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. 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". Home versions of Gradius IV were mostly positive. In Japan, Game Machine listed Gradius IV on their Apissue as being the second most-successful arcade game at the time. 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. It was officially released in Japan on February 4, 1999, running on the Konami Hornet arcade system. Gradius IV was presented to the public at the 39th JAMMA tradeshow in Japan in November 1998, shown alongside Konami's own Evil Night. The "edit mode" from Gradius III was cut from IV as the team felt it made the game unbalanced. The final design was made to emphasize the ship's "sharpness", since it was redesigned for a 3D video game. The player's ship, the Vic Viper, was redesigned several times as the staff was unhappy with how most of the revisions turned out. The subtitle "Fukkatsu", translating to "Resurrection" or "Revival", 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. ĭevelopment of Gradius IV lasted for roughly ten months - midway through development it was put on hold while staff was shuffled. 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. A "boss rush" segment was added as the idea was popular among other Konami staff. Some stage ideas, like the "volcano" theme in the fourth level, were incorporated from other Gradius games, with the majority being original ideas. 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. As the first game in the series to use 3D graphics, the team focused to make stages take advantage of this. The project's theme was "interactive", signaling that levels should be engaging and react based on the player's movement and actions. 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. 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. The laser is the twin laser seen in Gradius III. The double mode is the tailgun, seen in other configurations.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |