Gradius (aka Nemesis) Arcade Retro Review
Introduction to Gradius
Few games have left as lasting an impact on the shoot ’em up (shmup) genre as Gradius. Released by Konami in 1985, this arcade classic redefined side-scrolling shooters with its innovative power-up system, intense difficulty, and unforgettable soundtrack. It spawned multiple sequels, and was released on multiple home consoles and computers, with and it’s famous NES / Famicom conversion selling over a million copies. The NES version was also the origin of the famous “Konami Code”, one of the first ever documented cheat codes in a video game.

In this retrospective, we’ll explore the history of Gradius, its gameplay innovations, cultural impact, various ports and arcade cabinets, and the lasting legacy of the franchise. We’ll also take a deep dive into the influence it had on later games, including those outside the shmup genre.
The Birth of Gradius
In the early 1980s, arcade gaming was booming. Konami, already a major player in the industry, sought to create a shooter that stood out from the crowd. Their answer was Gradius, originally released as Nemesis in some regions.
The game’s development was led by Hiroyasu Machiguchi, who, in his first public game project, aimed to create a shooter that could surpass Namco’s Xevious. Originally intended as a sequel to Konami’s Scramble (1981) and titled “Scramble 2,” the project evolved into Gradius as the team sought to innovate beyond existing titles. Machiguchi emphasized the desire to provide players with freedom in weapon selection, leading to the creation of the game’s distinctive power-up system. This system was inspired by the function keys on a keyboard, allowing players to choose their upgrades strategically. The inclusion of Moai statues as enemies was a deliberate choice to infuse a sense of mystery into the game, akin to the Nazca lines in Xevious.
The development process, spanning about a year, was filled with experimentation and refinement, with the team testing over 20 different movement patterns for the Option satellites before finalizing their behavior. Machiguchi and his team drew inspiration from science fiction films like Star Wars: A New Hope and Lensman, with the latter influencing the design of the Laser weapon in the game an innovative power-up system that let players customize their ship’s abilities. This added a new layer of strategy to the genre and helped Gradius establish itself as one of the most important arcade games of its era.
Upon its release, Gradius was met with critical acclaim. Players were drawn in by its smooth scrolling backgrounds, creative enemy designs, and an adaptive difficulty system that ensured a challenge for newcomers and arcade veterans alike. The game’s success in Japan led to a rapid expansion into North American and European markets.
Arcade Cabinet Versions and Regional Variations
Japanese Cabinets
In Japan, Gradius was released in a standard upright arcade cabinet featuring the game’s iconic artwork, with the Vic Viper spacecraft prominently displayed. The control panel used Konami’s signature joystick and button layout, designed for precise control—a necessity given the game’s punishing difficulty. The side panels featured colorful illustrations of the game’s enemies and power-up system, drawing players into its sci-fi universe.
North American Cabinets
For the North American market, Konami partnered with Centuri to distribute Gradius under the Nemesis name. The American cabinets featured a more subdued design compared to their Japanese counterparts, with a darker color scheme and a focus on bold typography. Many units were housed in generic Centuri cabinets, repurposed from previous arcade releases, which resulted in variations in side panel art and even different control layouts depending on the arcade operator.
European Cabinets
In Europe, Gradius was distributed by Konami themselves and, in some cases, licensed to other companies. The cabinets closely resembled the Japanese versions but sometimes featured alternate artwork with localized text. Some operators installed Gradius in converted cabinets originally used for other Konami titles, leading to multiple visual styles across different regions. In some cases, Gradius arcade boards were installed in cocktail cabinets used in bars and cafés, catering to a more casual gaming audience.
Cocktail Table Variants and Home Arcade Releases
In addition to the standard upright cabinets, Konami also produced cocktail table versions of Gradius for uarcades and bars. These units featured a horizontal screen and dual control panels, allowing players to take turns rather than playing simultaneously. Due to their rarity, these versions are highly sought after by collectors today.
Gameplay Innovations and Mechanics
The Power-Up System
One of Gradius‘s most defining features is its innovative power-up system. Players collect power-up capsules that fill a meter at the bottom of the screen. By strategically selecting upgrades, players can enhance their ship, the Vic Viper, with speed boosts, missiles, lasers, shields, and the iconic Options – small drones that replicate the player’s attacks.

