<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Orangebc18</id>
	<title>Shmups Wiki -- The Digital Library of Shooting Games - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Orangebc18"/>
	<link rel="alternate" type="text/html" href="https://shmups.wiki/library/Special:Contributions/Orangebc18"/>
	<updated>2026-10-18T11:28:15Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39598</id>
		<title>Salamander 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39598"/>
		<updated>2026-10-01T05:38:25Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Salamander2_logo.png|500px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Salamander 2&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Salamander2_title.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Konami]]&lt;br /&gt;
| music = Yuichi Takamine&amp;lt;br/&amp;gt;Naoki Maeda&lt;br /&gt;
| program  = Qchan&amp;lt;br/&amp;gt;Yamamoso Type2&amp;lt;br/&amp;gt;Takeaki Hasegawa&lt;br /&gt;
| art = Satonyan&amp;lt;br/&amp;gt;Masato Hijima&amp;lt;br/&amp;gt;Sonshi SDR&amp;lt;br/&amp;gt;Kaori Nishimura&amp;lt;br/&amp;gt;Yas&amp;lt;br/&amp;gt;Motohisa Ando&lt;br /&gt;
| releasedate = '''Arcade:''' January 24, 1996&amp;lt;br/&amp;gt;'''Sega Saturn/PS1:''' June 19, 1997 / July 6, 1997&amp;lt;br/&amp;gt;'''PSP:''' January 24, 2007&lt;br /&gt;
| previousgame = [[TwinBee Yahho!]]&lt;br /&gt;
| nextgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
}}&lt;br /&gt;
'''Salamander 2''' (沙羅曼蛇2) is a horizontal-scrolling shoot-em-up developed and published by [[Konami]] in 1996. It is the sequel to [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
The game received ports on PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
''Salamander 2'' is a 2-button shooter. There are 6 stages, after completing all of them the game enters loop 2.&lt;br /&gt;
*'''A button:''' Fires the player's main weapon and missiles.&lt;br /&gt;
*'''B button:''' Launches the player's options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Instead of capsules, enemies drop icons that activate automatically. Icons of the same weapon type can be picked up for a 2nd temporary level of power lasting around 11 seconds (an extra 7 seconds can be stacked if a icon is picked up while active).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_speed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Speed Up'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Increases movement speed. Can be stacked up to 5 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_missile.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Missile'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Fired downwards and travels across terrain. ''Twin Missile'' adds a upward missile but can't travel across terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_ripple.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Ripple'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Energy ring that becomes wider as it travels. ''Buster Ripple'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_laser.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Piercing laser that increases with length when holding down the button. ''Hyper Ray'' increases length and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_twin.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Twin Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Set of 2 lasers that becomes smaller as it travels. ''Spear Laser'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_option.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Orb that mimics weapons and movement, homes onto enemies when launched. Can be equipped up to 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_seed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option Seed'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Small orb that circles around the ship and fires automatically, forms a barrier when launched. Turns into a full option if a second seed is picked up.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_forcefield.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Force Field'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Grants protection from all sides, can withstand up to 7 hits. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, there are two extra lives, one at 200,000 and the other at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Salamander 2''' has a semi-aggressive rank system that can be mostly mitigated if understood properly&lt;br /&gt;
The Base Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Base Rank (-12 to 18) + Stage rank (1 to 27) + Power up rank (-2 to 12) + Frame rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 31. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;1&amp;quot;&amp;gt; Base Rank&lt;br /&gt;
----&lt;br /&gt;
The minimum rank is calculated by the difficulty (as set in the test menu) and the current stage number. Per stage, the Base Rank never falls below this minimum rank number. Rank cannot be negative, instead negative rank subtracts any rank added&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Base Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| -12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Stage Rank&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 1&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 8&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 11&lt;br /&gt;
| 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups picked up, the following rank increase is added to the Base Rank. If the power ups currently held changes (from dying or from changing weapons and shooting options), so does the rank increase. Note that there are different power up rank formulas for Vic Viper and Super Cobra.&lt;br /&gt;
&lt;br /&gt;
Vic Viper's Power up rank can be between -2 and 12&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Vic Viper Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) - ((Power up values (added together) / 4) (Truncate the value))&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Super Cobra's Power up rank can be between 0 and 7&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Super Cobra Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| (Power up values (added together)) / 2 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Power up values for Power Up Rank formulas are given below.&lt;br /&gt;
&lt;br /&gt;
Speed ups:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 Speed Ups&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1-5 Speed Ups&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Shot&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ripple Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Laser&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Missile:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| None&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Missile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Options&lt;br /&gt;
|-&lt;br /&gt;
| 3 * Option Count (includes option seed as one full option)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This essentially means that Super Cobra has lower rank compared to Vic Viper, making him easier to use. Note that Force Fields do not affect rank at all.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Each player has a frame rank counter. Every frame 1 is added to this counter. This counter does not increase during stage transitions, death animations, and cutscenes.&lt;br /&gt;
&lt;br /&gt;
To determine frame rank, this formula is used&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frame Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| (current counter + (current counter / 2). Then current counter / 4096 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This formula means that every 2731 frames or every 45.5166667 seconds, frame rank increases by one. Frame rank does not have a cap, but will essentially stop increasing at Total Rank's maximum of 31. Upon death, frame rank will be reset back to 0.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2-Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Both players have a total rank value. The total rank used by the game is based on the following conditions.&lt;br /&gt;
&lt;br /&gt;
1. If the lowest total rank is lower than 3, total rank will be based on the higher total rank.&lt;br /&gt;
&lt;br /&gt;
2. when lowest total rank is higher or equal to 3, the following operations will happen:&lt;br /&gt;
* Highest total rank + (Highest total rank / 2) &lt;br /&gt;
* Calculated value from previous operation + (Lowest total rank / 2)&lt;br /&gt;
* Calculated value from previous operation / 2&lt;br /&gt;
The output value is equal to the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Co-op also adds an addition +3 to the rank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
===Loops===&lt;br /&gt;
----&lt;br /&gt;
''Salamander 2'' ends after the 2nd loop. Some stages add remixes from [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Vertical_orientation]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39597</id>
		<title>Salamander 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39597"/>
		<updated>2026-10-01T03:52:20Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Salamander2_logo.png|500px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Salamander 2&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Salamander2_title.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Konami]]&lt;br /&gt;
| music = Yuichi Takamine&amp;lt;br/&amp;gt;Naoki Maeda&lt;br /&gt;
| program  = Qchan&amp;lt;br/&amp;gt;Yamamoso Type2&amp;lt;br/&amp;gt;Takeaki Hasegawa&lt;br /&gt;
| art = Satonyan&amp;lt;br/&amp;gt;Masato Hijima&amp;lt;br/&amp;gt;Sonshi SDR&amp;lt;br/&amp;gt;Kaori Nishimura&amp;lt;br/&amp;gt;Yas&amp;lt;br/&amp;gt;Motohisa Ando&lt;br /&gt;
| releasedate = '''Arcade:''' January 24, 1996&amp;lt;br/&amp;gt;'''Sega Saturn/PS1:''' June 19, 1997 / July 6, 1997&amp;lt;br/&amp;gt;'''PSP:''' January 24, 2007&lt;br /&gt;
| previousgame = [[TwinBee Yahho!]]&lt;br /&gt;
| nextgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
}}&lt;br /&gt;
'''Salamander 2''' (沙羅曼蛇2) is a horizontal-scrolling shoot-em-up developed and published by [[Konami]] in 1996. It is the sequel to [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
The game received ports on PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
''Salamander 2'' is a 2-button shooter. There are 6 stages, after completing all of them the game enters loop 2.&lt;br /&gt;
*'''A button:''' Fires the player's main weapon and missiles.&lt;br /&gt;
*'''B button:''' Launches the player's options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Instead of capsules, enemies drop icons that activate automatically. Icons of the same weapon type can be picked up for a 2nd temporary level of power lasting around 11 seconds (an extra 7 seconds can be stacked if a icon is picked up while active).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_speed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Speed Up'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Increases movement speed. Can be stacked up to 5 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_missile.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Missile'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Fired downwards and travels across terrain. ''Twin Missile'' adds a upward missile but can't travel across terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_ripple.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Ripple'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Energy ring that becomes wider as it travels. ''Buster Ripple'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_laser.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Piercing laser that increases with length when holding down the button. ''Hyper Ray'' increases length and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_twin.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Twin Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Set of 2 lasers that becomes smaller as it travels. ''Spear Laser'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_option.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Orb that mimics weapons and movement, homes onto enemies when launched. Can be equipped up to 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_seed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option Seed'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Small orb that circles around the ship and fires automatically, forms a barrier when launched. Turns into a full option if a second seed is picked up.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_forcefield.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Force Field'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Grants protection from all sides, can withstand up to 7 hits. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, there are two extra lives, one at 200,000 and the other at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Salamander 2''' has a semi-aggressive rank system that can be mostly mitigated if understood properly&lt;br /&gt;
The Base Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Base Rank (-12 to 18) + Stage rank (1 to 27) + Power up rank (-2 to 12) + Frame rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 31. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;1&amp;quot;&amp;gt; Base Rank&lt;br /&gt;
----&lt;br /&gt;
The minimum rank is calculated by the difficulty (as set in the test menu) and the current stage number. Per stage, the Base Rank never falls below this minimum rank number. Rank cannot be negative, instead negative rank subtracts any rank added&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Base Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| -12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Stage Rank&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 1&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 8&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 11&lt;br /&gt;
| 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups picked up, the following rank increase is added to the Base Rank. If the power ups currently held changes (from dying or from changing weapons and shooting options), so does the rank increase. Note that there are different power up rank formulas for Vic Viper and Super Cobra.&lt;br /&gt;
&lt;br /&gt;
Vic Viper's Power up rank can be between -2 and 12&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Vic Viper Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) - (Power up values (added together) / 4) (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Super Cobra's Power up rank can be between 0 and 7&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Super Cobra Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) / 2 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Power up values for Power Up Rank formulas are given below.&lt;br /&gt;
&lt;br /&gt;
Speed ups:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 Speed Ups&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1-5 Speed Ups&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Shot&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ripple Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Laser&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Missile:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| None&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Missile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Options&lt;br /&gt;
|-&lt;br /&gt;
| 3 * Option Count (includes option seed as one full option)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This essentially means that Super Cobra has lower rank compared to Vic Viper, making him easier to use. Note that Force Fields do not affect rank at all.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Each player has a frame rank counter. Every frame 1 is added to this counter. This counter does not increase during stage transitions, death animations, and cutscenes.&lt;br /&gt;
&lt;br /&gt;
To determine frame rank, this formula is used&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frame Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| (current counter + (current counter / 2). Then current counter / 4096 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This formula means that every 2731 frames or every 45.5166667 seconds, frame rank increases by one. Frame rank does not have a cap, but will essentially stop increasing at Total Rank's maximum of 31. Upon death, frame rank will be reset back to 0.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2-Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Both players have a total rank value. The total rank used by the game is based on the following conditions.&lt;br /&gt;
&lt;br /&gt;
1. If the lowest total rank is lower than 3, total rank will be based on the higher total rank.&lt;br /&gt;
&lt;br /&gt;
2. when lowest total rank is higher or equal to 3, the following operations will happen:&lt;br /&gt;
* Highest total rank + (Highest total rank / 2) &lt;br /&gt;
* Calculated value from previous operation + (Lowest total rank / 2)&lt;br /&gt;
* Calculated value from previous operation / 2&lt;br /&gt;
The output value is equal to the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Co-op also adds an addition +3 to the rank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
===Loops===&lt;br /&gt;
----&lt;br /&gt;
''Salamander 2'' ends after the 2nd loop. Some stages add remixes from [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Vertical_orientation]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39596</id>
		<title>Salamander 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39596"/>
		<updated>2026-10-01T03:51:47Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Salamander2_logo.png|500px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Salamander 2&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Salamander2_title.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Konami]]&lt;br /&gt;
| music = Yuichi Takamine&amp;lt;br/&amp;gt;Naoki Maeda&lt;br /&gt;
