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{{short description|1999 Video game}}
{{Infobox video game
{{Infobox video game
|title=Gradius IV
| title = Gradius IV
|image=Gradius 4 title screen.jpg
| image = Gradius IV arcade flyer.png
|caption=The title screen uses the same image as the arcade poster
| caption = Japanese arcade flyer
|developer=[[Konami Computer Entertainment Tokyo|Konami]]
| developer = [[Konami]]
|publisher=Konami
| publisher = Konami
|series=''[[Gradius]]''
| series = ''[[Gradius]]''
|director=Akinari Takaki
| director = Akinari Takaki
|producer=Michihiro Ishizuka
| producer = Michihiro Ishizuka
|designer=Yasunori Kanetake<br>Noriaki Yamamoto
| designer = Yasunori Kanetake<br>Noriaki Yamamoto
|composer=Atsuki Watanabe
| composer = Atsuki Watanabe
|platforms=[[Arcade game|Arcade]]<br>[[PlayStation 2]]<br>[[PlayStation Portable]]
| platforms = [[Arcade game|Arcade]]
| released = {{vgrelease|WW|February 4, 1999<ref name="Konami">{{cite web|url=http://www.konami.co.jp/press/1999/r.11.02.02.html|title=Official press release from Konami announcing the release of Gradius IV Fukkatsu for arcade|date=1999-02-02|work=Konami Japan Official Website|publisher=[[Konami]]|language=ja|archive-url=https://web.archive.org/web/20090416050323/http://www.konami.co.jp/press/1999/r.11.02.02.html|archive-date=2009-04-16|accessdate=2012-04-19|url-status=dead}}</ref>}}
|released= {{collapsible list|title=February 9, 1999|titlestyle=font-weight:normal;font-size:13px;background:transparent;text-align:left|
| genre = [[Shoot'em up|Horizontal-scrolling shooter]]
'''Arcade'''<br>{{vgrelease|JP|February 9, 1999<ref>{{cite web|url=http://www.konami.co.jp/press/1999/r.11.02.02.html|title=Official press release from Konami announcing the release of Gradius IV Fukkatsu for arcade|date=1999-02-02|work=Konami Japan Official Website|publisher=[[Konami]]|language=ja|archiveurl=https://web.archive.org/web/20090416050323/http://www.konami.co.jp/press/1999/r.11.02.02.html|archivedate=2009-04-16|accessdate=2012-04-19|deadurl=yes|df=}}</ref>}}'''PlayStation 2'''<br>{{vgrelease|JP|April 13, 2000<ref name=gamefaqsiii>{{cite web|url=http://www.gamefaqs.com/ps2/197467-gradius-iii-and-iv/data|title=Gradius III and IV Release Information for PlayStation 2|publisher=GameFAQs|date=2000-11-13|accessdate=2018-01-14}}</ref>|NA|November 13, 2000<ref name=gamefaqsiii/>|EU|November 24, 2000<ref name=gamefaqsiii/>|JP|October 13, 2001 <small>(Konami the Best)</small><ref name=gamefaqsiii/>|JP|October 2, 2004 <small>(Konami Dendou Collection)</small><ref name=gamefaqsiii/>}}'''PlayStation Portable'''<br>{{vgrelease|JP|February 9, 2006|NA|June 6, 2006|EU|September 15, 2006|AUS|October 6, 2006|KO|February 9, 2006|JP|January 25, 2007 (Konami the Best)|NA|December 10, 2009 (PlayStation Store)|EU|June 4, 2014 (PlayStation Store)|AUS|June 4, 2014 (PlayStation Store)}}
| modes = [[Single-player video game|Single-player]], [[Multiplayer video game|multiplayer]]
| arcade system = Konami Hornet
}}
}}
'''''Gradius IV''''' (known as {{nihongo foot|'''''Gradius IV: Fukkatsu'''''|グラディウスIV|Gradiusu Fō: Fukkatsu|Gradius IV: Resurrection|lead=yes|group=lower-alpha}} in Japan) is the fourth [[arcade game|arcade]] installment in a series of [[Scrolling shooters|scrolling shooter]] [[video game]]s developed by [[Konami Computer Entertainment Tokyo]]. It was preceded by ''[[Gradius III]]'', released in [[1989 in video gaming|1989]], although spinoffs had been released prior to it such as ''[[Gradius Gaiden]]''. This title brings a considerable graphical upgrade, particularly with the use of colored lighting. In addition, there have been several additions and removals to the vaulted weapons system; specifically, the edit mode has been removed and an online ranking system was added.
|genre=[[Scrolling shooter]]
|modes=[[Single-player video game|Single-player]], [[Multiplayer video game|multiplayer]]
|cabinet=Upright
|arcade system=Konami Hornet
|display=[[Raster graphics|Raster]], 512 x 384, horizontal orientation
}}

