•
Scramble (1981) An early horizontal-scrolling shooter from which gameplay elements of the Gradius series were inspired. Although there is no canonical relationship between
Scramble and the Gradius series,
Scramble is implied to be a spiritual predecessor to the series, evident by its appearance in flashbacks during Gradius introduction sequences (
Gradius Advance).
Scramble has been ported to other platforms, including
MSX and
Commodore 64. In 2002,
Scramble appeared on
GBA as one of the titles featured in ''Konami Collector's Series: Arcade Advanced'' as well as later Konami game compilations for
PlayStation and
Nintendo DS. •
Gradius (1985) The first true Gradius game to introduce the concept of the 'weapon bar'. During the game, many enemy craft leave behind items or 'pick-ups' when destroyed that can be used to power up or modify the player's vessel. Collecting one of these will shift the selection cursor along the weapon bar at the bottom of the screen. The player can then select the weapon highlighted if they want it. The cursor then resets. In general, the more useful '
power-ups' are towards the right-hand side of the bar, so the player may decide to stock up on pick-ups until the better item is available. This innovation allowed for deeper tactics on the part of the player and for greater freedom of weapon choice rather than relying on the pre-determined power-ups common in other games in the genre. Originally released as an
arcade game, its popularity resulted in ports to the
ZX Spectrum,
Commodore 64,
NES/Famicom,
MSX,
Master System,
X68000,
Amstrad CPC and
PC Engine. More recently, ports to the
Saturn,
PlayStation, and certain mobile phones were created. (Saturn, PlayStation and computer versions are all packaged with
Gradius II as
Gradius Deluxe Pack). In addition, the NES version was re-released for
Virtual Console,
NES Classic Edition, and the PC Engine version on the
PlayStation Network. In territories outside Japan, the arcade and MSX versions of
Gradius were released under the title
Nemesis. •
Salamander/Life Force (1986) Set in the same continuity as
Gradius. The game is noteworthy for a number of reasons. Most prominently, the game switches between horizontal and vertical stages, one of the first games of its kind to do so, and it was also one of the first shoot 'em ups to include
cooperative gameplay. The first player ship is
Gradiuss own Vic Viper ship, while the second ship is the Lord British space destroyer (sometimes called the "RoadBritish") which is based on the
F-16 Fighting Falcon. Unlike
Gradius,
Salamander uses a more conventional weapons system, with enemies leaving a wide variety of distinct power-ups. The
NES version of
Salamander, called
Life Force in North America (and marketed in that region as the "
sequel" to the first
Gradius), and the
MSX version used the power meter from the
Gradius series. There also exists an arcade game named
Life Force that is identical to
Salamander released in Japanese arcades the same year, except that a
Gradius-style power meter is used instead of conventional power-up items, and the stages were recolored slightly as well as given some voiceovers to make the mission about traveling inside someone's body, rather than through space. Stages took on names such as "Kidney Zone" and "Stomach". An American release was also made, but it retained the original power-up system of
Salamander, though it was renamed as
Life Force. •
Nemesis 2 (1987) The
MSX Gradius 2 is unrelated to the second arcade
Gradius game (which used the Roman numeral "II"). Instead of controlling Vic Viper, the available ship is called "Metalion" (code name N322). Like the MSX version of
Salamander, this game also has a storyline, which is told through
cutscenes. The gameplay is mostly unchanged from the rest of the series, though there are some power-ups that temporarily give the ship some enhancements. In addition, when the
bosses are defeated, the Metalion can fly inside them before they explode, and a smaller level will start that awards weapon upgrades when finished without dying, depending on the speed at which the boss was defeated. In the same year,
Zemina released a version for the Korean
Master System. This version was ported to the
X68000 computer under the name ''Nemesis '90 Kai
, with a number of graphical and aural enhancements. A graphically enhanced version with smooth scrolling appeared in the Japan-exclusive PSP Salamander Portable'' collection. •
Gradius II (1988) Bearing no relation to the MSX game titled
Gradius 2,
Gradius II is the
chronological sequel to
