Gradius (1986)

Konami

Port of Gradius

Arcade · Family Computer · Nintendo 3DS · Nintendo Entertainment System · Wii · Wii U

3.00 from 2 ratings

6 members have it in their collection · 1 backlogged

How long? Main story 2h (from 1 logged playthrough)

The NES port of Gradius.
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Details

Developers
Konami
Publishers
Konami
Genres
Shooter
Themes
Action, Science fiction
Franchises
Gradius
Series
Gradius

Release dates

  • Apr 25, 1986 (Full Release) (Japan) Family Computer
  • Dec 13, 1986 (Full Release) (North_America) Nintendo Entertainment System
  • 1986 (Full Release) (Worldwide) Arcade
  • Nov 30, 1988 (Full Release) (Europe) Nintendo Entertainment System
  • Dec 02, 2006 (Full Release) (Japan) Wii
  • Jan 08, 2007 (Full Release) (North_America) Wii
  • Feb 02, 2007 (Full Release) (Europe) Wii
  • Feb 02, 2007 (Full Release) (Australia) Wii
  • Oct 18, 2012 (Full Release) (North_America) Nintendo 3DS
  • Jan 09, 2014 (Full Release) (North_America) Wii U
  • Feb 02, 2017 (Full Release) (Europe) Wii U

Also available on

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Rating distribution

5 stars
0
4 stars
0
3 stars
2
2 stars
0
1 star
0
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Community All Reviews Statuses

Chovus

Status Chovus May 10, 2026

Beat on slow motion. Been a long time since I played the SNES 3 so I forgot how the upgrade system worked. This meant I skipped much needed speed upgrades from the 1st few power ups, instead getting the 45 degree double shot. Afterwards though I got my speed up, then the floor crawling missile, then the 2 options and …

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Beat on slow motion. Been a long time since I played the SNES 3 so I forgot how the upgrade system worked. This meant I skipped much needed speed upgrades from the 1st few power ups, instead getting the 45 degree double shot. Afterwards though I got my speed up, then the floor crawling missile, then the 2 options and finally the shield. The laser and double shot were mutually exclusive, and I figured the extra angles were more useful than the laser. I kept the power up bar at the end for replacement shields but that made me have to dodge pickups like they were mines. It would have been better if the bar stayed at the end even with more pickups, or at least let me refresh the shield before it is completely destroyed. The stage design was not that good. Every stage started off easy in space but soon went into tight quarters where it was very difficult to avoid crashing or getting hit. The volcanoes were a massive difficulty spike early on. It was ridiculous dodging those projectiles and I had to hard core save state scum. This was not fun. The 2nd volcano late on was easy though because I was fully powered up and just sat in the corner spamming shots. It helped that this volcano was upside down so my 45 degree shot did a lot of work. There was a lot of slow down when a lot of stuff was on screen and the bosses repeated too much. The 1st boss was in almost every stage with only 2 or so different bosses, so this was very lackluster design. There was also not much too the boss mechanics. Then the final boss was a door that could not be destroyed. I had to load the save state from the previous boss and do the final stage all over, then make sure to bee line through the door while it was near the far right of the screen. This was impossibly cheap, like how would you ever know to rush through the door before it even got close to the center of the screen. It closed way too fast. Then the final boss was not even a fight, just a helpless thing to shoot with no audiovisual feedback that I was even doing anything.

6.8/10

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