
With Nemesis, Konami brings the Gradius series to the Game Boy. The game combines typical shoot-’em-up action with a modest yet charming sci-fi setting. For its time, Nemesis offers a surprisingly immersive experience, perfectly suited for short sessions on the go.
Cheesy sci-fi meets classic shoot ’em up gameplay

Your worst nightmare has come true: King Nemesis is back and he’s thirsty for your blood. You thought you’d locked him away for good as head of the Interplanetary Police, but now the ultimate villain is on the loose again. Hiding out in secret, he’s sending a horde of ruthless henchmen to take you down. But before you run home crying, you’ve got one last chance to show this tyrannical maniac that crime doesn’t pay. That chance is called: Proteus 911 the most technologically advanced spaceship of all time. Strap in, power up with speed boosters, lasers, missiles, force fields, and dual-shot systems, and dive straight into hell. Your enemies: galactic goons and their cosmic crime syndicate. If you happen to have more lives than a cat, your face might even end up on a box of alien cereal and you’ll be crowned the new mayor of Moronica.
While the story, charming and delightfully trashy like a sci-fi B-movie is briefly outlined in the manual, nothing of it remains in the actual game. No intro, no in-game text, no cutscenes.
Power-ups, Precision and Panic: That’s the Gameplay Core!

As a horizontally scrolling shooter, you’ll pilot your ship through five varied zones filled with enemy formations, obstacles, and boss fights. Nemesis is based on the Gradius gameplay formula, but it’s not a 1:1 port. Instead, the concept has been adapted for the Game Boy. The core of the game is the power-up system: rather than simply picking up new weapons, you collect capsules that advance a power-up bar from Speed-Up to Missiles, Double, Laser, and all the way to an Option satellite that mirrors your shots, and a Shield. You choose when to activate which upgrade, adding a touch of strategy right in the middle of the bullet chaos. Controls are responsive, fast, and surprisingly precise.
One thing that stands out: the levels are short but intense. Each section feels like a condensed arcade experience no filler, no downtime. Enemies come in formations, often from both sides, and the level layouts demand memorization: narrow cave passages, rotating barriers, and sudden enemy spawns. If you die, you lose all your power-ups. A respawn at the wrong moment can turn the game into a survival trial.
Bosses
| Sprite | Name | 
|---|---|
|  | Intergaltic Super Force | 
|  | Venus Destructo | 
|  | Hit Alien | 
|  | Assasination Tower | 
|  | King Nemesis Ultimate Hideout | 
Cheats
| Cheat | Action | 
|---|---|
| maximum shields and speed | Enter in Pause-Mode: 5x B, 5x A, Start | 
| more Power-Ups | Enter in Pause-Mode: Up, Up, Down, Down, Left, Right, Left, Right, B, A, Start | 
| destroy all visible enemies | Enter in Pause-Mode: Up, Right, Down, Left, Up, Right, Down, Left, B, A, B, A | 
Gameplay Video: A First Look at Nemesis
This short video showcases the first level of Nemesis on the Game Boy. I intentionally focus on just the first level in my videos — no spoilers — to give you a feel for the gameplay, graphics, and sound without ruining the fun of discovering the rest yourself.
Graphics & Sound: The Atmosphere Packed into Nemesis

For a monochrome Game Boy title, Nemesis delivers visually impressive work. The sprites are sharp, detailed, and stylistically distinctive. Especially during enemy formations and boss encounters, Konami shows just how much atmosphere can be created with just a handful of pixels. Each level is visually distinct enough to aid orientation, and the level design makes clever use of contrast and spatial layout. Although the hardware doesn’t support true multi-layer scrolling, the game uses animated objects and sprite tricks to convey a solid sense of depth and motion. Crucially for a shooter, visual clarity is maintained at all times. Boss battles are challenging but fair. Each boss has a weak spot, and with the right timing, even the toughest enemies can be taken down never feeling like a game of chance.
The soundtrack is one of the game’s highlights, proving that Konami knew how to get the most out of the Game Boy’s sound chip. The music is dynamic, rhythmic, and actively fuels the gameplay. Sound effects from shots to explosions and power-up pickups are precise and well balanced. Despite the technical limitations, the audio feedback never feels tinny or monotonous.
How Difficult Is Nemesis?

Nemesis is challenging, but not merciless. A core element is its reliance on power-ups. When you die, you’re instantly respawned, almost exactly where you left off, but stripped of all upgrades. Restarting with the sluggish default loadout in the middle of a bullet storm can be frustrating. However, what the game does well is that it rewards practice. Enemy attack patterns are learnable and follow a rhythmic structure, allowing you to improve with each attempt. Levels are intentionally short, which encourages replaying and pushing through the trial-and-error phases.
Multiplayer or Solo Only?
The game offers no multiplayer mode whatsoever. No link cable support, no two-player alternating turns, no co-op features. From start to finish, Nemesis is a strictly single-player experience.
Conclusion & Rating: Is Nemesis Still Worth Playing Today?

Nemesis is a portable shoot-’em-up that, despite technical limitations, delivers a gripping, fast-paced, and atmospheric gameplay experience. The mechanics are well thought-out, the controls are precise, and the power-up system adds a layer of strategy that goes beyond simple shooting. What’s missing is a stronger narrative integration. If the quirky storyline from the manual had been present in the actual game, Nemesis could have left an even more lasting impression.
~ Roger Wilco ~
Nemesis

Conclusion
Nemesis stands out as a portable shoot ’em up with precise controls, a strategic power-up system, and high-paced action – only a stronger narrative presence could have rounded out the overall experience.




