This level of customization was nearly unheard of at the time and allowed skilled players to optimize their loadout for different situations. The risk-reward element of holding onto power-up capsules versus using them immediately added an additional layer of depth to the gameplay.
Checkpoint-Based Respawn System
Unlike many other shooters where players respawn immediately after death, Gradius uses a checkpoint-based system. This means that upon losing a life, players must restart from a predetermined checkpoint, often without their previous power-ups, making survival much more challenging.
Memorable Enemy Patterns and Boss Fights
From the Moai statues (inspired by Easter Island) to massive mechanical bosses, Gradius is filled with unique enemies that require precise movement and quick reflexes to defeat. The game’s difficulty curve is notorious, demanding both skill and strategy from players.
Deep dive into Gradius Levels
Level 1: Volcanic Cavern
A fiery world filled with erupting volcanoes that spew debris. Early waves of aliens leave power-ups, which must be used to add SPEED (for mobility) and LASER (for destructive power). The boss, Big Core, must be destroyed by shooting through defensive layers to get to the centre.
Tip: Once lasers and missiles have been added, focus on OPTION to increase the number of trailing ship pieces

Level 2: Stonehenge
Back out in space, the screen is filled with stone structures that are partially filled with blobs that can be shot away to create a path through. The stone platforms allow enemy guns and ship bases to be mounted, flooding the screen with bullets and fighters.
Tip: Shoot as many of the pink blobs as you can to clear a path and avoid being trapped in a dead-end.

Level 3: Moai Ruins
A mysterious, alien landscape covered in giant Moai heads that shoot deadly rings. The rings can be destroyed by shooting, but the Moai heads can only be destroyed by a direct hit in the mouth, which only opens to fire rings. The end of level boss is another Big Core.
Tip: use missiles to destroy Moai heads that face forwards, and lasers when they face backwards

Level 4: Inverted Base
An upside-down version of the first volcano stage, with enemy’s attacking from above and below, and mountains spewing lava. The lava follows reverse gravity making it tricky to work out where the rocks will fall (or rather rise).
The boss level at the end of the stage features multiple mini-bosses called Iron Maiden, launching from fixed bases.

Level 5: Tentacle
A surreal level set in open space featuring organic enemies with pulsating tendrils that shoot at you. To destroy the creatures, shoot off their tentacles by aiming for the weak spot in the middle, and then then the pink blobs. The pink blobs take quite a few hits before they finally shrink and expire. The boss is yet another Big Core, supported by alien blobs which must be avoided.
Tip: Prioritize shooting the tentacles before the blobs to reduce the amount of bullets on screen at once.

Level 6: Biological Level
The next level continues the biological theme with platforms made of webs which need to be shot away to make progress. The level also features enemy amoebas that need to be destroyed before they expand and home in on you.
Tip: Concentrate your lasers and options to fire in a single powerful blast to take out the tentacle covered end of level boss.

Level 7: Final Fortress
The last stretch is a heavily defended enemy stronghold with solid metal walls. Walls close in from above and below, requiring precise navigation, and enemies creep up from behind you resulting in some frustrating deaths. At the end of the level you must get past a number of lethal traps, culminating in a battle with tentacles defending the enemy brain.
Tip: Stay forward of the screen as much as you can to allow the walking missile launchers to progress far enough into the screen that you can then drop behind and destroy them