| program  = Qchan&amp;lt;br/&amp;gt;Yamamoso Type2&amp;lt;br/&amp;gt;Takeaki Hasegawa&lt;br /&gt;
| art = Satonyan&amp;lt;br/&amp;gt;Masato Hijima&amp;lt;br/&amp;gt;Sonshi SDR&amp;lt;br/&amp;gt;Kaori Nishimura&amp;lt;br/&amp;gt;Yas&amp;lt;br/&amp;gt;Motohisa Ando&lt;br /&gt;
| releasedate = '''Arcade:''' January 24, 1996&amp;lt;br/&amp;gt;'''Sega Saturn/PS1:''' June 19, 1997 / July 6, 1997&amp;lt;br/&amp;gt;'''PSP:''' January 24, 2007&lt;br /&gt;
| previousgame = [[TwinBee Yahho!]]&lt;br /&gt;
| nextgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
}}&lt;br /&gt;
'''Salamander 2''' (沙羅曼蛇2) is a horizontal-scrolling shoot-em-up developed and published by [[Konami]] in 1996. It is the sequel to [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
The game received ports on PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
''Salamander 2'' is a 2-button shooter. There are 6 stages, after completing all of them the game enters loop 2.&lt;br /&gt;
*'''A button:''' Fires the player's main weapon and missiles.&lt;br /&gt;
*'''B button:''' Launches the player's options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Instead of capsules, enemies drop icons that activate automatically. Icons of the same weapon type can be picked up for a 2nd temporary level of power lasting around 11 seconds (an extra 7 seconds can be stacked if a icon is picked up while active).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_speed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Speed Up'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Increases movement speed. Can be stacked up to 5 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_missile.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Missile'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Fired downwards and travels across terrain. ''Twin Missile'' adds a upward missile but can't travel across terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_ripple.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Ripple'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Energy ring that becomes wider as it travels. ''Buster Ripple'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_laser.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Piercing laser that increases with length when holding down the button. ''Hyper Ray'' increases length and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_twin.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Twin Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Set of 2 lasers that becomes smaller as it travels. ''Spear Laser'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_option.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Orb that mimics weapons and movement, homes onto enemies when launched. Can be equipped up to 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_seed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option Seed'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Small orb that circles around the ship and fires automatically, forms a barrier when launched. Turns into a full option if a second seed is picked up.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_forcefield.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Force Field'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Grants protection from all sides, can withstand up to 7 hits. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, there are two extra lives, one at 200,000 and the other at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Salamander 2''' has a semi-aggressive rank system that can be mostly mitigated if understood properly&lt;br /&gt;
The Base Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Base Rank (-12 to 18) + Stage rank (1 to 27) + Power up rank (-2 to 12) + Frame rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 31. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;1&amp;quot;&amp;gt; Base Rank&lt;br /&gt;
----&lt;br /&gt;
The minimum rank is calculated by the difficulty (as set in the test menu) and the current stage number. Per stage, the Base Rank never falls below this minimum rank number. Rank cannot be negative, instead negative rank subtracts any rank added&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Base Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| -12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Stage Rank&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 1&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 8&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 11&lt;br /&gt;
| 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups picked up, the following rank increase is added to the Base Rank. If the power ups currently held changes (from dying or from changing weapons and shooting options), so does the rank increase. Note that there are different power up rank formulas for Vic Viper and Super Cobra.&lt;br /&gt;
&lt;br /&gt;
Vic Viper's Power up rank can be between -2 and 12&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Vic Viper Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) - (Power up values (added together) / 4) (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Super Cobra's Power up rank can be between 0 and 7&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Super Cobra Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) / 2 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Power up values for Power Up Rank formulas are given below.&lt;br /&gt;
&lt;br /&gt;
Speed ups:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 Speed Ups&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1-5 Speed Ups&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Shot&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ripple Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Laser&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Missile:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| None&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Missile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Options&lt;br /&gt;
|-&lt;br /&gt;
| 3 * Option Count (includes option seed as one full option)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This essentially means that Super Cobra has lower rank compared to Vic Viper, making him easier to use.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Each player has a frame rank counter. Every frame 1 is added to this counter. This counter does not increase during stage transitions, death animations, and cutscenes.&lt;br /&gt;
&lt;br /&gt;
To determine frame rank, this formula is used&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frame Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| (current counter + (current counter / 2). Then current counter / 4096 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This formula means that every 2731 frames or every 45.5166667 seconds, frame rank increases by one. Frame rank does not have a cap, but will essentially stop increasing at Total Rank's maximum of 31. Upon death, frame rank will be reset back to 0.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2-Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Both players have a total rank value. The total rank used by the game is based on the following conditions.&lt;br /&gt;
&lt;br /&gt;
1. If the lowest total rank is lower than 3, total rank will be based on the higher total rank.&lt;br /&gt;
&lt;br /&gt;
2. when lowest total rank is higher or equal to 3, the following operations will happen:&lt;br /&gt;
* Highest total rank + (Highest total rank / 2) &lt;br /&gt;
* Calculated value from previous operation + (Lowest total rank / 2)&lt;br /&gt;
* Calculated value from previous operation / 2&lt;br /&gt;
The output value is equal to the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Co-op also adds an addition +3 to the rank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
===Loops===&lt;br /&gt;
----&lt;br /&gt;
''Salamander 2'' ends after the 2nd loop. Some stages add remixes from [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Vertical_orientation]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39595</id>
		<title>Salamander 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39595"/>
		<updated>2026-10-01T03:44:54Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Salamander2_logo.png|500px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Salamander 2&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Salamander2_title.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Konami]]&lt;br /&gt;
| music = Yuichi Takamine&amp;lt;br/&amp;gt;Naoki Maeda&lt;br /&gt;
| program  = Qchan&amp;lt;br/&amp;gt;Yamamoso Type2&amp;lt;br/&amp;gt;Takeaki Hasegawa&lt;br /&gt;
| art = Satonyan&amp;lt;br/&amp;gt;Masato Hijima&amp;lt;br/&amp;gt;Sonshi SDR&amp;lt;br/&amp;gt;Kaori Nishimura&amp;lt;br/&amp;gt;Yas&amp;lt;br/&amp;gt;Motohisa Ando&lt;br /&gt;
| releasedate = '''Arcade:''' January 24, 1996&amp;lt;br/&amp;gt;'''Sega Saturn/PS1:''' June 19, 1997 / July 6, 1997&amp;lt;br/&amp;gt;'''PSP:''' January 24, 2007&lt;br /&gt;
| previousgame = [[TwinBee Yahho!]]&lt;br /&gt;
| nextgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
}}&lt;br /&gt;
'''Salamander 2''' (沙羅曼蛇2) is a horizontal-scrolling shoot-em-up developed and published by [[Konami]] in 1996. It is the sequel to [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
The game received ports on PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
''Salamander 2'' is a 2-button shooter. There are 6 stages, after completing all of them the game enters loop 2.&lt;br /&gt;
*'''A button:''' Fires the player's main weapon and missiles.&lt;br /&gt;
*'''B button:''' Launches the player's options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Instead of capsules, enemies drop icons that activate automatically. Icons of the same weapon type can be picked up for a 2nd temporary level of power lasting around 11 seconds (an extra 7 seconds can be stacked if a icon is picked up while active).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_speed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Speed Up'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Increases movement speed. Can be stacked up to 5 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_missile.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Missile'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Fired downwards and travels across terrain. ''Twin Missile'' adds a upward missile but can't travel across terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_ripple.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Ripple'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Energy ring that becomes wider as it travels. ''Buster Ripple'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_laser.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Piercing laser that increases with length when holding down the button. ''Hyper Ray'' increases length and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_twin.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Twin Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Set of 2 lasers that becomes smaller as it travels. ''Spear Laser'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_option.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Orb that mimics weapons and movement, homes onto enemies when launched. Can be equipped up to 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_seed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option Seed'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Small orb that circles around the ship and fires automatically, forms a barrier when launched. Turns into a full option if a second seed is picked up.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_forcefield.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Force Field'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Grants protection from all sides, can withstand up to 7 hits. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, there are two extra lives, one at 200,000 and the other at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Salamander 2''' has a semi-aggressive rank system that can be mostly mitigated if understood properly&lt;br /&gt;
The Base Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Base Rank (-12 to 18) + Stage rank (1 to 27) + Power up rank (-2 to 12) + Frame rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 31. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;1&amp;quot;&amp;gt; Base Rank&lt;br /&gt;
----&lt;br /&gt;
The minimum rank is calculated by the difficulty (as set in the test menu) and the current stage number. Per stage, the Base Rank never falls below this minimum rank number. Rank cannot be negative, instead negative rank subtracts any rank added&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Base Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| -12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Stage Rank&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 1&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 8&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 11&lt;br /&gt;
| 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups picked up, the following rank increase is added to the Base Rank. If the power ups currently held changes (from dying or from changing weapons and shooting options), so does the rank increase. Note that there are different power up rank formulas for Vic Viper and Super Cobra.&lt;br /&gt;
&lt;br /&gt;
Vic Viper's Power up rank can be between -2 and 12&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Vic Viper Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) - (Power up values (added together) / 4) (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Super Cobra's Power up rank can be between 0 and 7&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Super Cobra Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) / 2 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Power up values for Power Up Rank formulas&lt;br /&gt;
&lt;br /&gt;
Speed ups:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 Speed Ups&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1-5 Speed Ups&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Shot&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ripple Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Laser&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Missile:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| None&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Missile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Options&lt;br /&gt;
|-&lt;br /&gt;
| 3 * Option Count (includes option seed as one full option)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This essentially means that Super Cobra has lower rank compared to Vic Viper, making him easier to use.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Each player has a frame rank counter. Every frame 1 is added to this counter. This counter does not increase during stage transitions, death animations, and cutscenes.&lt;br /&gt;
&lt;br /&gt;
To determine frame rank, this formula is used&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frame Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| (current counter + (current counter / 2). Then current counter / 4096 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This formula means that every 2731 frames or every 45.5166667 seconds, frame rank increases by one. Frame rank does not have a cap, but will essentially stop increasing at Total Rank's maximum of 31. Upon death, frame rank will be reset back to 0.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2-Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Both players have a total rank value. The total rank used by the game is based on the following conditions.&lt;br /&gt;
&lt;br /&gt;
1. If the lowest total rank is lower than 3, total rank will be based on the higher total rank.&lt;br /&gt;
&lt;br /&gt;
2. when lowest total rank is higher or equal to 3, the following operations will happen:&lt;br /&gt;
* Highest total rank + (Highest total rank / 2) &lt;br /&gt;
* Calculated value from previous operation + (Lowest total rank / 2)&lt;br /&gt;
* Calculated value from previous operation / 2&lt;br /&gt;
The output value is equal to the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Co-op also adds an addition +3 to the rank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
===Loops===&lt;br /&gt;
----&lt;br /&gt;
''Salamander 2'' ends after the 2nd loop. Some stages add remixes from [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Vertical_orientation]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39594</id>
		<title>Salamander 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39594"/>
		<updated>2026-10-01T03:43:31Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Salamander2_logo.png|500px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Salamander 2&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Salamander2_title.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Konami]]&lt;br /&gt;
| music = Yuichi Takamine&amp;lt;br/&amp;gt;Naoki Maeda&lt;br /&gt;
| program  = Qchan&amp;lt;br/&amp;gt;Yamamoso Type2&amp;lt;br/&amp;gt;Takeaki Hasegawa&lt;br /&gt;
| art = Satonyan&amp;lt;br/&amp;gt;Masato Hijima&amp;lt;br/&amp;gt;Sonshi SDR&amp;lt;br/&amp;gt;Kaori Nishimura&amp;lt;br/&amp;gt;Yas&amp;lt;br/&amp;gt;Motohisa Ando&lt;br /&gt;
| releasedate = '''Arcade:''' January 24, 1996&amp;lt;br/&amp;gt;'''Sega Saturn/PS1:''' June 19, 1997 / July 6, 1997&amp;lt;br/&amp;gt;'''PSP:''' January 24, 2007&lt;br /&gt;
| previousgame = [[TwinBee Yahho!]]&lt;br /&gt;
| nextgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
}}&lt;br /&gt;
'''Salamander 2''' (沙羅曼蛇2) is a horizontal-scrolling shoot-em-up developed and published by [[Konami]] in 1996. It is the sequel to [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
The game received ports on PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
''Salamander 2'' is a 2-button shooter. There are 6 stages, after completing all of them the game enters loop 2.&lt;br /&gt;
*'''A button:''' Fires the player's main weapon and missiles.&lt;br /&gt;
*'''B button:''' Launches the player's options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Instead of capsules, enemies drop icons that activate automatically. Icons of the same weapon type can be picked up for a 2nd temporary level of power lasting around 11 seconds (an extra 7 seconds can be stacked if a icon is picked up while active).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_speed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Speed Up'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Increases movement speed. Can be stacked up to 5 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_missile.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Missile'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Fired downwards and travels across terrain. ''Twin Missile'' adds a upward missile but can't travel across terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_ripple.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Ripple'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Energy ring that becomes wider as it travels. ''Buster Ripple'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_laser.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Piercing laser that increases with length when holding down the button. ''Hyper Ray'' increases length and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_twin.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Twin Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Set of 2 lasers that becomes smaller as it travels. ''Spear Laser'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_option.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Orb that mimics weapons and movement, homes onto enemies when launched. Can be equipped up to 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_seed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option Seed'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Small orb that circles around the ship and fires automatically, forms a barrier when launched. Turns into a full option if a second seed is picked up.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_forcefield.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Force Field'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Grants protection from all sides, can withstand up to 7 hits. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, there are two extra lives, one at 200,000 and the other at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Salamander 2''' has a semi-aggressive rank system that can be mostly mitigated if understood properly&lt;br /&gt;
The Base Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Base Rank (-12 to 18) + Stage rank (1 to 27) + Power up rank (-2 to 12) + Frame rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 31. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;1&amp;quot;&amp;gt; Base Rank&lt;br /&gt;
----&lt;br /&gt;
The minimum rank is calculated by the difficulty (as set in the test menu) and the current stage number. Per stage, the Base Rank never falls below this minimum rank number. Rank cannot be negative, instead negative rank subtracts any rank added&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Base Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| -12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Stage Rank&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 1&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 8&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 11&lt;br /&gt;
| 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups picked up, the following rank increase is added to the Base Rank. If the power ups currently held changes (from dying or from changing weapons and shooting options), so does the rank increase. Note that there are different power up rank formulas for Vic Viper and Super Cobra.&lt;br /&gt;
&lt;br /&gt;
Vic Viper's Power up rank can be between -2 and 12&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Vic Viper Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) - (Power up values (added together) / 4) (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Super Cobra's Power up rank can be between 0 and 7&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Super Cobra Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) / 2 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Power up values for Power Up Rank formulas&lt;br /&gt;
&lt;br /&gt;
Speed ups:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 Speed Ups&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1-5 Speed Ups&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Shot&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ripple Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Laser&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Missile:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| None&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Missile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Options&lt;br /&gt;
|-&lt;br /&gt;
| 3 * Option Count (includes option seed as one full option)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This essentially means that Super Cobra has lower rank compared to Vic Viper, making him easier to use.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Each player has a frame rank counter. Every frame 1 is added to this counter. This counter does not increase during stage transitions, death animations, and cutscenes.&lt;br /&gt;
&lt;br /&gt;
To determine frame rank, this formula is used&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frame Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| (current counter + (current counter / 2). Then current counter / 4096 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This formula means that every 2731 frames or every 45.5166667 seconds, frame rank increases by one. Frame rank does not have a cap, but will essentially stop increasing at Total Rank's maximum of 31. Upon death, frame rank will be reset back to 0.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2-Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Both players have a total rank value. The total rank used by the game is based on the following conditions.&lt;br /&gt;
&lt;br /&gt;
1. If the lowest total rank is lower than 3, total rank will be based on the higher total rank.&lt;br /&gt;
&lt;br /&gt;
2. when lowest total rank is higher or equal to 3, the following operations will happen:&lt;br /&gt;
* Highest total rank + (Highest total rank / 2) &lt;br /&gt;
* Calculated value from previous operation + (Lowest total rank / 2)&lt;br /&gt;
* Calculated value from previous operation / 2&lt;br /&gt;
The output value is equal to the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
Co-op also adds an addition +3 to the rank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
===Loops===&lt;br /&gt;
----&lt;br /&gt;
''Salamander 2'' ends after the 2nd loop. Some stages add remixes from [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Vertical_orientation]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39593</id>
		<title>Salamander 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39593"/>
		<updated>2026-10-01T03:42:53Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Salamander2_logo.png|500px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Salamander 2&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Salamander2_title.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Konami]]&lt;br /&gt;
| music = Yuichi Takamine&amp;lt;br/&amp;gt;Naoki Maeda&lt;br /&gt;
| program  = Qchan&amp;lt;br/&amp;gt;Yamamoso Type2&amp;lt;br/&amp;gt;Takeaki Hasegawa&lt;br /&gt;
| art = Satonyan&amp;lt;br/&amp;gt;Masato Hijima&amp;lt;br/&amp;gt;Sonshi SDR&amp;lt;br/&amp;gt;Kaori Nishimura&amp;lt;br/&amp;gt;Yas&amp;lt;br/&amp;gt;Motohisa Ando&lt;br /&gt;
| releasedate = '''Arcade:''' January 24, 1996&amp;lt;br/&amp;gt;'''Sega Saturn/PS1:''' June 19, 1997 / July 6, 1997&amp;lt;br/&amp;gt;'''PSP:''' January 24, 2007&lt;br /&gt;
| previousgame = [[TwinBee Yahho!]]&lt;br /&gt;
| nextgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
}}&lt;br /&gt;
'''Salamander 2''' (沙羅曼蛇2) is a horizontal-scrolling shoot-em-up developed and published by [[Konami]] in 1996. It is the sequel to [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
The game received ports on PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
''Salamander 2'' is a 2-button shooter. There are 6 stages, after completing all of them the game enters loop 2.&lt;br /&gt;
*'''A button:''' Fires the player's main weapon and missiles.&lt;br /&gt;
*'''B button:''' Launches the player's options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Instead of capsules, enemies drop icons that activate automatically. Icons of the same weapon type can be picked up for a 2nd temporary level of power lasting around 11 seconds (an extra 7 seconds can be stacked if a icon is picked up while active).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_speed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Speed Up'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Increases movement speed. Can be stacked up to 5 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_missile.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Missile'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Fired downwards and travels across terrain. ''Twin Missile'' adds a upward missile but can't travel across terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_ripple.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Ripple'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Energy ring that becomes wider as it travels. ''Buster Ripple'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_laser.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Piercing laser that increases with length when holding down the button. ''Hyper Ray'' increases length and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_twin.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Twin Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Set of 2 lasers that becomes smaller as it travels. ''Spear Laser'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_option.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Orb that mimics weapons and movement, homes onto enemies when launched. Can be equipped up to 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_seed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option Seed'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Small orb that circles around the ship and fires automatically, forms a barrier when launched. Turns into a full option if a second seed is picked up.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_forcefield.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Force Field'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Grants protection from all sides, can withstand up to 7 hits. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, there are two extra lives, one at 200,000 and the other at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Salamander 2''' has a semi-aggressive rank system that can be mostly mitigated if understood properly&lt;br /&gt;
The Base Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Base Rank (-12 to 18) + Stage rank (1 to 27) + Power up rank (-2 to 12) + Frame rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 31. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;1&amp;quot;&amp;gt; Base Rank&lt;br /&gt;
----&lt;br /&gt;
The minimum rank is calculated by the difficulty (as set in the test menu) and the current stage number. Per stage, the Base Rank never falls below this minimum rank number. Rank cannot be negative, instead negative rank subtracts any rank added&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Base Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| -12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Stage Rank&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 1&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 8&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 11&lt;br /&gt;
| 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups picked up, the following rank increase is added to the Base Rank. If the power ups currently held changes (from dying or from changing weapons and shooting options), so does the rank increase. Note that there are different power up rank formulas for Vic Viper and Super Cobra.&lt;br /&gt;
&lt;br /&gt;
Vic Viper's Power up rank can be between -2 and 12&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Vic Viper Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) - (Power up values (added together) / 4) (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Super Cobra's Power up rank can be between 0 and 7&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Super Cobra Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) / 2 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Power up values for Power Up Rank formulas&lt;br /&gt;
&lt;br /&gt;
Speed ups:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 Speed Ups&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1-5 Speed Ups&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Shot&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ripple Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Laser&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Missile:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| None&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Missile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Options&lt;br /&gt;
|-&lt;br /&gt;
| 3 * Option Count (includes option seed as one full option)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This essentially means that Super Cobra has lower rank compared to Vic Viper, making him easier to use.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Each player has a frame rank counter. Every frame 1 is added to this counter. This counter does not increase during stage transitions, death animations, and cutscenes.&lt;br /&gt;
&lt;br /&gt;
To determine frame rank, this formula is used&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frame Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| (current counter + (current counter / 2). Then current counter / 4096 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This formula means that every 2731 frames or every 45.5166667 seconds, frame rank increases by one. Frame rank does not have a cap, but will essentially stop increasing at Total Rank's maximum of 31. Upon death, frame rank will be reset back to 0.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2-Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Both players have a total rank value. The total rank used by the game is based on the following conditions.&lt;br /&gt;
&lt;br /&gt;
1. If the lowest total rank is lower than 3, total rank will be based on the higher total rank.&lt;br /&gt;
&lt;br /&gt;
2. when lowest total rank is higher or equal to 3, the following operations will happen:&lt;br /&gt;
 * Highest total rank + (Highest total rank / 2) &lt;br /&gt;
 * Calculated value from previous operation + (Lowest total rank / 2)&lt;br /&gt;
 * Calculated value from previous operation / 2&lt;br /&gt;
The output value is equal to the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
Co-op also adds an addition +3 to the rank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
===Loops===&lt;br /&gt;
----&lt;br /&gt;
''Salamander 2'' ends after the 2nd loop. Some stages add remixes from [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Vertical_orientation]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39592</id>
		<title>Salamander 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39592"/>
		<updated>2026-10-01T03:42:09Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Salamander2_logo.png|500px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Salamander 2&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Salamander2_title.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Konami]]&lt;br /&gt;
| music = Yuichi Takamine&amp;lt;br/&amp;gt;Naoki Maeda&lt;br /&gt;
| program  = Qchan&amp;lt;br/&amp;gt;Yamamoso Type2&amp;lt;br/&amp;gt;Takeaki Hasegawa&lt;br /&gt;
| art = Satonyan&amp;lt;br/&amp;gt;Masato Hijima&amp;lt;br/&amp;gt;Sonshi SDR&amp;lt;br/&amp;gt;Kaori Nishimura&amp;lt;br/&amp;gt;Yas&amp;lt;br/&amp;gt;Motohisa Ando&lt;br /&gt;
| releasedate = '''Arcade:''' January 24, 1996&amp;lt;br/&amp;gt;'''Sega Saturn/PS1:''' June 19, 1997 / July 6, 1997&amp;lt;br/&amp;gt;'''PSP:''' January 24, 2007&lt;br /&gt;
| previousgame = [[TwinBee Yahho!]]&lt;br /&gt;
| nextgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
}}&lt;br /&gt;
'''Salamander 2''' (沙羅曼蛇2) is a horizontal-scrolling shoot-em-up developed and published by [[Konami]] in 1996. It is the sequel to [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
The game received ports on PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
''Salamander 2'' is a 2-button shooter. There are 6 stages, after completing all of them the game enters loop 2.&lt;br /&gt;
*'''A button:''' Fires the player's main weapon and missiles.&lt;br /&gt;
