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.
[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] 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 "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.
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.
[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.