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Gradius IV

Gradius IV: Fukkatsu (グラディウスIV ~復活~, lit. "Gradius IV: Resurrection") is a horizontally scrolling developed and published by . Released in in February 1999, it serves as the fourth mainline installment in the long-running series, directly continuing from Gradius III. Players pilot the iconic Vic Viper starfighter through space to combat the invading Bacterian alien forces in a high-stakes campaign of destruction. The retains the series' core mechanics, including the signature bar that allows selection of enhancements like speed-ups, missiles, lasers, double shots, options ( escorts), and shields upon collecting blue orbs. Unlike its predecessor, Gradius IV eliminates the customizable "Edit Mode" and instead offers six predefined ship loadout configurations at the start, each emphasizing different weapon combinations for strategic variety. The game spans nine distinct stages, each culminating in intense boss battles against massive Bacterian constructs, with levels looping infinitely upon completion for escalating difficulty. It supports single-player mode or two-player alternating turns, utilizing a three-button control scheme for firing main weapons, missiles, and activating s. Technically, Gradius IV runs on Konami's arcade hardware and marks the first main series entry to incorporate polygonal models for enemies and bosses, blending them with sprites for a hybrid visual style that enhances the sense of depth and scale. A notable innovation at launch was Japan's online scoring system, where players could generate passcodes containing score data to upload rankings to a website, though this service was discontinued in August 1999. The game was later ported to the in 2000 as part of the compilation Gradius III and IV, and to the in 2006 via Gradius Collection, preserving the original arcade experience through .

Game

Plot

Gradius IV's storyline revives the perennial conflict between the Gradius Union and the Bacterion empire, following a decade of relative peace after the events of . The Bacterions, an alien menace composed of organic-mechanical hybrids, suddenly mount a massive new invasion, overwhelming planetary defenses with swarms of biomechanical ships and creatures. This resurgence is led by the revived of the empire, prompting the Union to deploy their elite Vic Viper fighter craft to stem the tide. The Vic Viper's mission unfolds across nine distinct stages, each representing hostile Bacterion-controlled environments that escalate the threat: vast expanses of open space riddled with fiery hazards and liquid metal landscapes, lush organic labyrinths teeming with plant life, submerged aquatic domains filled with bubble-like structures and predatory lifeforms, volcanic wastelands with flowing lava, ancient Moai sentinel zones, grotesque biological hives of cellular organisms, high-speed mechanical corridors, a boss rush gauntlet revisiting prior adversaries, and fortified mechanical citadels as the final stronghold. Throughout, the pilot encounters key Bacterion antagonists, including swarms of insectoid drones, tentacled guardians, and massive war machines, alongside recurring boss entities such as evolved variants of the crystalline Core and the empire's command nucleus, Gofer, whose resurrection from prior defeats drives the invasion's ferocity. This narrative maintains series continuity by portraying the Bacterion war as an unending cycle of defeat and revival, with Gradius IV explicitly echoing the empire's persistent aggression seen in earlier installments like , where Gofer's initial downfall sowed seeds for future threats. The game's subtitle, Fukkatsu (Resurrection), underscores both the Bacterions' return and the franchise's arcade revival after a long hiatus.

Gameplay

Gradius IV is a horizontal in which players control the Vic Viper starfighter, navigating through forward-scrolling stages filled with enemy forces from the Bacterion Empire. The core involves dodging projectiles, destroying destructible environmental obstacles, and confronting large boss enemies at the end of each stage, with the ship's movement limited to eight directions within the playfield. Unlike previous entries, the game incorporates polygonal graphics for enemies and backgrounds, enhancing visual depth while maintaining traditional sprite-based shooting mechanics. The power-up system revolves around the iconic Power Meter, activated by collecting red Power Capsules dropped by defeated enemies, which sequentially highlight slots for upgrades including (increasing ship velocity up to five times), Missiles (ground- or air-targeting projectiles), Double Shot (a spread-firing main ), Laser (a piercing ), Option (up to four follower drones mimicking the ship's attacks), and (protective barriers). Twelve red capsules trigger a blue Power Capsule that clears the screen of minor enemies without advancing the meter. select from six fixed weapon configurations at the start, eliminating the customizable edit mode of prior games; configurations 1-4 carry over from with standard missiles and lasers, while new additions in configuration 5 feature vertical mines that deploy above and below the ship before exploding, and configuration 6 introduces flying torpedoes that launch forward in pairs and can spread vertically when holding the fire button. Shields vary between frontal protection absorbing multiple hits and a force field enduring six impacts. The game comprises nine stages, each with interactive elements such as breakable walls, snapping plant tendrils, and lava waves that respond to player actions, alongside occasional branching paths allowing minor route choices in hazardous areas. Destructible obstacles and environmental hazards encourage strategic navigation, with stages progressing from metallic liquid terrains to biological cells and high-speed zones. Unlike earlier titles, there is no weapon edit mode, locking players into their chosen configuration throughout. Controls consist of three buttons on the : one to equip the highlighted Power Meter slot, one for the main weapon, and one for missiles, with standard movement. The version supports single-player mode or two-player alternating turns, with home ports preserving this functionality. A screen-clearing Power Capsule serves as a desperation tool during intense encounters. Additionally, the release featured an early online ranking system, where players received a unique password at game end for submitting scores to Konami's servers, a service discontinued in 2000.