'''''Gradius IV'''''{{efn|Known in Japan as {{Nihongo|グラディウスIV|Gradiusu fō: Fukkatsu|lit. Gradius IV: Resurrection}}}} is the fourth [[arcade game|arcade]] installment in a series of [[Scrolling shooters|scrolling shooter]] [[video game]]s developed by [[Konami Computer Entertainment Tokyo]]. It was preceded by ''[[Gradius III]]'', released in [[1989 in video gaming|1989]], although spinoffs had been released prior to it such as ''[[Gradius Gaiden]]''. This title brings a considerable graphical upgrade, particularly with the use of colored lighting. In addition, there have been several additions and removals to the vaulted weapons system; specifically, the edit mode has been removed and an online ranking system was added.


==Gameplay==
==Gameplay==
[[File:Gradius IV.png|thumb|left|The player's ship, the Vic Viper, exchanging shots with golden dragon enemies in the first stage]]
The core gameplay of ''Gradius IV'' remains relatively unchanged. However, several changes were made on the weapons system in the transition from ''[[Gradius III]]''. First of all, the edit mode has been completely eliminated, as are the "Snake Option" (s.option), the "Reduce" shield type, and the seventh powerup category. The seventh powerup category was the one that was labeled "!" and would produce detrimental results, such as reducing the speed or eliminating the weapons of the ship.
The core gameplay of ''Gradius IV'' remains relatively unchanged. However, several changes were made on the weapons system in the transition from ''[[Gradius III]]''. First of all, the edit mode has been completely eliminated, as are the "Snake Option" (s.option), the "Reduce" shield type, and the seventh powerup category. The seventh powerup category was the one that was labeled "!" and would produce detrimental results, such as reducing the speed or eliminating the weapons of the ship.


In this game there are a total of six configurations, the first four of which are migrated from ''[[Gradius II]]''. The two new configurations are as follows:
In this game there are a total of six configurations, the first four of which are migrated from ''[[Gradius II]]''. The two new configurations are as follows:


*Configuration: The missile mode is a vertical mine that is released above and below the ship. After a short delay, the mines explode, yielding a large explosion. The double mode is the standard 45-degree angle split. The laser mode is a thin [[armor-piercing]] round that can penetrate multiple enemies.
*Configuration 5: The missile mode is a vertical mine that is released above and below the ship. After a short delay, the mines explode, yielding a large explosion. The double mode is the standard 45-degree angle split. The laser mode is a thin [[armor-piercing]] round that can penetrate multiple enemies.
*Configuration 6: The missile mode is the flying torpedo, which produces two missiles that fly forward in front of the ship. The double mode is the tailgun, seen in other configurations. The laser is the twin laser seen in ''[[Gradius III]]''.
*Configuration 6: The missile mode is the flying torpedo, which produces two missiles that fly forward in front of the ship. The double mode is the tailgun, seen in other configurations. The laser is the twin laser seen in ''[[Gradius III]]''.


{{clear}}
Starting a tradition that is continued in ''[[Gradius V]]'', this game introduced an online-ranking system. After a player's game was over, a password was presented. This password, which was hashed scoring information, could be uploaded to a Konami website.<ref>{{cite web|url=http://www.konami.co.jp/am/gra4/RANK/index.html|title=Archived copy|accessdate=2006-01-30|archiveurl=https://web.archive.org/web/20041213012937/http://www.konami.co.jp/am/gra4/RANK/index.html|archivedate=2004-12-13|df=|deadurl=yes}}</ref> This was only available in [[Japan]], and was discontinued on August 27 of [[1999 in video gaming|1999]]. This was similarly done for the ''Gradius III and IV'' console release. Score recording was disabled approximately a year after its arcade brethren.