*'''B button:''' Launches the player's options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Instead of capsules, enemies drop icons that activate automatically. Icons of the same weapon type can be picked up for a 2nd temporary level of power lasting around 11 seconds (an extra 7 seconds can be stacked if a icon is picked up while active).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_speed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Speed Up'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Increases movement speed. Can be stacked up to 5 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_missile.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Missile'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Fired downwards and travels across terrain. ''Twin Missile'' adds a upward missile but can't travel across terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_ripple.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Ripple'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Energy ring that becomes wider as it travels. ''Buster Ripple'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_laser.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Piercing laser that increases with length when holding down the button. ''Hyper Ray'' increases length and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_twin.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Twin Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Set of 2 lasers that becomes smaller as it travels. ''Spear Laser'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_option.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Orb that mimics weapons and movement, homes onto enemies when launched. Can be equipped up to 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_seed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option Seed'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Small orb that circles around the ship and fires automatically, forms a barrier when launched. Turns into a full option if a second seed is picked up.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_forcefield.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Force Field'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Grants protection from all sides, can withstand up to 7 hits. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, there are two extra lives, one at 200,000 and the other at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Salamander 2''' has a semi-aggressive rank system that can be mostly mitigated if understood properly&lt;br /&gt;
The Base Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Base Rank (-12 to 18) + Stage rank (1 to 27) + Power up rank (-2 to 12) + Frame rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 31. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;1&amp;quot;&amp;gt; Base Rank&lt;br /&gt;
----&lt;br /&gt;
The minimum rank is calculated by the difficulty (as set in the test menu) and the current stage number. Per stage, the Base Rank never falls below this minimum rank number. Rank cannot be negative, instead negative rank subtracts any rank added&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Base Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| -12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Stage Rank&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 1&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 8&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 11&lt;br /&gt;
| 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups picked up, the following rank increase is added to the Base Rank. If the power ups currently held changes (from dying or from changing weapons and shooting options), so does the rank increase. Note that there are different power up rank formulas for Vic Viper and Super Cobra.&lt;br /&gt;
&lt;br /&gt;
Vic Viper's Power up rank can be between -2 and 12&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Vic Viper Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) - (Power up values (added together) / 4) (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Super Cobra's Power up rank can be between 0 and 7&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Super Cobra Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) / 2 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Power up values for Power Up Rank formulas&lt;br /&gt;
&lt;br /&gt;
Speed ups:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 Speed Ups&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1-5 Speed Ups&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Shot&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ripple Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Laser&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Missile:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| None&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Missile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Options&lt;br /&gt;
|-&lt;br /&gt;
| 3 * Option Count (includes option seed as one full option)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This essentially means that Super Cobra has lower rank compared to Vic Viper, making him easier to use.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Each player has a frame rank counter. Every frame 1 is added to this counter. This counter does not increase during stage transitions, death animations, and cutscenes.&lt;br /&gt;
&lt;br /&gt;
To determine frame rank, this formula is used&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frame Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| (current counter + (current counter / 2). Then current counter / 4096 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This formula means that every 2731 frames or every 45.5166667 seconds, frame rank increases by one. Frame rank does not have a cap, but will essentially stop increasing at Total Rank's maximum of 31. Upon death, frame rank will be reset back to 0.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2-Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Both players have a total rank value. The total rank used by the game is based on the following conditions.&lt;br /&gt;
&lt;br /&gt;
1. If the lowest total rank is lower than 3, total rank will be based on the higher total rank.&lt;br /&gt;
&lt;br /&gt;
2. when lowest total rank is higher or equal to 3, the following operations will happen:&lt;br /&gt;
 * Highest total rank + (Highest total rank / 2) &lt;br /&gt;
 * Calculated value from previous operation + (Lowest total rank / 2)&lt;br /&gt;
 * Calculated value from previous operation / 2&lt;br /&gt;
This value is equal to the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
Co-op also adds an addition +3 to the rank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
===Loops===&lt;br /&gt;
----&lt;br /&gt;
''Salamander 2'' ends after the 2nd loop. Some stages add remixes from [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Vertical_orientation]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39591</id>
		<title>Salamander 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39591"/>
		<updated>2026-10-01T03:41:01Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Salamander2_logo.png|500px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Salamander 2&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Salamander2_title.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Konami]]&lt;br /&gt;
| music = Yuichi Takamine&amp;lt;br/&amp;gt;Naoki Maeda&lt;br /&gt;
| program  = Qchan&amp;lt;br/&amp;gt;Yamamoso Type2&amp;lt;br/&amp;gt;Takeaki Hasegawa&lt;br /&gt;
| art = Satonyan&amp;lt;br/&amp;gt;Masato Hijima&amp;lt;br/&amp;gt;Sonshi SDR&amp;lt;br/&amp;gt;Kaori Nishimura&amp;lt;br/&amp;gt;Yas&amp;lt;br/&amp;gt;Motohisa Ando&lt;br /&gt;
| releasedate = '''Arcade:''' January 24, 1996&amp;lt;br/&amp;gt;'''Sega Saturn/PS1:''' June 19, 1997 / July 6, 1997&amp;lt;br/&amp;gt;'''PSP:''' January 24, 2007&lt;br /&gt;
| previousgame = [[TwinBee Yahho!]]&lt;br /&gt;
| nextgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
}}&lt;br /&gt;
'''Salamander 2''' (沙羅曼蛇2) is a horizontal-scrolling shoot-em-up developed and published by [[Konami]] in 1996. It is the sequel to [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
The game received ports on PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
''Salamander 2'' is a 2-button shooter. There are 6 stages, after completing all of them the game enters loop 2.&lt;br /&gt;
*'''A button:''' Fires the player's main weapon and missiles.&lt;br /&gt;
*'''B button:''' Launches the player's options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Instead of capsules, enemies drop icons that activate automatically. Icons of the same weapon type can be picked up for a 2nd temporary level of power lasting around 11 seconds (an extra 7 seconds can be stacked if a icon is picked up while active).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_speed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Speed Up'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Increases movement speed. Can be stacked up to 5 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_missile.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Missile'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Fired downwards and travels across terrain. ''Twin Missile'' adds a upward missile but can't travel across terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_ripple.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Ripple'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Energy ring that becomes wider as it travels. ''Buster Ripple'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_laser.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Piercing laser that increases with length when holding down the button. ''Hyper Ray'' increases length and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_twin.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Twin Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Set of 2 lasers that becomes smaller as it travels. ''Spear Laser'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_option.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Orb that mimics weapons and movement, homes onto enemies when launched. Can be equipped up to 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_seed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option Seed'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Small orb that circles around the ship and fires automatically, forms a barrier when launched. Turns into a full option if a second seed is picked up.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_forcefield.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Force Field'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Grants protection from all sides, can withstand up to 7 hits. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, there are two extra lives, one at 200,000 and the other at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Salamander 2''' has a semi-aggressive rank system that can be mostly mitigated if understood properly&lt;br /&gt;
The Base Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Base Rank (-12 to 18) + Stage rank (1 to 27) + Power up rank (-2 to 12) + Frame rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 31. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;1&amp;quot;&amp;gt; Base Rank&lt;br /&gt;
----&lt;br /&gt;
The minimum rank is calculated by the difficulty (as set in the test menu) and the current stage number. Per stage, the Base Rank never falls below this minimum rank number. Rank cannot be negative, instead negative rank subtracts any rank added&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Base Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| -12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Stage Rank&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 1&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 8&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 11&lt;br /&gt;
| 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups picked up, the following rank increase is added to the Base Rank. If the power ups currently held changes (from dying or from changing weapons and shooting options), so does the rank increase. Note that there are different power up rank formulas for Vic Viper and Super Cobra.&lt;br /&gt;
&lt;br /&gt;
Vic Viper's Power up rank can be between -2 and 12&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Vic Viper Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) - (Power up values (added together) / 4) (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Super Cobra's Power up rank can be between 0 and 7&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Super Cobra Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) / 2 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Power up values for Power Up Rank formulas&lt;br /&gt;
&lt;br /&gt;
Speed ups:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 Speed Ups&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1-5 Speed Ups&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Shot&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ripple Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Laser&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Missile:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| None&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Missile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Options&lt;br /&gt;
|-&lt;br /&gt;
| 3 * Option Count (includes option seed as one full option)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Each player has a frame rank counter. Every frame 1 is added to this counter. This counter does not increase during stage transitions, death animations, and cutscenes.&lt;br /&gt;
&lt;br /&gt;
To determine frame rank, this formula is used&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frame Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| (current counter + (current counter / 2). Then current counter / 4096 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This formula means that every 2731 frames or every 45.5166667 seconds, frame rank increases by one. Frame rank does not have a cap, but will essentially stop increasing at Total Rank's maximum of 31. Upon death, frame rank will be reset back to 0.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2-Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Both players have a total rank value. The total rank used by the game is based on the following conditions.&lt;br /&gt;
&lt;br /&gt;
1. If the lowest total rank is lower than 3, total rank will be based on the higher total rank.&lt;br /&gt;
&lt;br /&gt;
2. when lowest total rank is higher or equal to 3, the following operations will happen:&lt;br /&gt;
 * Highest total rank + (Highest total rank / 2) &lt;br /&gt;
 * Calculated value from previous operation + (Lowest total rank / 2)&lt;br /&gt;
 * Calculated value from previous operation / 2&lt;br /&gt;
This value is equal to the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
Co-op also adds an addition +3 to the rank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
===Loops===&lt;br /&gt;
----&lt;br /&gt;
''Salamander 2'' ends after the 2nd loop. Some stages add remixes from [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Vertical_orientation]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39590</id>
		<title>Salamander 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39590"/>
		<updated>2026-10-01T03:40:25Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Salamander2_logo.png|500px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Salamander 2&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Salamander2_title.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Konami]]&lt;br /&gt;
| music = Yuichi Takamine&amp;lt;br/&amp;gt;Naoki Maeda&lt;br /&gt;
| program  = Qchan&amp;lt;br/&amp;gt;Yamamoso Type2&amp;lt;br/&amp;gt;Takeaki Hasegawa&lt;br /&gt;
| art = Satonyan&amp;lt;br/&amp;gt;Masato Hijima&amp;lt;br/&amp;gt;Sonshi SDR&amp;lt;br/&amp;gt;Kaori Nishimura&amp;lt;br/&amp;gt;Yas&amp;lt;br/&amp;gt;Motohisa Ando&lt;br /&gt;
| releasedate = '''Arcade:''' January 24, 1996&amp;lt;br/&amp;gt;'''Sega Saturn/PS1:''' June 19, 1997 / July 6, 1997&amp;lt;br/&amp;gt;'''PSP:''' January 24, 2007&lt;br /&gt;
| previousgame = [[TwinBee Yahho!]]&lt;br /&gt;
| nextgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
}}&lt;br /&gt;
'''Salamander 2''' (沙羅曼蛇2) is a horizontal-scrolling shoot-em-up developed and published by [[Konami]] in 1996. It is the sequel to [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
The game received ports on PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
''Salamander 2'' is a 2-button shooter. There are 6 stages, after completing all of them the game enters loop 2.&lt;br /&gt;
*'''A button:''' Fires the player's main weapon and missiles.&lt;br /&gt;
*'''B button:''' Launches the player's options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Instead of capsules, enemies drop icons that activate automatically. Icons of the same weapon type can be picked up for a 2nd temporary level of power lasting around 11 seconds (an extra 7 seconds can be stacked if a icon is picked up while active).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_speed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Speed Up'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Increases movement speed. Can be stacked up to 5 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_missile.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Missile'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Fired downwards and travels across terrain. ''Twin Missile'' adds a upward missile but can't travel across terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_ripple.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Ripple'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Energy ring that becomes wider as it travels. ''Buster Ripple'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_laser.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Piercing laser that increases with length when holding down the button. ''Hyper Ray'' increases length and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_twin.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Twin Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Set of 2 lasers that becomes smaller as it travels. ''Spear Laser'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_option.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Orb that mimics weapons and movement, homes onto enemies when launched. Can be equipped up to 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_seed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option Seed'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Small orb that circles around the ship and fires automatically, forms a barrier when launched. Turns into a full option if a second seed is picked up.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_forcefield.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Force Field'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Grants protection from all sides, can withstand up to 7 hits. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, there are two extra lives, one at 200,000 and the other at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Salamander 2''' has a semi-aggressive rank system that can be mostly mitigated if understood properly&lt;br /&gt;
