Gradius II: Gofer no Yabou
Reviewed by Marcus Webb & Elena Castillo ·
Konami's 1988 Famicom sequel to the NES classic — Gradius II: Gofer no Yabou introduces four selectable power-up configurations (each offering a different weapon load-out for the Vic Viper), adds Moai head stone formations as bosses, and delivers the series' expanded stage variety with Konami's characteristic scrolling-shooter technical mastery — a Japan-exclusive NES release that became a prized collector's cart.
💡 Gradius II: Gofer no Yabou — Key Facts
- → Gradius II: Gofer no Yabou was developed by Konami and published by Konami
- → Released in 1988 on NES
- → Genre: Action, Shoot 'em Up
- → We rate it 8.7/10 — highly recommended
- → Konami's 1988 Famicom sequel to the NES classic — Gradius II: Gofer no Yabou introduces four selectable power-up configurations (each offering a different weapon load-out for the Vic Viper), adds Moai head stone formations as bosses, and delivers the series' expanded stage variety with Konami's characteristic scrolling-shooter technical mastery — a Japan-exclusive NES release that became a prized collector's cart.
Overview
The stone faces with open mouths. Horizontal rings, overlapping patterns, the specific challenge that became the series’ tradition.
Gradius II introduced the Moai stage. Everything else in the game is excellent. The Moai stage is what players remember.
The Moai
Easter Island stone heads scaled to fill a significant portion of the screen. From their open mouths: ring projectiles fired horizontally at the Vic Viper.
One Moai is navigable. Five positioned at staggered vertical points, each firing rings at different timings, creates overlapping horizontal lanes of projectiles that require precise threading. The challenge isn’t reaction — the rings are visible early enough to respond. The challenge is the accumulated pattern of all the rings simultaneously, finding the path through multiple overlapping trajectories.
Konami returned to the Moai stage in every subsequent Gradius game. Once per series entry, stone faces with ring projectiles. The repetition wasn’t nostalgia — it was tradition, a challenge template that each entry varied without abandoning.
The Four Configurations
Before the game: choose your weapon set. Not mid-game selection from a store or upgrade tree — the configuration that determines your full weapon capability before seeing a single stage.
Four options with different upgrade bar contents. The standard set familiar from Gradius I. Alternative configurations with Ripple Lasers, Tailguns, different primary attack types. The choice required either prior knowledge of stage challenges or experimentation across multiple plays.
The system rewarded players who understood the stages well enough to match their weapon selection to the specific patterns ahead. First-time players would choose something standard; experienced players would choose based on which configuration handled the Moai stage’s specific demands most effectively.
The Absence
Japan-exclusive. North America never received an official release.
For Western NES players in 1988, Gradius on NES was available and Life Force/Salamander was available. Gradius II was available only as an import — the Famicom cartridge requiring a Famicom console or an adapter that many Western players didn’t have.
The Japan-exclusivity created the collector’s context: Gradius II became a game known by reputation, seen in import guides, eventually found through collectors and emulation. The absence is part of its history.
Our Review
Gameplay
Gradius II is a side-scrolling shooter for the Vic Viper spacecraft. The power-up capsule bar system returns: collecting capsules moves a cursor across a selection of upgrades — Speed Up, Missile, Double, Laser, Option (the orbital weapon satellite), Shield — activating one by pressing the fire button. Gradius II introduces four selectable weapon configurations before the game starts, each offering a different set of available upgrades beyond the standard loadout. Eight stages with varied settings: fire planets, Moai formations, cell stages, high-speed approach sections, and the final base assault. Moai heads that fire ring projectiles horizontally are the series' signature enemy type introduced here.
Graphics
Gradius II's Famicom visuals push the hardware with varied stage backgrounds — volcanic fire effects, stone Moai formations, biological cell environments — while maintaining the detailed sprite work that Konami's NES output was known for.
Audio
Gradius II's soundtrack by the Konami Kukeiha Club is one of the series' finest — the stage themes for the Moai stage, volcanic approach, and final stage are frequently cited in shmup music discussions. 'The Last Battle' is considered among NES's best compositions.
Replayability
Four weapon configuration choices creating distinct play styles, eight stages of varied bullet pattern and boss mastery, score optimization, and the series' characteristic checkpoint restart system provide shmup replay depth.
Historical Significance
Gradius II: Gofer no Yabou (1988 Famicom; Japan-exclusive NES) was never officially released in North America — a notable absence given the original Gradius's popularity. The Japan-exclusivity made it a collector's item among Western NES collectors. The game introduced Moai heads — stone Easter Island faces that fire ring projectiles — which became the Gradius series' most recurring and recognizable enemy type. The four selectable power-up configurations introduced character-customization-like weapon selection that influenced subsequent shmup design. The Famicom/NES version was considered technically impressive for squeezing the arcade experience onto 8-bit hardware.
✅ Pros
- + Four selectable weapon configurations for different play styles
- + Moai stage — series' most iconic stage design debuts here
- + Konami Kukeiha Club's outstanding NES soundtrack
- + Eight stages with environmental variety beyond most contemporaries
- + Options (orbital weapons) system creates spectacular visual firepower
❌ Cons
- - Japan-exclusive — never officially released in North America
- - NES hardware slowdown under heavy sprite loads
- - Power-up bar loss on death requires rebuilding from minimum
- - High difficulty ceiling punishes players unfamiliar with shmup mechanics