==Development and release==
==Release==
''Gradius IV'' was the creation of Konami designers Ashida Hiroyuki, known for his work on ''[[Gradius II]]'' and ''[[Detana!! TwinBee]]'', and Yoro Daisuke, who assisted with production of ''Bishi Bashi Champion''.<ref name="Interview">{{cite book|url=https://archive.org/stream/i-ii-iii-iv#page/n146/mode/1up|title=Gradius IV Interview|work=Gradius Portable Official Guide -Legend of I・II・III・IV・Gaiden-|series=Konami Official Books|publisher=[[Konami]]|date=28 March 2006|pages=144–149|language=ja|isbn=4-86155-111-0}} ([http://shmuplations.com/gpg-gradiusiv/ Translation] by Shmuplations. {{Webarchive|url=https://web.archive.org/web/20200220184111/http://shmuplations.com/gpg-gradiusiv/|date=2020-02-20}}).</ref> Daisuke felt that the game was his first "important" video game project as it was the first video game he was involved in from the start of production, which he claims made development a difficult endeavor.<ref name="Interview"/> The team often drew their ideas on a whiteboard, which was used as a reference during work.<ref name="Interview"/> Development was pressured as the team wanted to make a ''Gradius'' game worthy of having the name "IV"; Yoro recalls that the production staff felt indifferent with many of its mechanics, with some having pride in them and others wishing they had been done differently.<ref name="Interview"/> Ashida joined the project as director, which was met with a somewhat negative reaction from employees working on it.<ref name="Interview"/>
''Gradius IV'' never received a direct home port of its arcade version. It was included in the ''Gradius III and IV'' compilation for the [[PlayStation 2]] in 2000 and as a part of ''[[Gradius Collection]]'' for the [[PlayStation Portable]] in 2006. The former also includes a boss rush mode (play all the game's bosses in a time attack fashion) and a stage select. A [[Nintendo 64]] version titled ''Gradius 64'' just planned released for 1999 but was cancelled.{{cn|date=March 2017}}


[[File:Gradius IV conceptual artwork.jpg|thumb|right|Several stage ideas in ''Gradius IV'' were scrapped as the team couldn't decide on how they would work, such as this "puzzle stage" concept where the player shot reflective spheres to open up passageways.]]
===Music===
One of the team's biggest ideas was the stage designs, as they wanted them to feel fresh and new, as well as being distinct from previous ''Gradius'' titles.<ref name="Interview"/> The project's theme was "interactive", signaling that levels should be engaging and react based on the player's movement and actions.<ref name="Interview"/> As the first game in the series to use 3D graphics, the team focused to make stages take advantage of this.<ref name="Interview"/> The first stage, featuring large, reflective metal planetoids, was a sort-of homage to ''Gradius II'' and its first level, which had fire-coated planets with large dragon-like enemies bursting out of them.<ref name="Interview"/> Some stage ideas, like the "volcano" theme in the fourth level, were incorporated from other ''Gradius'' games, with the majority being original ideas. A "boss rush" segment was added as the idea was popular among other Konami staff.<ref name="Interview"/> Several stage ideas were cut from the final game as the team had disagreements over how they would function, most notably a puzzle-like stage where the player shot reflective spheres to open up passageways.<ref name="Interview"/>
{{Infobox album | <!-- See Wikipedia:WikiProject_Albums -->
|Name = Gradius IV Fukkatsu Original Game Soundtrack
|Type = [[Soundtrack]]
|Artist = [[Kukeiha Club|Konami Kukeiha Club]]
|Cover = KICA-7947 front.jpg
|Released = March 5, 1999 (Japan)
|Recorded = 1998
|Genre = [[Video game music]]
|Length = 71:05
|Label = [[King Records (Japan)|King Records]]
}}