The Base Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Base Rank (-12 to 18) + Stage rank (1 to 27) + Power up rank (-2 to 12) + Frame rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 31. How the values of these factors are calculated is explained in the following four sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;1&amp;quot;&amp;gt; Base Rank&lt;br /&gt;
----&lt;br /&gt;
The minimum rank is calculated by the difficulty (as set in the test menu) and the current stage number. Per stage, the Base Rank never falls below this minimum rank number. Rank cannot be negative, instead negative rank subtracts any rank added&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Base Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| -12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Stage Rank&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 1&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 8&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 11&lt;br /&gt;
| 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups picked up, the following rank increase is added to the Base Rank. If the power ups currently held changes (from dying or from changing weapons and shooting options), so does the rank increase. Note that there are different power up rank formulas for Vic Viper and Super Cobra.&lt;br /&gt;
&lt;br /&gt;
Vic Viper's Power up rank can be between -2 and 12&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Vic Viper Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) - (Power up values (added together) / 4) (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Super Cobra's Power up rank can be between 0 and 7&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Super Cobra Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) / 2 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Power up values for Power Up Rank formulas&lt;br /&gt;
&lt;br /&gt;
Speed ups:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 Speed Ups&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1-5 Speed Ups&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Shot&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ripple Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Laser&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Missile:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| None&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Missile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Options&lt;br /&gt;
|-&lt;br /&gt;
| 3 * Option Count (includes option seed as one full option)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Each player has a frame rank counter. Every frame 1 is added to this counter. This counter does not increase during stage transitions, death animations, and cutscenes.&lt;br /&gt;
&lt;br /&gt;
To determine frame rank, this formula is used&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frame Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| (current counter + (current counter / 2). Then current counter / 4096 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This formula means that every 2731 frames or every 45.5166667 seconds, frame rank increases by one. Frame rank does not have a cap, but will essentially stop increasing at Total Rank's maximum of 31. Upon death, frame rank will be reset back to 0.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2-Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Both players have a total rank value. The total rank used by the game is based on the following conditions.&lt;br /&gt;
&lt;br /&gt;
1. If the lowest total rank is lower than 3, total rank will be based on the higher total rank.&lt;br /&gt;
&lt;br /&gt;
2. when lowest total rank is higher or equal to 3, the following operations will happen:&lt;br /&gt;
 * Highest total rank + (Highest total rank / 2) &lt;br /&gt;
 * Calculated value from previous operation + (Lowest total rank / 2)&lt;br /&gt;
 * Calculated value from previous operation / 2&lt;br /&gt;
This value is equal to the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
Co-op also adds an addition +3 to the rank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
===Loops===&lt;br /&gt;
----&lt;br /&gt;
''Salamander 2'' ends after the 2nd loop. Some stages add remixes from [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Vertical_orientation]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39589</id>
		<title>Salamander 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39589"/>
		<updated>2026-10-01T03:31:26Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Salamander2_logo.png|500px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Salamander 2&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Salamander2_title.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Konami]]&lt;br /&gt;
| music = Yuichi Takamine&amp;lt;br/&amp;gt;Naoki Maeda&lt;br /&gt;
| program  = Qchan&amp;lt;br/&amp;gt;Yamamoso Type2&amp;lt;br/&amp;gt;Takeaki Hasegawa&lt;br /&gt;
| art = Satonyan&amp;lt;br/&amp;gt;Masato Hijima&amp;lt;br/&amp;gt;Sonshi SDR&amp;lt;br/&amp;gt;Kaori Nishimura&amp;lt;br/&amp;gt;Yas&amp;lt;br/&amp;gt;Motohisa Ando&lt;br /&gt;
| releasedate = '''Arcade:''' January 24, 1996&amp;lt;br/&amp;gt;'''Sega Saturn/PS1:''' June 19, 1997 / July 6, 1997&amp;lt;br/&amp;gt;'''PSP:''' January 24, 2007&lt;br /&gt;
| previousgame = [[TwinBee Yahho!]]&lt;br /&gt;
| nextgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
}}&lt;br /&gt;
'''Salamander 2''' (沙羅曼蛇2) is a horizontal-scrolling shoot-em-up developed and published by [[Konami]] in 1996. It is the sequel to [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
The game received ports on PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
''Salamander 2'' is a 2-button shooter. There are 6 stages, after completing all of them the game enters loop 2.&lt;br /&gt;
*'''A button:''' Fires the player's main weapon and missiles.&lt;br /&gt;
*'''B button:''' Launches the player's options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Instead of capsules, enemies drop icons that activate automatically. Icons of the same weapon type can be picked up for a 2nd temporary level of power lasting around 11 seconds (an extra 7 seconds can be stacked if a icon is picked up while active).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_speed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Speed Up'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Increases movement speed. Can be stacked up to 5 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_missile.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Missile'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Fired downwards and travels across terrain. ''Twin Missile'' adds a upward missile but can't travel across terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_ripple.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Ripple'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Energy ring that becomes wider as it travels. ''Buster Ripple'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_laser.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Piercing laser that increases with length when holding down the button. ''Hyper Ray'' increases length and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_twin.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Twin Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Set of 2 lasers that becomes smaller as it travels. ''Spear Laser'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_option.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Orb that mimics weapons and movement, homes onto enemies when launched. Can be equipped up to 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_seed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option Seed'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Small orb that circles around the ship and fires automatically, forms a barrier when launched. Turns into a full option if a second seed is picked up.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_forcefield.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Force Field'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Grants protection from all sides, can withstand up to 7 hits. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, there are two extra lives, one at 200,000 and the other at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Salamander 2''' has a semi-aggressive rank system that can be mostly mitigated if understood properly&lt;br /&gt;
The Base Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Base Rank (-12 to 18) + Stage rank (1 to 27) + Power up rank (-2 to 12) + Frame rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 31. How the values of these factors are calculated is explained in the following four sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;1&amp;quot;&amp;gt; Base Rank&lt;br /&gt;
----&lt;br /&gt;
The minimum rank is calculated by the difficulty (as set in the test menu) and the current stage number. Per stage, the Base Rank never falls below this minimum rank number. Rank cannot be negative, instead negative rank subtracts any rank added&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Base Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| -12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Stage Rank&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 1&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 8&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 11&lt;br /&gt;
| 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups picked up, the following rank increase is added to the Base Rank. If the power ups currently held changes (from dying or from changing weapons and shooting options), so does the rank increase. Note that there are different power up rank formulas for Vic Viper and Super Cobra.&lt;br /&gt;
&lt;br /&gt;
Vic Viper's Power up rank can be between -2 and 12&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Vic Viper Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) - (Power up values (added together) / 4) (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Super Cobra's Power up rank can be between 0 and 7&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Super Cobra Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) / 2 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Power up values for Power Up Rank formulas&lt;br /&gt;
&lt;br /&gt;
Speed ups:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 Speed Ups&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1-5 Speed Ups&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Shot&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ripple Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Laser&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Missile:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| None&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Missile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Options&lt;br /&gt;
|-&lt;br /&gt;
| 3 * Option Count (includes option seed as 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every 32 frames passed. When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Base Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield and active bell power. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 to 5 Speed Ups&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
| x8 (4f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To put this into perspective, the main counter of the Frame Rank increases by +1 every 136 seconds with a 32f increase rate. In contrast, it increases every 17 seconds with a 4f increase rate.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -2 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -3 at times. If Frame Rank reaches 12 or higher, revenge bullets will appear on the first loop, and a second delayed revenge bullet will appear in loop 2. Frame rank will be set to 0 upon continuing.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
===Loops===&lt;br /&gt;
----&lt;br /&gt;
''Salamander 2'' ends after the 2nd loop. Some stages add remixes from [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Vertical_orientation]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39588</id>
		<title>Salamander 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39588"/>
		<updated>2026-10-01T03:30:55Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Salamander2_logo.png|500px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Salamander 2&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Salamander2_title.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Konami]]&lt;br /&gt;
| music = Yuichi Takamine&amp;lt;br/&amp;gt;Naoki Maeda&lt;br /&gt;
| program  = Qchan&amp;lt;br/&amp;gt;Yamamoso Type2&amp;lt;br/&amp;gt;Takeaki Hasegawa&lt;br /&gt;
| art = Satonyan&amp;lt;br/&amp;gt;Masato Hijima&amp;lt;br/&amp;gt;Sonshi SDR&amp;lt;br/&amp;gt;Kaori Nishimura&amp;lt;br/&amp;gt;Yas&amp;lt;br/&amp;gt;Motohisa Ando&lt;br /&gt;
| releasedate = '''Arcade:''' January 24, 1996&amp;lt;br/&amp;gt;'''Sega Saturn/PS1:''' June 19, 1997 / July 6, 1997&amp;lt;br/&amp;gt;'''PSP:''' January 24, 2007&lt;br /&gt;
| previousgame = [[TwinBee Yahho!]]&lt;br /&gt;
| nextgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
}}&lt;br /&gt;
'''Salamander 2''' (沙羅曼蛇2) is a horizontal-scrolling shoot-em-up developed and published by [[Konami]] in 1996. It is the sequel to [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
The game received ports on PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
''Salamander 2'' is a 2-button shooter. There are 6 stages, after completing all of them the game enters loop 2.&lt;br /&gt;
*'''A button:''' Fires the player's main weapon and missiles.&lt;br /&gt;
*'''B button:''' Launches the player's options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Instead of capsules, enemies drop icons that activate automatically. Icons of the same weapon type can be picked up for a 2nd temporary level of power lasting around 11 seconds (an extra 7 seconds can be stacked if a icon is picked up while active).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_speed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Speed Up'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Increases movement speed. Can be stacked up to 5 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_missile.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Missile'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Fired downwards and travels across terrain. ''Twin Missile'' adds a upward missile but can't travel across terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_ripple.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Ripple'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Energy ring that becomes wider as it travels. ''Buster Ripple'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_laser.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Piercing laser that increases with length when holding down the button. ''Hyper Ray'' increases length and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_twin.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Twin Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Set of 2 lasers that becomes smaller as it travels. ''Spear Laser'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_option.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Orb that mimics weapons and movement, homes onto enemies when launched. Can be equipped up to 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_seed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option Seed'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Small orb that circles around the ship and fires automatically, forms a barrier when launched. Turns into a full option if a second seed is picked up.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_forcefield.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Force Field'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Grants protection from all sides, can withstand up to 7 hits. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, there are two extra lives, one at 200,000 and the other at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Salamander 2''' has a semi-aggressive rank system that can be mostly mitigated if understood properly&lt;br /&gt;
The Base Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Base Rank (-12 to 18) + Stage rank (1 to 27) + Power up rank (-2 to 12) + Frame rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 31. How the values of these factors are calculated is explained in the following four sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;1&amp;quot;&amp;gt; Base Rank&lt;br /&gt;
----&lt;br /&gt;
The minimum rank is calculated by the difficulty (as set in the test menu) and the current stage number. Per stage, the Base Rank never falls below this minimum rank number. Rank cannot be negative, instead negative rank subtracts any rank added&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Base Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| -12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Stage Rank&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 1&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 8&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 11&lt;br /&gt;
| 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups picked up, the following rank increase is added to the Base Rank. If the power ups currently held changes (from dying or from changing weapons and shooting options), so does the rank increase. Note that there are different power up rank formulas for Vic Viper and Super Cobra.&lt;br /&gt;
&lt;br /&gt;
Vic Viper's Power up rank can be between -2 and 12&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Vic Viper Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) - (Power up values (added together) / 4) (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Super Cobra's Power up rank can be between 0 and 7&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Super Cobra Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) / 2 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Power up values for Power Up Rank formulas&lt;br /&gt;
&lt;br /&gt;
Speed ups:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 Speed Ups&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1-5 Speed Ups&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Shot&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ripple Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Laser&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Missile:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| None&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Missile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Options&lt;br /&gt;
|-&lt;br /&gt;
| 3 * option count (includes option seed)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every 32 frames passed. When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Base Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield and active bell power. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 to 5 Speed Ups&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
| x8 (4f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To put this into perspective, the main counter of the Frame Rank increases by +1 every 136 seconds with a 32f increase rate. In contrast, it increases every 17 seconds with a 4f increase rate.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -2 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -3 at times. If Frame Rank reaches 12 or higher, revenge bullets will appear on the first loop, and a second delayed revenge bullet will appear in loop 2. Frame rank will be set to 0 upon continuing.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
===Loops===&lt;br /&gt;
----&lt;br /&gt;
''Salamander 2'' ends after the 2nd loop. Some stages add remixes from [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Vertical_orientation]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39587</id>
		<title>Salamander 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39587"/>
		<updated>2026-10-01T03:29:41Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Salamander2_logo.png|500px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Salamander 2&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Salamander2_title.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Konami]]&lt;br /&gt;
| music = Yuichi Takamine&amp;lt;br/&amp;gt;Naoki Maeda&lt;br /&gt;
| program  = Qchan&amp;lt;br/&amp;gt;Yamamoso Type2&amp;lt;br/&amp;gt;Takeaki Hasegawa&lt;br /&gt;
| art = Satonyan&amp;lt;br/&amp;gt;Masato Hijima&amp;lt;br/&amp;gt;Sonshi SDR&amp;lt;br/&amp;gt;Kaori Nishimura&amp;lt;br/&amp;gt;Yas&amp;lt;br/&amp;gt;Motohisa Ando&lt;br /&gt;
| releasedate = '''Arcade:''' January 24, 1996&amp;lt;br/&amp;gt;'''Sega Saturn/PS1:''' June 19, 1997 / July 6, 1997&amp;lt;br/&amp;gt;'''PSP:''' January 24, 2007&lt;br /&gt;
| previousgame = [[TwinBee Yahho!]]&lt;br /&gt;
| nextgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
}}&lt;br /&gt;
'''Salamander 2''' (沙羅曼蛇2) is a horizontal-scrolling shoot-em-up developed and published by [[Konami]] in 1996. It is the sequel to [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
The game received ports on PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
''Salamander 2'' is a 2-button shooter. There are 6 stages, after completing all of them the game enters loop 2.&lt;br /&gt;
*'''A button:''' Fires the player's main weapon and missiles.&lt;br /&gt;
*'''B button:''' Launches the player's options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Instead of capsules, enemies drop icons that activate automatically. Icons of the same weapon type can be picked up for a 2nd temporary level of power lasting around 11 seconds (an extra 7 seconds can be stacked if a icon is picked up while active).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_speed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Speed Up'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Increases movement speed. Can be stacked up to 5 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_missile.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Missile'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Fired downwards and travels across terrain. ''Twin Missile'' adds a upward missile but can't travel across terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_ripple.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Ripple'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Energy ring that becomes wider as it travels. ''Buster Ripple'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_laser.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Piercing laser that increases with length when holding down the button. ''Hyper Ray'' increases length and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_twin.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Twin Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Set of 2 lasers that becomes smaller as it travels. ''Spear Laser'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_option.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Orb that mimics weapons and movement, homes onto enemies when launched. Can be equipped up to 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_seed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option Seed'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Small orb that circles around the ship and fires automatically, forms a barrier when launched. Turns into a full option if a second seed is picked up.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_forcefield.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Force Field'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Grants protection from all sides, can withstand up to 7 hits. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, there are two extra lives, one at 200,000 and the other at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Salamander 2''' has a semi-aggressive rank system that can be mostly mitigated if understood properly&lt;br /&gt;
The Base Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Base Rank (-12 to 18) + Stage rank (1 to 27) + Power up rank (-2 to 12) + Frame rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 31. How the values of these factors are calculated is explained in the following four sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;1&amp;quot;&amp;gt; Base Rank&lt;br /&gt;
----&lt;br /&gt;
The minimum rank is calculated by the difficulty (as set in the test menu) and the current stage number. Per stage, the Base Rank never falls below this minimum rank number. Rank cannot be negative, instead negative rank subtracts any rank added&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Base Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| -12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Stage Rank&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 1&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 8&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 11&lt;br /&gt;
| 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups picked up, the following rank increase is added to the Base Rank. If the power ups currently held changes (from dying or from changing weapons and shooting options), so does the rank increase. Note that there are different power up rank formulas for Vic Viper and Super Cobra.&lt;br /&gt;
&lt;br /&gt;
Vic Viper's Power up rank can be between -2 and 12&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Vic Viper Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) - (Power up values (added together) / 4) (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Super Cobra's Power up rank can be between 0 and 7&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Super Cobra Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) / 2 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Power up values for Power Up Rank formulas&lt;br /&gt;
&lt;br /&gt;
Speed ups:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 Speed Ups&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1-5 Speed Ups&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Shot&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ripple Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Laser&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Missile:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| None&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Missile&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every 32 frames passed. When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Base Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield and active bell power. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 to 5 Speed Ups&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
| x8 (4f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To put this into perspective, the main counter of the Frame Rank increases by +1 every 136 seconds with a 32f increase rate. In contrast, it increases every 17 seconds with a 4f increase rate.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -2 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -3 at times. If Frame Rank reaches 12 or higher, revenge bullets will appear on the first loop, and a second delayed revenge bullet will appear in loop 2. Frame rank will be set to 0 upon continuing.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
===Loops===&lt;br /&gt;
----&lt;br /&gt;
''Salamander 2'' ends after the 2nd loop. Some stages add remixes from [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Vertical_orientation]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39586</id>
		<title>Salamander 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39586"/>
		<updated>2026-10-01T03:27:34Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Salamander2_logo.png|500px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Salamander 2&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Salamander2_title.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Konami]]&lt;br /&gt;
| music = Yuichi Takamine&amp;lt;br/&amp;gt;Naoki Maeda&lt;br /&gt;
| program  = Qchan&amp;lt;br/&amp;gt;Yamamoso Type2&amp;lt;br/&amp;gt;Takeaki Hasegawa&lt;br /&gt;
| art = Satonyan&amp;lt;br/&amp;gt;Masato Hijima&amp;lt;br/&amp;gt;Sonshi SDR&amp;lt;br/&amp;gt;Kaori Nishimura&amp;lt;br/&amp;gt;Yas&amp;lt;br/&amp;gt;Motohisa Ando&lt;br /&gt;
| releasedate = '''Arcade:''' January 24, 1996&amp;lt;br/&amp;gt;'''Sega Saturn/PS1:''' June 19, 1997 / July 6, 1997&amp;lt;br/&amp;gt;'''PSP:''' January 24, 2007&lt;br /&gt;
| previousgame = [[TwinBee Yahho!]]&lt;br /&gt;
| nextgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
}}&lt;br /&gt;
'''Salamander 2''' (沙羅曼蛇2) is a horizontal-scrolling shoot-em-up developed and published by [[Konami]] in 1996. It is the sequel to [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
The game received ports on PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
''Salamander 2'' is a 2-button shooter. There are 6 stages, after completing all of them the game enters loop 2.&lt;br /&gt;
*'''A button:''' Fires the player's main weapon and missiles.&lt;br /&gt;
*'''B button:''' Launches the player's options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Instead of capsules, enemies drop icons that activate automatically. Icons of the same weapon type can be picked up for a 2nd temporary level of power lasting around 11 seconds (an extra 7 seconds can be stacked if a icon is picked up while active).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_speed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Speed Up'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Increases movement speed. Can be stacked up to 5 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_missile.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Missile'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Fired downwards and travels across terrain. ''Twin Missile'' adds a upward missile but can't travel across terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_ripple.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Ripple'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Energy ring that becomes wider as it travels. ''Buster Ripple'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_laser.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Piercing laser that increases with length when holding down the button. ''Hyper Ray'' increases length and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_twin.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Twin Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Set of 2 lasers that becomes smaller as it travels. ''Spear Laser'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_option.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Orb that mimics weapons and movement, homes onto enemies when launched. Can be equipped up to 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_seed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option Seed'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Small orb that circles around the ship and fires automatically, forms a barrier when launched. Turns into a full option if a second seed is picked up.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_forcefield.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Force Field'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Grants protection from all sides, can withstand up to 7 hits. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, there are two extra lives, one at 200,000 and the other at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Salamander 2''' has a semi-aggressive rank system that can be mostly mitigated if understood properly&lt;br /&gt;
The Base Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Base Rank (-12 to 18) + Stage rank (1 to 27) + Power up rank (-2 to 12) + Frame rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 31. How the values of these factors are calculated is explained in the following four sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;1&amp;quot;&amp;gt; Base Rank&lt;br /&gt;
----&lt;br /&gt;
The minimum rank is calculated by the difficulty (as set in the test menu) and the current stage number. Per stage, the Base Rank never falls below this minimum rank number. Rank cannot be negative, instead negative rank subtracts any rank added&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Base Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| -12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Stage Rank&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 1&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 8&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 11&lt;br /&gt;
| 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups picked up, the following rank increase is added to the Base Rank. If the power ups currently held changes (from dying or from changing weapons and shooting options), so does the rank increase. Note that there are different power up rank formulas for Vic Viper and Super Cobra.&lt;br /&gt;
&lt;br /&gt;
Vic Viper's Power up rank can be between -2 and 12&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Vic Viper Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) - (Power up values (added together) / 4) (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Super Cobra's Power up rank can be between 0 and 7&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Super Cobra Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) / 2 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Power up values for Power Up Rank formulas&lt;br /&gt;
&lt;br /&gt;
Speed ups:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 Speed Ups&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1-5 Speed Ups&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Shot&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ripple Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Laser&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Twin Laser&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every 32 frames passed. When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Base Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield and active bell power. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 to 5 Speed Ups&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
| x8 (4f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To put this into perspective, the main counter of the Frame Rank increases by +1 every 136 seconds with a 32f increase rate. In contrast, it increases every 17 seconds with a 4f increase rate.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -2 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -3 at times. If Frame Rank reaches 12 or higher, revenge bullets will appear on the first loop, and a second delayed revenge bullet will appear in loop 2. Frame rank will be set to 0 upon continuing.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
===Loops===&lt;br /&gt;
----&lt;br /&gt;
''Salamander 2'' ends after the 2nd loop. Some stages add remixes from [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Vertical_orientation]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39585</id>
		<title>Salamander 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39585"/>
		<updated>2026-10-01T03:17:19Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Salamander2_logo.png|500px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Salamander 2&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Salamander2_title.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Konami]]&lt;br /&gt;
| music = Yuichi Takamine&amp;lt;br/&amp;gt;Naoki Maeda&lt;br /&gt;
| program  = Qchan&amp;lt;br/&amp;gt;Yamamoso Type2&amp;lt;br/&amp;gt;Takeaki Hasegawa&lt;br /&gt;
| art = Satonyan&amp;lt;br/&amp;gt;Masato Hijima&amp;lt;br/&amp;gt;Sonshi SDR&amp;lt;br/&amp;gt;Kaori Nishimura&amp;lt;br/&amp;gt;Yas&amp;lt;br/&amp;gt;Motohisa Ando&lt;br /&gt;
