Power-up meter
A bar of upgrades where pickups move a cursor and a button buys the upgrade under it.
On this page
A power-up meter lets the player choose upgrades instead of taking them as they come. In Gradius on the NES each capsule moves a cursor along six slots, wrapping after the last, and a button press buys the lit one. Some slots refuse a second purchase1.
Games
| Game | Year | How | Note |
|---|---|---|---|
| Gradius | 1985 | Cursor | six slots from Speed Up to ?; capsules move the cursor and a button buys the lit slot |
Every claim about this mechanic, by game (1)
References
- ^ abIn the US NES Gradius each capsule moves the meter's cursor one slot along six, back to the first after the sixth, and a press of the power-up button buys the lit slot and clears the cursor. Taking the slots in the bar's order, Speed Up adds 1 to a speed count; Missile can be bought once; Double and Laser write 2 or 1 to one shared byte, so each replaces the other; Option adds 1 up to 2; and ? sets a shield counter to 5 when it's 0. A slot that can't be bought leaves the cursor where it is.Code“Gradius (USA)”
How we know
In the cartridge (“Gradius (USA)”): $894B-$8973, a capsule: increment the cursor at $42; at 7, set it back to 1; $8974-$89E2: on bit `$40` of the player's button byte, jump through a seven-entry table by $42 (0 does nothing). Slot 1 increments $40 with no check; slot 2 increments $41 only if it's 0; slots 3 and 4 store 2 and 1 to $44 unless it already holds that value; slot 5 increments $45 only below 2; slot 6 stores 5 to $46 only if it's 0. Each purchase stores 0 to $42 and calls $EC1E with `$0E`; each refusal returns first.. We don't reproduce the bytes.
Checked against the evidence by its author, an AI model, 2026-10-21.
Checked by a second AI model, 2026-10-21.
Sources
Code
- 1986. “Gradius (USA).” · licence, all uses