Graphics, Sound, and Presentation
For its time, Gradius was a visually impressive game. The detailed enemy sprites, smooth scrolling backgrounds, and vibrant color palette helped it stand out in arcades.
The soundtrack, composed by Konami’s legendary Kukeiha Club, is another highlight. The energetic, synth-driven music enhances the fast-paced gameplay and remains one of the most recognizable soundtracks in retro gaming history.
Official Ports for 80’s Consoles and Home Computers
Gradius, originally released in the arcades in 1985, has been adapted for numerous home consoles and computers, each bringing unique features to the classic game.
Nintendo Entertainment System (NES) & Famicom
The first home conversion of Gradius was released for Nintendo’s Famicom console on April 25, 1986, in Japan. Due to the hardware limitations of the Famicom, many of the level designs were simplified, and the maximum number of options that the player can upgrade to was reduced from four to two. This version added a cheat code that can be entered while the game is paused, granting the player’s ship almost all the power-ups. This code would appear again in many later Konami games on the NES and other consoles, becoming known as the Konami Code. The Famicom version sold over a million copies in Japan in 1986, underscoring its popularity.
The NES version of Gradius was released in North America in December 1986. It is the first NES game to have been released by Konami in the region, and unlike the original arcade game, the title was kept unchanged between regions. The NES version was also made available in arcades as a Nintendo VS. System board under the title of VS. Gradius and as a PlayChoice-10 cartridge. VS. Gradius was distributed to arcades by Nintendo.
MSX Home Computer
Also developed and published by Konami, the MSX version, released on July 25, 1986, in Japan and Europe (as “Nemesis”), offered exclusive content to enhance the gaming experience. This port featured an additional stage known as the “Bone Planet,” hidden bonus areas accessible through specific in-game actions, and the ability to play as the ship from Konami’s “TwinBee” if the corresponding cartridge was inserted alongside “Gradius.” These enhancements were lauded for adding depth and replayability to the game.
PC Engine
The PC Engine port, released exclusively in Japan on November 15, 1991, is notable for its fidelity to the arcade original. Developed and published by Konami, this version included an extra “Desert Planet” stage, reminiscent of the MSX’s “Bone Planet.” The port’s high-quality graphics and additional content were highlighted in period reviews, with critics noting its success in capturing the essence of the arcade experience.
Commodore 64, Amstrad CPC, and ZX Spectrum
In Europe, Gradius was ported to the Commodore 64, Amstrad CPC, and ZX Spectrum under the title Nemesis. These versions, developed by Konami and published by various regional partners, were released in 1987. While these ports faced hardware constraints, they were praised for maintaining the core gameplay mechanics and delivering a satisfying shooter experience. Reviewers commended the developers’ efforts to adapt the game faithfully within the technical limitations of each platform.




Nintendo Game Boy (1991)
Gradius made its way to the Nintendo Game Boy in 1991, bringing the arcade classic to a portable format. This version, developed and published by Konami, was released as Nemesis in Europe and Japan. While the core gameplay remained intact, the Game Boy adaptation featured reworked levels to accommodate the system’s smaller screen and lower resolution. The game also introduced exclusive stages not found in the arcade version, as well as a slightly altered weapon system. Despite the hardware limitations, Nemesis was praised for its smooth controls and faithful recreation of the Gradius experience on the go. In a review from the time, Electronic Gaming Monthly stated, “Nemesis brings the challenge of Gradius to the palm of your hands with impressive accuracy.”
Since 1995, Gradius has seen several re-releases and adaptations on modern gaming hardware.
- In 2006, Konami released the Gradius Collection for the PlayStation Portable, featuring the first four Gradius titles along with the first international release of Gradius Gaiden.
- Gradius ReBirth followed in 2008 as a WiiWare title, drawing elements from the MSX versions and setting the stage for events depicted in Gradius 2.
- In 2015, Gradius V, originally a 2004 PlayStation 2 release developed by Treasure, became available as a digital download for PlayStation 3, offering players a challenging experience with its classic 2D shooter design.
- More recently, the original Gradius arcade version was re-released on the Nintendo Switch in July 2020 as part of Hamster’s Arcade Archives series
The Influence and Legacy of Gradius
How Gradius Shaped the Shmup Genre
Gradius laid the groundwork for future shoot ’em ups by introducing key mechanics such as the power-up selection system and intricate enemy patterns. Many later shmups, including Konami’s own Salamander (a.k.a. Life Force), Parodius, and Axelay, borrowed heavily from Gradius’s formula.
The Konami Code Connection
The famous Konami Code (Up, Up, Down, Down, Left, Right, Left, Right, B, A) was first used in the NES version of Gradius. The cheat was added by developer Kazuhisa Hashimoto to facilitate testing of the game, which was deemed too difficult to play through otherwise. This cheat granted players a full set of power-ups and became one of the most famous cheat codes in gaming history, including a mention in 2012 Disney animation Wreck It Ralph.
The Expansion of the Gradius Franchise
Following the success of the original game, Konami released several arcade sequels and spin-offs, including:
- Gradius II (1988)
- Gradius III (1989)
- Gradius IV (1999)
- Gradius V (2004)
- Gradius ReBirth (2008)
Each sequel expanded on the original formula with new weapons, improved graphics, and more challenging levels.
References and Further Reading
Conclusion
The local arcade near the station where I grew up had a Gradius machine (aka Nemesis), and it was my first experience of a shooter which I had to “learn”. My previous favourites, Galaxians, Galaga, Phoenix etc. all had simple patterns and no power ups, and so were very easy to pick up and you played them more instinctively than by learning movement patterns. Although Phoenix did have a rudimentary end of level challenge, Gradius was also my fist experience of shooters with multiple bosses, that could only be beaten with regular practise and a lot of 10 pence pieces.