| releasedate = '''Arcade:''' January 24, 1996&amp;lt;br/&amp;gt;'''Sega Saturn/PS1:''' June 19, 1997 / July 6, 1997&amp;lt;br/&amp;gt;'''PSP:''' January 24, 2007&lt;br /&gt;
| previousgame = [[TwinBee Yahho!]]&lt;br /&gt;
| nextgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
}}&lt;br /&gt;
'''Salamander 2''' (沙羅曼蛇2) is a horizontal-scrolling shoot-em-up developed and published by [[Konami]] in 1996. It is the sequel to [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
The game received ports on PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
''Salamander 2'' is a 2-button shooter. There are 6 stages, after completing all of them the game enters loop 2.&lt;br /&gt;
*'''A button:''' Fires the player's main weapon and missiles.&lt;br /&gt;
*'''B button:''' Launches the player's options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Instead of capsules, enemies drop icons that activate automatically. Icons of the same weapon type can be picked up for a 2nd temporary level of power lasting around 11 seconds (an extra 7 seconds can be stacked if a icon is picked up while active).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_speed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Speed Up'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Increases movement speed. Can be stacked up to 5 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_missile.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Missile'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Fired downwards and travels across terrain. ''Twin Missile'' adds a upward missile but can't travel across terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_ripple.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Ripple'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Energy ring that becomes wider as it travels. ''Buster Ripple'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_laser.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Piercing laser that increases with length when holding down the button. ''Hyper Ray'' increases length and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_twin.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Twin Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Set of 2 lasers that becomes smaller as it travels. ''Spear Laser'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_option.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Orb that mimics weapons and movement, homes onto enemies when launched. Can be equipped up to 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_seed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option Seed'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Small orb that circles around the ship and fires automatically, forms a barrier when launched. Turns into a full option if a second seed is picked up.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_forcefield.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Force Field'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Grants protection from all sides, can withstand up to 7 hits. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, there are two extra lives, one at 200,000 and the other at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Salamander 2''' has a semi-aggressive rank system that can be mostly mitigated if understood properly&lt;br /&gt;
The Base Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Base Rank (-12 to 18) + Stage rank (1 to 27) + Power up rank (-2 to 12) + Frame rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 31. How the values of these factors are calculated is explained in the following four sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;1&amp;quot;&amp;gt; Base Rank&lt;br /&gt;
----&lt;br /&gt;
The minimum rank is calculated by the difficulty (as set in the test menu) and the current stage number. Per stage, the Base Rank never falls below this minimum rank number. Rank cannot be negative, instead negative rank subtracts any rank added&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Base Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| -12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Stage Rank&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 1&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 8&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 11&lt;br /&gt;
| 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups picked up, the following rank increase is added to the Base Rank. If the power ups currently held changes (from dying or from changing weapons and shooting options), so does the rank increase. Note that there are different power up rank formulas for Vic Viper and Super Cobra.&lt;br /&gt;
&lt;br /&gt;
Vic Viper's Power up rank can be between -2 and 12&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Vic Viper Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) - (Power up values (added together) / 4) (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Super Cobra's Power up rank can be between 0 and 7&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Super Cobra Power Up Rank Formula&lt;br /&gt;
|-&lt;br /&gt;
| Power up values (added together) / 2 (Truncate the output value)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every 32 frames passed. When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Base Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield and active bell power. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 to 5 Speed Ups&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
| x8 (4f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To put this into perspective, the main counter of the Frame Rank increases by +1 every 136 seconds with a 32f increase rate. In contrast, it increases every 17 seconds with a 4f increase rate.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -2 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -3 at times. If Frame Rank reaches 12 or higher, revenge bullets will appear on the first loop, and a second delayed revenge bullet will appear in loop 2. Frame rank will be set to 0 upon continuing.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
===Loops===&lt;br /&gt;
----&lt;br /&gt;
''Salamander 2'' ends after the 2nd loop. Some stages add remixes from [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Vertical_orientation]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39584</id>
		<title>Salamander 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Salamander_2&amp;diff=39584"/>
		<updated>2026-10-01T03:05:01Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Salamander2_logo.png|500px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Salamander 2&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Salamander2_title.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Konami]]&lt;br /&gt;
| music = Yuichi Takamine&amp;lt;br/&amp;gt;Naoki Maeda&lt;br /&gt;
| program  = Qchan&amp;lt;br/&amp;gt;Yamamoso Type2&amp;lt;br/&amp;gt;Takeaki Hasegawa&lt;br /&gt;
| art = Satonyan&amp;lt;br/&amp;gt;Masato Hijima&amp;lt;br/&amp;gt;Sonshi SDR&amp;lt;br/&amp;gt;Kaori Nishimura&amp;lt;br/&amp;gt;Yas&amp;lt;br/&amp;gt;Motohisa Ando&lt;br /&gt;
| releasedate = '''Arcade:''' January 24, 1996&amp;lt;br/&amp;gt;'''Sega Saturn/PS1:''' June 19, 1997 / July 6, 1997&amp;lt;br/&amp;gt;'''PSP:''' January 24, 2007&lt;br /&gt;
| previousgame = [[TwinBee Yahho!]]&lt;br /&gt;
| nextgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
}}&lt;br /&gt;
'''Salamander 2''' (沙羅曼蛇2) is a horizontal-scrolling shoot-em-up developed and published by [[Konami]] in 1996. It is the sequel to [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
The game received ports on PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
''Salamander 2'' is a 2-button shooter. There are 6 stages, after completing all of them the game enters loop 2.&lt;br /&gt;
*'''A button:''' Fires the player's main weapon and missiles.&lt;br /&gt;
*'''B button:''' Launches the player's options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Instead of capsules, enemies drop icons that activate automatically. Icons of the same weapon type can be picked up for a 2nd temporary level of power lasting around 11 seconds (an extra 7 seconds can be stacked if a icon is picked up while active).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_speed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Speed Up'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Increases movement speed. Can be stacked up to 5 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_missile.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Missile'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Fired downwards and travels across terrain. ''Twin Missile'' adds a upward missile but can't travel across terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_ripple.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Ripple'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Energy ring that becomes wider as it travels. ''Buster Ripple'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_laser.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Piercing laser that increases with length when holding down the button. ''Hyper Ray'' increases length and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_twin.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Twin Laser'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Set of 2 lasers that becomes smaller as it travels. ''Spear Laser'' increases speed and width.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_option.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Orb that mimics weapons and movement, homes onto enemies when launched. Can be equipped up to 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_seed.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Option Seed'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Small orb that circles around the ship and fires automatically, forms a barrier when launched. Turns into a full option if a second seed is picked up.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Sala2_forcefield.png|65px]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Force Field'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Grants protection from all sides, can withstand up to 7 hits. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, there are two extra lives, one at 200,000 and the other at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Salamander 2''' has a semi-aggressive rank system that can be mostly mitigated if understood properly&lt;br /&gt;
The Base Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Base Rank (-12 to 18) + Stage rank (1 to 27) + Power up rank (-2 to 12) + Frame rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 31. How the values of these factors are calculated is explained in the following four sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Base Rank&lt;br /&gt;
----&lt;br /&gt;
The minimum rank is calculated by the difficulty (as set in the dip switch settings) and the current stage number. Per stage, the Base Rank never falls below this minimum rank number.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Base Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| -12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Stage Rank&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 1&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 6&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 8&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 11&lt;br /&gt;
| 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped, the following rank increase is added to the Base Rank. If the setup changes, so does the rank increase. Note that an equipped shield or active bell affects the rank in two ways. First, the Base Rank directly increases when an active shield/bell is used according to the table below (this number will decrease again when the shield/bell is lost). Moreover, an active shield/bell affects the Frame Rank (see below).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Shield/Bell Power&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Shield/Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser !! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 2 || 2 || 3 || 2 || 2 || 3 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 2 || 3 || 3 || 2 || 3 || 3 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Bell Stock&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The rank increase from the bell stock is calculated in a straightforward manner: for each slot that is filled, the Base Rank is increased by +1. When the bell power is used, the rank will decrease again accordingly. Since only Blue Bells and Red Bells can fill slots of the bell stock, only these can directly affect the Base Rank. Other bells and the effect duration of bell powers only affect the Frame Rank (see below).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Bomb (Blue Bell)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Laser Barrier (Red Bell)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Empty Stock&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stock 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stock 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stock 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every 32 frames passed. When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Base Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield and active bell power. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 to 5 Speed Ups&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
| x8 (4f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To put this into perspective, the main counter of the Frame Rank increases by +1 every 136 seconds with a 32f increase rate. In contrast, it increases every 17 seconds with a 4f increase rate.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -2 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -3 at times. If Frame Rank reaches 12 or higher, revenge bullets will appear on the first loop, and a second delayed revenge bullet will appear in loop 2. Frame rank will be set to 0 upon continuing.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
===Loops===&lt;br /&gt;
----&lt;br /&gt;
''Salamander 2'' ends after the 2nd loop. Some stages add remixes from [[Salamander]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Vertical_orientation]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sexy_Parodius/Video_Index&amp;diff=39507</id>
		<title>Sexy Parodius/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sexy_Parodius/Video_Index&amp;diff=39507"/>
		<updated>2026-09-25T05:05:55Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vic Viper ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| VMT-ABU&lt;br /&gt;
| 6,838,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/ErDXLL7DYC8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Retro_RGT&lt;br /&gt;
| 5,412,500&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/BHkIIfW4eNA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| こいつ&lt;br /&gt;
| 949,700&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm16083585 Nico]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 692,300&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/Qpsvmm7NxKI Youtube]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ivan ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| VMT-ABU&lt;br /&gt;
| 6,922,300&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/VfKlQH5NE0Q Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 667,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/g2pQ4Q7BLts Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hikaru ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| SPK&lt;br /&gt;
| 6,868,200&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/R2ixJIQlzmY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Vivio&lt;br /&gt;
| 1,049,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm40048047 Nico]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Retokatsu Usagi&lt;br /&gt;
| 685,300&lt;br /&gt;
| PS1&lt;br /&gt;
| Special&lt;br /&gt;
| [https://youtu.be/j6wkd5nR01I Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 672,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/xU76b3NrNsY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Marukatu&lt;br /&gt;
| 545,000&lt;br /&gt;
| PSP&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/NnDHtLAc9Pk Youtube]&lt;br /&gt;
| Easier difficulty settings.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mambo ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 4,066,200&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/dYqQHM39Y0s Youtube]&lt;br /&gt;
| No autofire&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 3,996,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/H0hXZc52mf4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 3,862,100&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/dtc4vgIPLVE Youtube]&lt;br /&gt;
| No autofire&lt;br /&gt;
|-&lt;br /&gt;
| XUR&lt;br /&gt;
| 1,839,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/cIXmSmGCniI Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 1,766,600&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/jTSVrbYcEt4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SuperViperT302&lt;br /&gt;
| 1,103,700&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (No Special)&lt;br /&gt;
| [https://www.youtube.com/watch?v=1JcYRPWkpes Youtube]&lt;br /&gt;
| Auto&lt;br /&gt;
|-&lt;br /&gt;
| そけっと&lt;br /&gt;
| 1,077,800&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/7JzRyKMx68c Youtube]&lt;br /&gt;
| Mikado Spring Shooting Matsuri 2015&lt;br /&gt;
|-&lt;br /&gt;
| Neo Antwon&lt;br /&gt;
| 780,400&lt;br /&gt;
| PS1&lt;br /&gt;
| Special&lt;br /&gt;
| [https://youtu.be/uPwZNOJuzlI Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 727,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/Q8gQyDaNU0w Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Shepardus&lt;br /&gt;
| 666,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/4Ia4bBS2iW4 Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Unknown&lt;br /&gt;