Development of ''Gradius IV'' lasted for roughly ten months — midway through development it was put on hold while staff was shuffled.<ref name="Interview"/> The subtitle "Fukkatsu", translating to "Resurrection" or "Revival",<ref name="KLOV">{{cite web |title=Gradius IV - Fukkatsu - Videogame by Konami |url=https://www.arcade-museum.com/game_detail.php?game_id=7991 |website=[[Killer List of Videogames]] |accessdate=14 December 2019 |archive-url=https://web.archive.org/web/20170802125032/http://www.arcade-museum.com/game_detail.php?game_id=7991 |archive-date=2 August 2017}}</ref> was added to represent three different ideas: the revival of ''Gradius'' series antagonist GOFER, the revival of arcade games in general, and the revival of more "stoic" shooting games, as the staff was displeased with how the shooter genre was mainly relegated to bullet-hell, "daimaku" games for more hardcore fans.<ref name="Interview"/> The player's ship, the Vic Viper, was redesigned several times as the staff was unhappy with how most of the revisions turned out.<ref name="Interview"/> The final design was made to emphasize the ship's "sharpness", since it was redesigned for a 3D video game.<ref name="Interview"/> The "edit mode" from ''Gradius III'' was cut from ''IV'' as the team felt it made the game unbalanced.<ref name="Interview"/>
'''''Gradius IV Fukkatsu Original Game Soundtrack''''' was developed by Atsuki and released by [[Konami]] on March 5, 1999 in Japan. Many of ''Gradius IV'' themes appeared in the compilations ''[[Gradius Arcade Soundtrack]]'' (2002) and ''Gradius Ultimate Collection'' (2011).


''Gradius IV'' was presented to the public at the 39th JAMMA tradeshow in Japan in November 1998, shown alongside Konami's own ''Evil Night''.<ref>{{cite news |last1=Costanzo |first1=Nicolas Di |title=MEGA Speciale - 39th JAMMA Show |url=https://archive.org/details/MegaConsole53/page/n33?q=gradius+iv |accessdate=14 December 2019 |agency=Mega Consoles |issue=53 |publisher=Gruppo Editoriale Futura |date=November 1998 |pages=30–34 |language=it}}</ref> It was officially released on February 4, 1999,<ref name="Konami">{{cite web|url=http://www.konami.co.jp/press/1999/r.11.02.02.html|title=Official press release from Konami announcing the release of Gradius IV Fukkatsu for arcade|date=1999-02-02|work=Konami Japan Official Website|publisher=[[Konami]]|language=ja|archive-url=https://web.archive.org/web/20090416050323/http://www.konami.co.jp/press/1999/r.11.02.02.html|archive-date=2009-04-16|accessdate=2012-04-19|url-status=dead}}</ref> running on the Konami Hornet arcade system. To help promote the game, Konami hosted an online-ranking tournament: once a player's game was over a password was presented, which could be uploaded to the company's website for a chance to win prizes up until August 27, 1999.<ref>{{cite web|url=http://www.konami.co.jp/am/gra4/RANK/index.html|title=G4rank_top|accessdate=2006-01-30|archive-url=https://web.archive.org/web/20041213012937/http://www.konami.co.jp/am/gra4/RANK/index.html|archive-date=2004-12-13|url-status=dead}}</ref>
{{tracklist
|collapsed = yes
|headline = Gradius IV Fukkatsu Original Game Soundtrack (71:05)
|title1 = Athena
|length1 = 4:56
|title2 = Dupon
|length2 = 5:28
|title3 = Demo BGM (Demo)
|length3 = 0:16
|title4 = Select BGM (Select)
|length4 = 1:02
|title5 = Apollon (Dog Fight 1)
|length5 = 1:23
|title6 = Feiton (Dog Fight 2)
|length6 = 1:00
|title7 = Hydra (Stage 1 - Liquid Metal Stage)
|length7 = 2:02
|title8 = Demeter (Stage 2 - Plant Stage)
|length8 = 1:52
|title9 = Oceanus (Stage 3 - Bubble Stage)
|length9 = 1:46
|title10 = Cronos (Stage 4 Part 1 - Magma Stage)
|length10 = 1:35
|title11 = Hades (Stage 4 Part 2 - Magma Stage)
|length11 = 1:36
|title12 = Uranus (Stage 5 - Moai Stage)
|length12 = 1:52
|title13 = Hera (Stage 6 - Cell Stage)
|length13 = 1:51
|title14 = Dupon (Stage 7 - High Speed Stage)
|length14 = 0:55
|title15 = Boss BGM 1 (Boss Rush Stage 8 Part 1)
|length15 = 0:28
|title16 = Boss BGM 2 (Boss Rush Stage 8 Part 2)
|length16 = 0:38
|title17 = Prometheus (Stage 9 Part 1 - Final Stronghold Stage)
|length17 = 1:31
|title18 = Athena (Stage 9 Part 2 - Final Stronghold Stage)
|length18 = 1:59
|title19 = Titans (Boss BGM)
|length19 = 1:11
|title20 = Game Over (Game Over)
|length20 = 0:11
|title21 = Ranking BGM (Ranking)
|length21 = 0:45
|title22 = Gaia (Staff Roll)
|length22 = 1:04
|title23 = Gradius IV Sound Effect Library (Sound Effect Library)
|length23 = 2:16
|title24 = Gradius
|length24 = 6:59
|title25 = Gradius II
|length25 = 11:17
|title26 = Gradius III
|length26 = 15:12
}}


