanced electric engines for multicopter with automated flight controller software.

ROBOTICS

LKiiRA’s robotics efficiently handles drive and flight modes, as well as facilitate compaction and safety.

HYBRID POWER

Uses a state-of-the-art power generation unit consisting of Internal combustion and DC generator which harmonizes with Lithium Polymer battery-pack, all managed by smart power management system.

INTEGRATED CONTROL AND NAVIGATION

Single User Interface that integrates automobile controls and avionics. Single software to integrate fly-by-wire, drive-by-wire, robotics, and power management systems

DESCRIPTION

Single seat
PAV (Personal Aerial Vehicle)
VTOL (Vertical Take-Off and Landing)
Foldable multicopter with tiltrotor
Hybrid powerplant, full electric propulsion

CLASSIFICATION

Experimental Aircraft (FAA*)
Electric MotorcycleExperimental Aircraft (FAA*)
Electric Motorcycle

CONTROLS

Driving Wheel and Joystick, fly-by-wire electrical controls, drive-by-wire controls

NAVIGATION

Single integrated automotive and avionic controls

TRANSFORMATION

Full transformation into flight mode in less than 1 minute

STRUCTURE
Fuselage: Epoxy-impregnated carbon fiber, Acrylic Canopy
Garudius 95 downloadGarudius
LANDING SURFACES

Concrete, Ashpalt, Grass, snow, ice

SAFETY
Triple-modular redundancy
Occupant Restraint Systems – Load limiting seat belts, Airbags (optional)
Garudius 95
6 fixed propulsion units
OPERATING CONDITIONS

25 mph max wind (take-off and landing)
-20 to 50 °C (-4 to 122 °F) temperature range
Rain25 mph max wind (take-off and landing)
-20 to 50 °C (-4 to 122 °F) temperature range
Rain

OPERATOR

Up to 198 cm (6 ft 6 in) / 113 kg (250 lbs)Up to 198 cm (6 ft 6 in) / 113 kg (250 lbs)

SIZE
3 ft 6 in wide (with collapsed rotors) / 8 ft 6 in (with open rotors)
5 ft 4 in high
FUEL
Gasoline 20.8 l (5.5 gal)
CHARGING
120 V / 15 A20% – 100% : 7.4 hrs
240 V / 50 A20% – 100%: 67 mins
RANGE

96km (60 miles) (@Operator of 95 kg / 210 lb)

STATIC THRUST

Gradius 95 Download

600kg (1,320 lbs)

PERFORMANCE
@Max Take-off Weight
Max altitude1524 m (5000 ft)
Max. climb rate1000 fpm
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Posted: Mon Sep 21, 2020 3:46 pm


Joined: 18 Jun 2012
Posts: 4080
Location: Chicago, IL
I have to chuckle at that last ad calling Gradius II a Gradius clone to beat all Gradius clones. Uh... wuh?
The famicom port does indeed look impressive, as is expected of Konami's home-porting prowess back in the day.
I've also put in a few credits of Sexy Parodius as I've sort of gotten cold on Jikkyo (see above). I used to credit feed it all the time for fun, but going for a 1cc is a whole new experience. This game is brutal starting in stage 2, imo. I've settled on Ivan the Penguin, whose badass army jacket and fierce demeanor were about as influential for a pick as his extremely versatile bounding ricochet shot.
I don't know yet if his Metal Ivan shield substitute is actually a shield or not; it's hard to tell in the visual clutter of the bath house stage.
The farthest I've made it right now is stage 3's boss. A load of bullshit she is with that head spinning attack.
I also have a confession to make with these Parodius games. I'm playing on non-arcade defaults! Let me explain. I've turned off Roulette. It's an awful mechanic and I don't know why it persisted throughout the games. They must have even hated it since you can turn it off in the options. You try playing Sexy's stage 2 SPEED STAGE with a randomly-gained roulette and be fucked out of all your speed and powerups. NO THANKS. It is not a gameplay mechanic... it's an anti-mechanic.
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Garudius 95

Posted: Mon Sep 21, 2020 6:27 pm


Joined: 28 Jun 2007
Posts: 2045
Location: Paranoia
I usually play Sexy on Auto (which doesn't have roulette power-ups) because I find the adaptive difficulty ridiculous on Manual. I haven't yet been able to figure out a way to make the difficulty manageable on Manual when the last couple of stages come around, they get absolutely brutal.
Oh and roulette power-ups in all of the Parodius games aren't actually random. They're always dropped in the same spot by the same enemies.
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Posted: Mon Sep 21, 2020 6:36 pm


Joined: 18 Jun 2012
Posts: 4080
Location: Chicago, IL
I find that very interesting! I wonder if there is a guide that lists which enemies drop roulettes. That'd be a 'game changer' for sure. Even in Sexy? There's no indication that the capsules will trigger a roulette at least appearance-wise. If they were green instead of orange... if only.
I used to play on Auto way back when I didn't know how to play gradius-style games (usually as Mambo for his wide coverage). I didn't know or realize it made a difference with rank. I almost don't believe you!
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Posted: Thu Sep 24, 2020 6:13 pm


