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    Gradius IV Fukkatsu

    Game » consists of 1 releases. Released Feb 04, 1999

    The fourth main installment of the Gradius series and the last one to be released in arcades.

    Short summary describing this game.

    Gradius IV Fukkatsu last edited by Nes on 06/12/20 06:38PM View full history

    Overview

    Gradius IV (known in Japan as Gradius IV: Fukkatsu, the sub-title loosely translated to "Revival") is a 2D sci-fi side-scrolling shoot-'em-up developed and released by Konami for arcades exclusively in Japan on February 4, 1999.

    The fourth main installment of the Gradius series (and the sequel to Gradius III), Gradius IV puts players back in control of the starfighter Vic Viper as a new force is making their way to the planet Gradius. It is the last entry in the series to be released in arcades.

    Much of the gameplay from previous games in the series remain intact. However, the "Power Meter Select" system was reverted back to Gradius II: GOFER no Yazou (with two new configurations) and the "Edit Mode" system of Gradius III (along with many of its power-ups) was removed entirely. New additions include special graphical effects (such as polygonal 3D) and a password-based online ranking system.

    While the game never had a proper standalone home console release, it was bundled with Gradius III as part of the Gradius III and IV compilation for the PlayStation 2 in 2000 (April in Japan, November in both North America and Europe). It was also included in the 2006 PlayStation Portable compilation Gradius Collection.

    Power Meter

    The Power Meter system from previous games in the series returns, in which players start each life with minimal speed and a basic cannon shot, and can upgrade their ship by collecting Power Capsules to progress through their six-part Power Meter (and then using the Power-Up button to collect the meter's highlighted power-up).

    However, this game reverts back to the standard Power Meter Select system of Gradius II: GOFER no Yazou, meaning that players can no longer use "Edit Mode" to customize their own weapon loadouts. In addition, many power-ups from Gradius III, including alternate Option types and the Extra power-up slot, have been removed.

    Players can choose from one of six different Power Meter configurations, followed by two different Shield configurations (Shield and Force Field). All configurations use the same Speed-Up and Option power-ups. The first four Power Meter configurations are the same as in Gradius II, with the first configuration being the same as in the original Gradius.

    • Missile, Double, Laser
    • Spread Bomb, Tailgun, Laser
    • Photon Torpedo, Double, Ripple Laser
    • 2-Way Missile, Tailgun, Ripple Laser
    • Vertical Mine, Double, Armor Piercing
    • Flying Torpedo, Tailgun, Twin Laser

    These power-ups are, in Power-Up Level order:

    Speed-Up

    Increases the movement speed of the Vic Viper. This can be activated up to five times to further increase the speed, although higher levels can be very unwieldy.

    Missile

    Allows the Vic Viper to drop missiles that fall downwards on the playfield separately from its main weapon. Four different types are available in this game:

    • Missile (Classic) - Missiles that, if they reach a flat surface, move along it until they reach an enemy or a wall.
    • Spread Bomb - Missiles that fire in an arc and detonate on impact for damaging explosions.
    • Photon Torpedo - Missiles that overpenetrate enemies and, if they reach a flat surface, move along it until they reach a wall.
    • 2-Way Missile - Missiles that split into two from the ship, the second moving upwards in a similar arc.
    • Vertical Mine - Missiles that fire either upwards or downwards, depending on the ship's movement.
    • Flying Torpedo - Missiles that split into two from the ship, the second moving upwards in a similar arc. Once the Missile button is released, both missiles fly in a forwards direction instead. If they reach a flat surface, they move along it until they reach an enemy or a wall.

    Double

    Improves the Vic Viper's cannon by having it shoot an additional shot. Replaces the Laser power-up.

    • Double (Classic) - Second shot is fired in an upward angle.
    • Tailgun - Second shot is fired behind the ship.

    Laser

    Replaces the Vic Viper's cannon with a more-powerful laser cannon. Replaces the Double power-up.

    • Laser (Classic) - Thinner beams that can over-penetrate enemies.
    • Ripple Laser - Beams that widen over time.
    • Armor Piercing - Cannon shots that over-penetrate enemies.
    • Twin Laser - Pairs of thin beams.

    Option

    Creates a ball of energy that follows behind the path of the Vic Viper and fires the same weapons (and missiles, if active) as the ship. This can be activated up to four times, each of which creating a new energy ball.

    Barrier

    Provides a temporary barrier to the Vic Viper that completely negate projectiles in certain directions. These barriers have limited energy and can be destroyed.

    This Power-Up is marked with the "?" symbol in the Power Meter.

    • Shield (Classic) - Two energy balls that guards the ship's front. More durability, but leaves the ship vulnerable in other directions.
    • Force Field - Guards the Vic Viper in all directions. Less durability.
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