Gradius. The game did not see a North American release until 2006 as part of the
PlayStation Portable title
Gradius Collection. On November 12, 2020, it was released on the
Nintendo Switch as part of Hamster's Arcade Archives series. It was released as
Vulcan Venture in territories outside Japan. •
Nemesis 3: The Eve of Destruction (1988) The fourth game of the series to be released for the MSX platform. "Gofer no Yabō" (GOFERの野望) is also the subtitle of
Gradius II for arcade. Like the other MSX titles in the series, Nemesis 3 has an over-arcing plot depicted through the use of narrative cutscenes. Nemesis 3 retains Gradius 2's weapon capture system, although weapons are obtained by navigating the player's ship into secret alcoves scattered throughout stages rather than entering enemy core ships. The game additionally allows the player to select a preset weapon configuration before starting. •
Gradius III (1989) This title introduced the "Weapon Edit" method of selecting weapons, which allowed players to create their own weapon array by choosing power-ups from a limited pool of available weapon types (some weapons in the preset weapon types are not selectable in Weapon Edit mode, although it includes weapons not in any presets). The
Super Nintendo Entertainment System (SNES)/SFC port includes alterations to levels, enemies, and weapons. For example, two stages were cut out in the SNES version: a 3D stage which involved avoiding hitting cave walls from a unique first-person perspective behind the Vic Viper, and a crystal stage in which the Vic Viper was challenged by crystal blocks blocking off areas like a maze. In addition, the order of stages was changed. The final stage in the SNES version was based on an early stage in the arcade version. The original arcade version's ending had the main boss in a mechanical setting, then going through a speed-up zone to escape the enemy base, whereas the SNES version had the player simply avoiding the final enemy's simple and slow-moving attack patterns with no challenge afterward. However, the SNES version introduced the Rotate and Formation Option types, both of which were reused in
Gradius V. The difficulty and major boss tactics were toned down to make it easier. The original arcade version is available for PlayStation 2 bundled with
Gradius IV (
Gradius III and IV), although the port has some slight differences from the original. •
Picadilly Gradius (1989) Only released in Japan, this spin-off game is a token gambling game with a Gradius theme. •
Nemesis (1990) The first
Gradius for a portable system, released on Nintendo's
Game Boy. The name
Nemesis was kept for the game's worldwide release, as the game retains some of the elements that were otherwise exclusive to the MSX titles, such as hidden bonus stages. It was later ported with full color support as one of the four games in the
Konami GB Collection Vol.1 for
Game Boy Color entitled "
Gradius". •
Gradius: The Interstellar Assault (1991) Another
Gradius game exclusively for the Game Boy. It was one of the larger Game Boy carts in existence at the time (2-
Megabits), and was completely different from the rest of the series. Most
Gradius games used music, enemies, bosses, and even levels from previous games in the series, but this one did not, except for the boss music from the first
Gradius game with the addition of a small original section to the piece. A little bit of the "between levels" music from
Gradius III can also be found at the very first part of the game. It was released as
Nemesis II in Japan and as
Nemesis II: Return of the Hero in Europe. A colorized version was featured in the European
Konami GB Collection Vol.4, titled
Gradius II. •
Salamander 2 (1996) The follow-up to
Salamander. It had several unique features, such as the Option Shot, the ability to launch the Options as homing projectiles. After firing, an Option would revert to a smaller, less powerful unit called an Option Seed, which revolves around the ship firing the default shot. Weaponry includes the Twin Laser, the Ripple Laser, and the standard Laser. Like its predecessor,
Salamander 2 uses a conventional power-up system, rather than the
Gradius power meter. Upon acquiring a second power-up of the same type, the player's weapons are twice as powerful for a short duration (10 seconds). The game features variations of previous
Salamander bosses, such as the Golem and Tetran. •
Gradius Gaiden (1997) The first
Gradius produced exclusively for a home console. This is also the only
Gradius game (other than
Gofer no Yabō Episode II on the MSX) where players can select which ship they wish to use.