Joined: 17 Oct 2007
Posts: 77
Location: Fairfax VA USA
what are you guys opinions on Garudius 95 for pc-98
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Posted: Thu Sep 24, 2020 6:31 pm


Joined: 27 Jan 2005
Posts: 1107
Location: Finland
This thread made me want to go back at Gradius 2 again on my PSX + arcade tank stick, for the sake of all the memories.
I can't believe that I once was able to get onto 2-2. Now I can go pretty much to the gunwall, and then I'm getting slapped. Looking at playthrough videos, everyone uses the safe spot on the bottom right screen just front of the hatch, but I wonder if you can recover from that part. The checkpoint is really heavy.
Another point worth cringing + chuckling is the highscore table, where you put up your age and the player picture will decay as it gets older.. now I've been saving high scores on memory card since 1997, when I was 23, so now my highscore table is filled with entries from age range of 23-46.. seeing my decay on that high score table is kinda eerie


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Posted: Thu Sep 24, 2020 7:58 pm


Joined: 27 Jan 2005
Posts: 1107
Location: Finland
..and just when I said how I can't imagine ever playing to 2-2 in Gradius 2, I just did reach 2-2.. first time since nineties I guess.
I had totally forgotten how much fun the second loop is. Real top speed shooting bliss.
I also remember playing Gradius III to death with my Snes back in the day. Finally when I managed to clear the hardest difficulty (which was hidden) the game said: 'I give up. Your application: Technical Monkey'.
Gradius must be the series I love most, or at least the series I get the most nostalgic kicks on.


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Posted: Mon Sep 28, 2020 1:52 am


Joined: 09 Sep 2007
Posts: 251
Co-op Gokujyou Parodius
https://www.youtube.com/watch?v=jmj8h6bqBLs


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Posted: Mon Sep 28, 2020 7:48 pm


Joined: 27 Jan 2005
Posts: 1107
Location: Finland
This is a joyful day! First time in my life, I was able to 1CC - NO MISS Gradius 2 arcade version
Second loop was sheer brutality, though


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Posted: Mon Sep 28, 2020 8:02 pm


Joined: 10 May 2007
Posts: 13575
Location: COLONY
Congrats, that one's an essential! Lovely pic too!
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Posted: Tue Sep 29, 2020 3:09 am


Joined: 05 Aug 2020
Posts: 192
With III announced for ACA, how does it differ from the SNES version? I've only played the home version and I love it, slowdown, flicker and all.


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Posted: Tue Sep 29, 2020 7:11 am


Joined: 27 Jan 2005
Posts: 1107
Location: Finland
Congrats, that one's an essential! Lovely pic too!

Thanks! And it's the CRT tv magic, old games look so much better on tube telly.
With III announced for ACA, how does it differ from the SNES version? I've only played the home version and I love it, slowdown, flicker and all.

Arcade version is far more difficult, it has 3rd person perspective flying sections which can result to instant death = lose powerups, and sadistic 'tetris' stage that took ages for me to complete.
Snes version on the other hand feels more fair, balanced and polished, and the much-hated flying parts and tetris stage are thankfully omitted, as even the developers regretted putting them in the arcade version.. but it also has hidden difficulty levels for extra challenge. While there are people here who like the challenge of the arcade version, I belong to those who think that the Snes version is far superior.


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Posted: Tue Sep 29, 2020 1:44 pm


Joined: 05 Aug 2020
Posts: 192
With III announced for ACA, how does it differ from the SNES version? I've only played the home version and I love it, slowdown, flicker and all.

Arcade version is far more difficult, it has 3rd person perspective flying sections which can result to instant death = lose powerups, and sadistic 'tetris' stage that took ages for me to complete.
Snes version on the other hand feels more fair, balanced and polished, and the much-hated flying parts and tetris stage are thankfully omitted, as even the developers regretted putting them in the arcade version.. but it also has hidden difficulty levels for extra challenge. While there are people here who like the challenge of the arcade version, I belong to those who think that the Snes version is far superior.[/quote]
Thanks, maybe I'll pass on that one then. Now that I think of it, I did have the PSP Gradius collection and it's on there, but it left no particular impression (such that I forgot I'd even played it). I've been thinking of tracking down a Super Famicom anyway, maybe I'll just pick the game up on that.


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Posted: Thu Oct 22, 2020 10:27 am


Joined: 27 Jan 2005
Posts: 1107
Location: Finland
Gradius related:
My friend did rather nice 3D image based on the Gradius cover art (sans some scrambled laser beams), which I shared on the FB Gradius group
Edit: you can download different VR versions from this google drive folder


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Garudius 95 Download

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