==Reception==
==Reception==
In Japan, ''Game Machine'' listed ''Gradius IV'' on their April 1, 1999 issue as being the second most-successful arcade game at the time.<ref>{{cite magazine|title=Game Machine's Best Hit Games 25 - TVゲーム機ーソフトウェア (Video Game Software)|magazine=Game Machine|issue=584|publisher=Amusement Press, Inc.|date=1 April 1999|page=21|lang=ja}}</ref>
{{expand section|date=August 2016}}

''Gradius IV'' received generally positive reviews.
Home versions of ''Gradius IV'' were mostly positive. In their review for ''Gradius III & IV'', [[IGN]] called its graphics colorful and its backgrounds detailed, although said it was "still a bit behind the curve back then".<ref name="IGN">{{cite web |last1=Smith |first1=David |title=Gradius III and IV |url=https://www.ign.com/articles/2000/11/16/gradius-iii-and-iv |publisher=[[IGN]] |accessdate=13 December 2019 |archive-url=https://web.archive.org/web/20121107175514/https://www.ign.com/articles/2000/11/16/gradius-iii-and-iv |archive-date=7 November 2012 |date=15 November 2000}}</ref> ''Gamers' Republic'' agreed, going further to say that the PlayStation 2 port was superior than the arcade version through its vibrant backgrounds, fast-paced gameplay and impressive boss fights. ''[[Retro Gamer]]'' magazine was much more negative towards the game in their 2007 retrospective, saying that its ugly graphics and "hideously" unfair stage designs made ''Gradius IV'' an "utter catastrophe of a game".<ref name="Retro Gamer">{{cite news |last1=Campbell |first1=Stuart |title=The Definitive Gradius |url=https://archive.org/stream/RetroGamerIssue021-025/Retro_Gamer_Issue_024#page/n51/mode/2up/search/Gradius+IV |accessdate=13 December 2019 |agency=[[Retro Gamer]] |issue=24 |date=May 2006 |location=United Kingdom |pages=48–53}}</ref> They stated the PlayStation 2 conversion was slightly improved thanks to its save-state feature, but that overall it was a major disappointment compared to previous ''Gradius'' game.<ref name="Retro Gamer"/>

In a 2017 retrospective coverage of the ''Gradius'' series, ''Hardcore Gaming 101'' said that ''IV'' felt more like a "best-of" remake of the first four games instead of a full-new game, disliking its graphics for being poor and its mechanics for sometimes being unfinished and not well-implemented.<ref name="HG101"/> They also said that the game was more of a step back compared to the critically acclaimed ''[[Gradius Gaiden]]'' for not using many of its ideas and features that proved to fix and improve upon the core ''Gradius'' gameplay, writing: "Since it feels like such a redux, with very little added to the formula and almost nothing carried over from ''Gaiden'', ''Gradius IV'' just seems redundant. It’s not terrible, but it’s really only worth investigating for hardcore fans and completionists."<ref name="HG101">{{cite web |last1=Kalata |first1=Kurt |title=Gradius IV |url=http://www.hardcoregaming101.net/gradius-iv/ |website=Hardcore Gaming 101 |accessdate=13 December 2019 |archive-url=https://web.archive.org/web/20190501091857/http://www.hardcoregaming101.net/gradius-iv/ |archive-date=1 May 2019 |date=28 September 2017}}</ref>