Gradius Gaiden includes the Lord British Space Destroyer from
Salamander and two (relative) newcomers: the Jade Knight and the Falchion β (a variation of the ship from the
Famicom Disk System game
Falsion). It was originally released for the PlayStation console and ported in 2006 as part of
Gradius Collection for the
PlayStation Portable. In 2019, it was included in the Japanese version of the
PlayStation Classic mini console. •
Solar Assault (1997)
Solar Assault is an arcade 3D
rail shooter in the lines of
Star Fox or
Panzer Dragoon, with
Gradius's settings. Along with Vic Viper, two other ship choices are available: Lord British and Alpina. Due to never being ported to any console systems,
Solar Assault is a relatively obscure part of the
Gradius series. •
Gradius IV (1999) Released in Japanese arcades as
Gradius IV Fukkatsu ("fukkatsu" (復活) being Japanese for "revival", since it was the first arcade
Gradius game in 10 years, following 1989's
Gradius III).
Gradius IV lacked the Weapon Edit function of its predecessor, but it had a bigger array of weaponry than the original
Gradius games. Weapons exclusive to this game included the Vertical Mine missile (which detonates in a vertical line shortly after deployment) and the Armor Piercing laser (a shorter-ranged, more powerful laser). It was released on the PS2 in a compilation pack together with the arcade version of
Gradius III (
Gradius III and IV). •
Gradius Advance (2001)
Gradius Advance is the first
Gradius to be created by a development team other than Konami's own internal teams (by
Mobile21, to be exact). A
Game Boy Advance title,
Gradius Advance is known as
Gradius Galaxies in the United States and as
Gradius Generation in Japan. The Japanese version, being the last to be released, has a number of exclusive challenge modes added. It also includes an additional, invisible 5000 point bonus in one of the levels. •
Gradius V (2004)
Gradius V was released in September 2004 for the
PlayStation 2. Graphics are rendered in full 3D, although gameplay is still mostly
2D; some areas change the position and perspective of the camera to emphasize the 3D environment.
Treasure (developers of
Gunstar Heroes,
Guardian Heroes,
Radiant Silvergun and
Ikaruga, among others) were primarily responsible for
Gradius V's development. In the Japanese first-press limited edition, the game included a book detailing internal design, background, and a road map of the Vic Viper series (i.e., "Vic Viper" is the name of a ship series, rather than a single ship), and pre-ordered North American copies included a DVD detailing the history of the series (including
Scramble) and replays of
Gradius V. •
Gradius NEO (2004) Released only to mobile phones,
Gradius NEO features a new storyline, taking place roughly 2000 years after the last Nemesis. It is also the first game in the
Gradius series to give players the ability to control their "Multiples" in formations, with formations variable depending on buttons. •
Gradius Collection (2006) A
Gradius compilation for
PlayStation Portable. This compilation contains the classic versions of
Gradius I-IV with a few bonus features, as well as the first international release of
Gradius Gaiden. •
Gradius ReBirth (2008) A
Gradius title for
WiiWare.
Gradius Rebirth draws most of its elements from the MSX games rather than mainstay
Gradius staples. The game's plot sets the stage for the events depicted in
Gradius 2 (MSX). •
Gradius ARC (2010) In March 2010, a Japanese trademark database update revealed a filing for this name, submitted by
Konami. The "Arc" portion of the name coincided with a pre-release name of the
PlayStation Move. This was only a coincidence, however, as
Gradius Arc —Ginyoku no Densetsu— (
Gradius Arc —Legend of the Silvery Wings—) was revealed on September 30, 2010, to be a tactical RPG for cell phones. •
Gradius the Slot (2011) A
pachislot game released in Japan in July 2011. It was developed by the KPE division of Konami. A soundtrack for the game was released in September 2011. •
Gradius Origins (2025) A compilation of seven previous Gradius games, developed by
M2. The compilation includes
Gradius,
Salamander,
Life Force,
Gradius II,
Gradius III,
Salamander 2, and a new game,
Salamander III. It was to star the Vic Viper, and various other vehicles, in a game resembling the
F-Zero or
Wipeout series. It was first shown at the 1995
JAMMA show. In September 2011, the game's completed soundtrack was released on disc 10 of
Konami Shooting Collection, an album featuring soundtracks from
Salamander,
TwinBee, and many other Konami
shoot 'em ups, as well as other related games. •
Gradius 64 •
Gradius VI was originally announced in the 2005 Tokyo Game Show. This was one of the developing titles for the
PlayStation 3, scheduled for the 2006 release. However, for unknown reasons, the development was delayed and, eventually, completely scrapped. ==Common elements==