Production

Development

Gradius IV was directed by Hiroyuki Ashida, with Hiroyasu Machiguchi serving as producer. Key design contributions came from Yasunori Kanetake and Noriaki Yamamoto, while the soundtrack was composed by Atsuki Watanabe alongside Harumi Ueko. The development team, including programmers like Ken Midorikawa and artists such as Daisuke Yoro, aimed to honor the series' roots following the experimental approach of Gradius III. The game marked the first in the series to incorporate polygonal models, enabling enhanced visuals such as colored lighting and dynamic environmental interactions, like reactive tendrils in certain stages. It was developed on Konami's arcade , a PowerPC-based system that supported these elements while maintaining primarily to fit technical constraints. This choice allowed for smoother performance across infinite loops with minimal slowdown, prioritizing fluid over full . Design decisions focused on reviving the classic Gradius formula, eliminating features from such as the Snake Option, edit mode, and Reduce shield to streamline the player experience and reduce complexity. Instead, the team introduced six fixed weapon configurations, drawing from prior entries like while adding new ones, such as the vertical mine and flying torpedo, to provide balanced variety without overwhelming customization. Development spanned approximately 10 months, with a mid-process pause to shuffle staff and refine elements, ensuring alignment with the series' traditional side-scrolling shooter structure. A primary challenge was balancing for veteran players with subtle innovations, such as enhanced battles and interactivity, while avoiding the perceived overcomplication of previous titles. The team grappled with hardware limitations in integrating polygons without compromising the aesthetic, and adjusted difficulty elements like dynamic ranking to appeal to experts while incorporating operator-adjustable continues for accessibility.

Release

Gradius IV was released exclusively in Japanese s on February 4, 1999, developed and published by for the Konami Hornet arcade hardware platform. The title marked the series' return to polygonal graphics in a traditional side-scrolling format, targeted at the domestic arcade market where such experiences were prominent. No international arcade release occurred at launch, reflecting Konami's focus on Japan's vibrant coin-op scene. To promote the game, implemented an innovative online ranking system starting from its debut, enabling to submit high scores worldwide by entering a unique password generated at the end of each session on a website. This service operated until August 1999, fostering competition and extending the game's engagement beyond physical arcades, though participation was primarily driven by due to . At release, Gradius IV remained arcade-exclusive with no contemporaneous home console adaptation, emphasizing its design for dedicated hardware and location-based play. Distribution utilized standard upright cabinets with JAMMA-compatible interfaces, supporting up to two players via 8-way joysticks and three buttons per side. Promotional efforts included printed flyers highlighting the Vic Viper's resurrection theme and operator manuals detailing setup for venue owners, distributed through Konami's network.

Post-release

Reception

Upon its arcade release in Japan in February 1999, Gradius IV achieved notable commercial success, ranking as the second most successful for the month of according to Game Machine magazine. The title saw strong initial earnings through widespread arcade placements, reflecting continued interest in the series amid the late-1990s shmup market. Critical reception in Japanese magazines praised the game's 3D visuals for their technical advancement over , tight controls that maintained the series' responsive handling, and varied stage designs that incorporated dynamic environmental hazards and boss encounters. Scores typically hovered around 8/10, with reviewers highlighting the smooth integration of polygonal elements into 2D gameplay as a highlight. However, criticisms focused on the game's elevated difficulty curve, perceived lack of originality in reusing elements from prior entries, and occasional unfair enemy patterns that frustrated even seasoned players. The 2000 PlayStation 2 compilation & IV received positive feedback in for its faithful emulation of the arcade originals, preserving the high-resolution visuals and audio without significant alterations, though some noted minor control issues when adapting the arcade stick inputs to the controller. In upon its 2000 release, reviews were mixed, with outlets appreciating the nostalgic appeal and colorful, detailed backgrounds but critiquing the dated mechanics and punishing difficulty that felt unapproachable for modern audiences; awarded it a 6.5/10, calling it a solid retro package for enthusiasts. similarly scored it 6.3/10, praising the classic gameplay loop while noting its niche appeal. Among players, common complaints centered on the fixed weapon configurations, which offered limited options compared to earlier titles and reduced replayability by restricting experimentation. Conversely, the introduction of an online ranking system—where players received a password to submit scores for global leaderboards—was hailed as an innovative feature for the era, enhancing competitive elements in arcades and early ports.

Legacy

Gradius IV has been re-released primarily through compilations rather than standalone ports. It was included alongside in a PlayStation 2 collection launched in on April 13, 2000, and in on November 13, 2000, marking the first home console ports of both titles. The game later appeared in the Gradius Collection for , released in on February 9, 2006, which featured versions of Gradius I through IV along with other series entries. As of 2025, no standalone ports or modern remasters of Gradius IV exist, limiting its accessibility to these older compilations or . Within the Gradius series, stands as the final traditional arcade entry, serving as a bridge between the series' 2D origins and the 3D experimentation seen in later installments like , which adopted similar polygonal and stage design elements. Its implementation of the power-up bar system further solidified this mechanic as a series standard, influencing weapon selection and progression in subsequent titles. The game's blend of classic side-scrolling action with early 3D visuals helped transition the franchise toward more ambitious productions in the early . Gradius IV's cultural impact in the genre lies in its technical innovations, including the use of models for enemies and backgrounds, which pushed hardware boundaries and inspired graphical advancements in other shmups. It maintains enduring appeal among shmup enthusiasts for its balanced difficulty curve and detailed visuals, often highlighted in retrospectives on Konami's legacy. The title occasionally appears in fan-driven analyses and homages, underscoring its role in preserving the genre's roots. Today, remains available mainly through second-hand copies of the PS2 and compilations or via on compatible hardware. It is notably absent from Konami's recent Origins collection, announced in March 2025 and released on August 7, 2025, for platforms including Nintendo Switch, , Series X|S, and PC, which focuses on earlier titles from the and series without including later entries like Gradius IV.

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