==Notes==
==Notes==
Line 117: Line 52:
==References==
==References==
{{Reflist}}
{{Reflist}}

==Bibliography==
{{refbegin}}
*{{cite book|year=2006|title=Gradius Portable Official Guide|publisher=[[Konami]]|isbn=4-86155-111-0}}
{{refend}}


==External links==
==External links==
*{{KLOV game|id=7991}}
*{{KLOV game|id=7991}}

{{Gradius series}}
{{Gradius series}}
{{Authority control}}


[[Category:1999 video games]]
[[Category:1999 video games]]
[[Category:Arcade games]]
[[Category:Arcade video games]]
[[Category:Cancelled Nintendo 64 games]]
[[Category:Gradius video games]]
[[Category:Gradius video games]]
[[Category:Multiplayer and single-player video games]]
[[Category:Multiplayer and single-player video games]]
Line 135: Line 66:
[[Category:PlayStation Portable games]]
[[Category:PlayStation Portable games]]
[[Category:Video game sequels]]
[[Category:Video game sequels]]
[[Category:Video games developed in Japan]]
[[Category:Video games set on fictional planets]]
[[Category:Video games set in outer space]]

Latest revision as of 10:34, 8 July 2024

Gradius IV
Japanese arcade flyer
Developer(s)Konami
Publisher(s)Konami
Director(s)Akinari Takaki
Producer(s)Michihiro Ishizuka
Designer(s)Yasunori Kanetake
Noriaki Yamamoto
Composer(s)Atsuki Watanabe
SeriesGradius
Platform(s)Arcade
Release
  • WW: February 4, 1999[1]
Genre(s)Horizontal-scrolling shooter
Mode(s)Single-player, multiplayer
Arcade systemKonami Hornet

Gradius IV (known as Gradius IV: Fukkatsu[a] in Japan) is the fourth arcade installment in a series of scrolling shooter video games developed by Konami Computer Entertainment Tokyo. It was preceded by Gradius III, released in 1989, although spinoffs had been released prior to it such as Gradius Gaiden. This title brings a considerable graphical upgrade, particularly with the use of colored lighting. In addition, there have been several additions and removals to the vaulted weapons system; specifically, the edit mode has been removed and an online ranking system was added.

Gameplay

[edit]
The player's ship, the Vic Viper, exchanging shots with golden dragon enemies in the first stage

The core gameplay of Gradius IV remains relatively unchanged. However, several changes were made on the weapons system in the transition from Gradius III. First of all, the edit mode has been completely eliminated, as are the "Snake Option" (s.option), the "Reduce" shield type, and the seventh powerup category. The seventh powerup category was the one that was labeled "!" and would produce detrimental results, such as reducing the speed or eliminating the weapons of the ship.

In this game there are a total of six configurations, the first four of which are migrated from Gradius II. The two new configurations are as follows:

  • Configuration 5: The missile mode is a vertical mine that is released above and below the ship. After a short delay, the mines explode, yielding a large explosion. The double mode is the standard 45-degree angle split. The laser mode is a thin armor-piercing round that can penetrate multiple enemies.
  • Configuration 6: The missile mode is the flying torpedo, which produces two missiles that fly forward in front of the ship. The double mode is the tailgun, seen in other configurations. The laser is the twin laser seen in Gradius III.

Development and release

[edit]

Gradius IV was the creation of Konami designers Ashida Hiroyuki, known for his work on Gradius II and Detana!! TwinBee, and Yoro Daisuke, who assisted with production of Bishi Bashi Champion.[2] Daisuke felt that the game was his first "important" video game project as it was the first video game he was involved in from the start of production, which he claims made development a difficult endeavor.[2] The team often drew their ideas on a whiteboard, which was used as a reference during work.[2] Development was pressured as the team wanted to make a Gradius game worthy of having the name "IV"; Yoro recalls that the production staff felt indifferent with many of its mechanics, with some having pride in them and others wishing they had been done differently.[2] Ashida joined the project as director, which was met with a somewhat negative reaction from employees working on it.[2]

Several stage ideas in Gradius IV were scrapped as the team couldn't decide on how they would work, such as this "puzzle stage" concept where the player shot reflective spheres to open up passageways.

One of the team's biggest ideas was the stage designs, as they wanted them to feel fresh and new, as well as being distinct from previous Gradius titles.[2] The project's theme was "interactive", signaling that levels should be engaging and react based on the player's movement and actions.[2] As the first game in the series to use 3D graphics, the team focused to make stages take advantage of this.[2] The first stage, featuring large, reflective metal planetoids, was a sort-of homage to Gradius II and its first level, which had fire-coated planets with large dragon-like enemies bursting out of them.[2] Some stage ideas, like the "volcano" theme in the fourth level, were incorporated from other Gradius games, with the majority being original ideas. A "boss rush" segment was added as the idea was popular among other Konami staff.[2] Several stage ideas were cut from the final game as the team had disagreements over how they would function, most notably a puzzle-like stage where the player shot reflective spheres to open up passageways.[2]

Development of Gradius IV lasted for roughly ten months — midway through development it was put on hold while staff was shuffled.[2] The subtitle "Fukkatsu", translating to "Resurrection" or "Revival",[3] was added to represent three different ideas: the revival of Gradius series antagonist GOFER, the revival of arcade games in general, and the revival of more "stoic" shooting games, as the staff was displeased with how the shooter genre was mainly relegated to bullet-hell, "daimaku" games for more hardcore fans.[2] The player's ship, the Vic Viper, was redesigned several times as the staff was unhappy with how most of the revisions turned out.[2] The final design was made to emphasize the ship's "sharpness", since it was redesigned for a 3D video game.[2] The "edit mode" from Gradius III was cut from IV as the team felt it made the game unbalanced.[2]

Gradius IV was presented to the public at the 39th JAMMA tradeshow in Japan in November 1998, shown alongside Konami's own Evil Night.[4] It was officially released on February 4, 1999,[1] running on the Konami Hornet arcade system. To help promote the game, Konami hosted an online-ranking tournament: once a player's game was over a password was presented, which could be uploaded to the company's website for a chance to win prizes up until August 27, 1999.[5]

Reception

[edit]

In Japan, Game Machine listed Gradius IV on their April 1, 1999 issue as being the second most-successful arcade game at the time.[6]

Home versions of Gradius IV were mostly positive. In their review for Gradius III & IV, IGN called its graphics colorful and its backgrounds detailed, although said it was "still a bit behind the curve back then".[7] Gamers' Republic agreed, going further to say that the PlayStation 2 port was superior than the arcade version through its vibrant backgrounds, fast-paced gameplay and impressive boss fights. Retro Gamer magazine was much more negative towards the game in their 2007 retrospective, saying that its ugly graphics and "hideously" unfair stage designs made Gradius IV an "utter catastrophe of a game".[8] They stated the PlayStation 2 conversion was slightly improved thanks to its save-state feature, but that overall it was a major disappointment compared to previous Gradius game.[8]

In a 2017 retrospective coverage of the Gradius series, Hardcore Gaming 101 said that IV felt more like a "best-of" remake of the first four games instead of a full-new game, disliking its graphics for being poor and its mechanics for sometimes being unfinished and not well-implemented.[9] They also said that the game was more of a step back compared to the critically acclaimed Gradius Gaiden for not using many of its ideas and features that proved to fix and improve upon the core Gradius gameplay, writing: "Since it feels like such a redux, with very little added to the formula and almost nothing carried over from Gaiden, Gradius IV just seems redundant. It’s not terrible, but it’s really only worth investigating for hardcore fans and completionists."[9]

Notes

[edit]
  1. ^ Japanese: グラディウスIV, Hepburn: Gradiusu Fō: Fukkatsu, Gradius IV: Resurrection

References

[edit]
  1. ^ a b "Official press release from Konami announcing the release of Gradius IV Fukkatsu for arcade". Konami Japan Official Website (in Japanese). Konami. 1999-02-02. Archived from the original on 2009-04-16. Retrieved 2012-04-19.
  2. ^ a b c d e f g h i j k l m n o p Gradius IV Interview. Konami Official Books (in Japanese). Konami. 28 March 2006. pp. 144–149. ISBN 4-86155-111-0. {{cite book}}: |work= ignored (help) (Translation by Shmuplations. Archived 2020-02-20 at the Wayback Machine).
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