Gradius IV

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.

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