| 659,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/EJ8Fnj9sVLo&amp;amp;t=991 Youtube]&lt;br /&gt;
| starts 16:31&lt;br /&gt;
|-&lt;br /&gt;
| Pepepaco&lt;br /&gt;
| 562,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/g1Z_KaEVGRI Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Dumplechan&lt;br /&gt;
| 561,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/nvD45GOXL34 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Dumplechan&lt;br /&gt;
| 502,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/_4ZZlNYx02U Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| emon295&lt;br /&gt;
| 382,300&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/-2nGSp1VHW0 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Michael ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 659,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/buoXlPj33l4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Koitsu ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| にゃんこ太郎&lt;br /&gt;
| 6,165,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/xpnpJdVQIkw Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| saucykobold&lt;br /&gt;
| 5,917,500&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/kkaeqksDI_Q Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ichisuke&lt;br /&gt;
| 5,034,200&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/WFryTUun5Xg Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 812,000&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/z-xY8imfwys Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Kuni Channel&lt;br /&gt;
| 805,700&lt;br /&gt;
| PS1&lt;br /&gt;
| Special&lt;br /&gt;
| [https://youtu.be/4sVVt4_UClo&amp;amp;t=2280 Youtube]&lt;br /&gt;
| starts 38:00&lt;br /&gt;
|-&lt;br /&gt;
| Akraten&lt;br /&gt;
| 661,500&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/8FTTIDTk6-s Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Option ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| にゃんこ太郎&lt;br /&gt;
| 5,785,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/vX0XePuFtF4 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 665,300&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/hw5WlBm8O-A Youtube]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shooting Star ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 916,800&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/cslwrdQziU0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 658,600&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/6gV07IB03pw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| まっつカブ&lt;br /&gt;
| 621,800&lt;br /&gt;
| Sega Saturn&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/tmOzsddQQEo&amp;amp;t=996 Youtube]&lt;br /&gt;
| starts 16:36&lt;br /&gt;
|-&lt;br /&gt;
| Kuni Channel&lt;br /&gt;
| 615,900&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/Qo2jvYqvMvw&amp;amp;t=4510 Youtube]&lt;br /&gt;
| starts 1:15:10&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 586,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/n3t1OGUZk_E Youtube]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video_Index]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sexy_Parodius/Video_Index&amp;diff=39489</id>
		<title>Sexy Parodius/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sexy_Parodius/Video_Index&amp;diff=39489"/>
		<updated>2026-09-24T04:39:04Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vic Viper ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| VMT-ABU&lt;br /&gt;
| 6,838,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/ErDXLL7DYC8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Retro_RGT&lt;br /&gt;
| 5,412,500&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/BHkIIfW4eNA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| こいつ&lt;br /&gt;
| 949,700&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm16083585 Nico]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 692,300&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/Qpsvmm7NxKI Youtube]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ivan ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| VMT-ABU&lt;br /&gt;
| 6,922,300&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/VfKlQH5NE0Q Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 667,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/g2pQ4Q7BLts Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hikaru ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| SPK&lt;br /&gt;
| 6,868,200&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/R2ixJIQlzmY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Vivio&lt;br /&gt;
| 1,049,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm40048047 Nico]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Retokatsu Usagi&lt;br /&gt;
| 685,300&lt;br /&gt;
| PS1&lt;br /&gt;
| Special&lt;br /&gt;
| [https://youtu.be/j6wkd5nR01I Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 672,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/xU76b3NrNsY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Marukatu&lt;br /&gt;
| 545,000&lt;br /&gt;
| PSP&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/NnDHtLAc9Pk Youtube]&lt;br /&gt;
| Easier difficulty settings.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mambo ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 4,066,200&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/dYqQHM39Y0s Youtube]&lt;br /&gt;
| No autofire&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 3,996,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/H0hXZc52mf4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 3,862,100&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/dtc4vgIPLVE Youtube]&lt;br /&gt;
| No autofire&lt;br /&gt;
|-&lt;br /&gt;
| XUR&lt;br /&gt;
| 1,839,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/cIXmSmGCniI Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 1,766,600&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/jTSVrbYcEt4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SuperViperT302&lt;br /&gt;
| 1,103,700&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (No Special)&lt;br /&gt;
| [https://www.youtube.com/watch?v=1JcYRPWkpes Youtube]&lt;br /&gt;
| Auto&lt;br /&gt;
|-&lt;br /&gt;
| そけっと&lt;br /&gt;
| 1,077,800&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/7JzRyKMx68c Youtube]&lt;br /&gt;
| Mikado Spring Shooting Matsuri 2015&lt;br /&gt;
|-&lt;br /&gt;
| Neo Antwon&lt;br /&gt;
| 780,400&lt;br /&gt;
| PS1&lt;br /&gt;
| Special&lt;br /&gt;
| [https://youtu.be/uPwZNOJuzlI Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 727,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/Q8gQyDaNU0w Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Shepardus&lt;br /&gt;
| 666,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/4Ia4bBS2iW4 Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Unknown&lt;br /&gt;
| 659,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/EJ8Fnj9sVLo&amp;amp;t=991 Youtube]&lt;br /&gt;
| starts 16:31&lt;br /&gt;
|-&lt;br /&gt;
| Pepepaco&lt;br /&gt;
| 562,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/g1Z_KaEVGRI Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Dumplechan&lt;br /&gt;
| 561,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/nvD45GOXL34 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Dumplechan&lt;br /&gt;
| 502,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/_4ZZlNYx02U Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| emon295&lt;br /&gt;
| 382,300&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/-2nGSp1VHW0 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Michael ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 659,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/buoXlPj33l4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Koitsu ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| にゃんこ太郎&lt;br /&gt;
| 6,165,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/xpnpJdVQIkw Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| saucykobold&lt;br /&gt;
| 5,917,500&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/kkaeqksDI_Q Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ichisuke&lt;br /&gt;
| 5,034,200&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/WFryTUun5Xg Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 812,000&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/z-xY8imfwys Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Kuni Channel&lt;br /&gt;
| 805,700&lt;br /&gt;
| PS1&lt;br /&gt;
| Special&lt;br /&gt;
| [https://youtu.be/4sVVt4_UClo&amp;amp;t=2280 Youtube]&lt;br /&gt;
| starts 38:00&lt;br /&gt;
|-&lt;br /&gt;
| Akraten&lt;br /&gt;
| 661,500&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/8FTTIDTk6-s Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Option ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| にゃんこ太郎&lt;br /&gt;
| 5,785,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/vX0XePuFtF4 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shooting Star ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 916,800&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/cslwrdQziU0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 658,600&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/6gV07IB03pw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| まっつカブ&lt;br /&gt;
| 621,800&lt;br /&gt;
| Sega Saturn&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/tmOzsddQQEo&amp;amp;t=996 Youtube]&lt;br /&gt;
| starts 16:36&lt;br /&gt;
|-&lt;br /&gt;
| Kuni Channel&lt;br /&gt;
| 615,900&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/Qo2jvYqvMvw&amp;amp;t=4510 Youtube]&lt;br /&gt;
| starts 1:15:10&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 586,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/n3t1OGUZk_E Youtube]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video_Index]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sexy_Parodius/Video_Index&amp;diff=39441</id>
		<title>Sexy Parodius/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sexy_Parodius/Video_Index&amp;diff=39441"/>
		<updated>2026-09-22T01:37:28Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vic Viper ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| VMT-ABU&lt;br /&gt;
| 6,838,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/ErDXLL7DYC8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Retro_RGT&lt;br /&gt;
| 5,412,500&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/BHkIIfW4eNA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| こいつ&lt;br /&gt;
| 949,700&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm16083585 Nico]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 692,300&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/Qpsvmm7NxKI Youtube]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ivan ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| VMT-ABU&lt;br /&gt;
| 6,922,300&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/VfKlQH5NE0Q Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 667,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/g2pQ4Q7BLts Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hikaru ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| SPK&lt;br /&gt;
| 6,868,200&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/R2ixJIQlzmY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Vivio&lt;br /&gt;
| 1,049,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm40048047 Nico]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Retokatsu Usagi&lt;br /&gt;
| 685,300&lt;br /&gt;
| PS1&lt;br /&gt;
| Special&lt;br /&gt;
| [https://youtu.be/j6wkd5nR01I Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 672,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/xU76b3NrNsY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Marukatu&lt;br /&gt;
| 545,000&lt;br /&gt;
| PSP&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/NnDHtLAc9Pk Youtube]&lt;br /&gt;
| Easier difficulty settings.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mambo ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 4,066,200&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/dYqQHM39Y0s Youtube]&lt;br /&gt;
| No autofire&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 3,996,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/H0hXZc52mf4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 3,862,100&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/dtc4vgIPLVE Youtube]&lt;br /&gt;
| No autofire&lt;br /&gt;
|-&lt;br /&gt;
| XUR&lt;br /&gt;
| 1,839,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/cIXmSmGCniI Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 1,766,600&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/jTSVrbYcEt4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SuperViperT302&lt;br /&gt;
| 1,103,700&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (No Special)&lt;br /&gt;
| [https://www.youtube.com/watch?v=1JcYRPWkpes Youtube]&lt;br /&gt;
| Auto&lt;br /&gt;
|-&lt;br /&gt;
| そけっと&lt;br /&gt;
| 1,077,800&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/7JzRyKMx68c Youtube]&lt;br /&gt;
| Mikado Spring Shooting Matsuri 2015&lt;br /&gt;
|-&lt;br /&gt;
| Neo Antwon&lt;br /&gt;
| 780,400&lt;br /&gt;
| PS1&lt;br /&gt;
| Special&lt;br /&gt;
| [https://youtu.be/uPwZNOJuzlI Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 727,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/Q8gQyDaNU0w Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Shepardus&lt;br /&gt;
| 666,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/4Ia4bBS2iW4 Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Unknown&lt;br /&gt;
| 659,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/EJ8Fnj9sVLo&amp;amp;t=991 Youtube]&lt;br /&gt;
| starts 16:31&lt;br /&gt;
|-&lt;br /&gt;
| Pepepaco&lt;br /&gt;
| 562,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/g1Z_KaEVGRI Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Dumplechan&lt;br /&gt;
| 561,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/nvD45GOXL34 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Dumplechan&lt;br /&gt;
| 502,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/_4ZZlNYx02U Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| emon295&lt;br /&gt;
| 382,300&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/-2nGSp1VHW0 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Michael ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 659,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/buoXlPj33l4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Koitsu ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| にゃんこ太郎&lt;br /&gt;
| 6,165,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/xpnpJdVQIkw Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| saucykobold&lt;br /&gt;
| 5,917,500&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/kkaeqksDI_Q Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ichisuke&lt;br /&gt;
| 5,034,200&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/WFryTUun5Xg Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kuni Channel&lt;br /&gt;
| 805,700&lt;br /&gt;
| PS1&lt;br /&gt;
| Special&lt;br /&gt;
| [https://youtu.be/4sVVt4_UClo&amp;amp;t=2280 Youtube]&lt;br /&gt;
| starts 38:00&lt;br /&gt;
|-&lt;br /&gt;
| Akraten&lt;br /&gt;
| 661,500&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/8FTTIDTk6-s Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Option ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| にゃんこ太郎&lt;br /&gt;
| 5,785,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/vX0XePuFtF4 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shooting Star ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 916,800&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/cslwrdQziU0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 658,600&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/6gV07IB03pw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| まっつカブ&lt;br /&gt;
| 621,800&lt;br /&gt;
| Sega Saturn&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/tmOzsddQQEo&amp;amp;t=996 Youtube]&lt;br /&gt;
| starts 16:36&lt;br /&gt;
|-&lt;br /&gt;
| Kuni Channel&lt;br /&gt;
| 615,900&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/Qo2jvYqvMvw&amp;amp;t=4510 Youtube]&lt;br /&gt;
| starts 1:15:10&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 586,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/n3t1OGUZk_E Youtube]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video_Index]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39405</id>
		<title>Sexy Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39405"/>
		<updated>2026-09-20T07:32:29Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sexy parodius logo 2.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Sexy_Parodius_Title_Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Mayuko Kageshita &amp;lt;br&amp;gt; Naomitsu Ariyama &amp;lt;br&amp;gt; Mutsuhiko Izumi &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Ohji &amp;lt;br&amp;gt; Paiman&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Natsumi Bouike &amp;lt;br&amp;gt; Misugi Inagaki &amp;lt;br&amp;gt; Kaori Nishimura &amp;lt;br&amp;gt; Koji Namikoshi&lt;br /&gt;
|releasedate = '''Arcade:''' March 1996 &amp;lt;br&amp;gt;'''PlayStation/Sega Saturn :''' November 1, 1996 &amp;lt;br&amp;gt;'''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
|nextgame = [[Gradius Gaiden]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' (Japanese: ''セクシーパロディウス'' &amp;quot;Sekushī Parodiusu&amp;quot;) is a shmup developed and published by [[Konami]] in 1996. It is the fifth installment in the Parodius series succeeding [[Jikkyou Oshaberi Parodius]] (Konami 1995). It is the last of the three arcade games from the series.&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' received ports on the PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are 3 Power up schemes to choose from in this game: Manual, Semi-Auto, and Auto. These also influence your button layout/button functions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Sexy Parodius'' has 8 characters, 5 of them return from [[Gokujou Parodius]] while the other 3 are completely new. Each character has a counterpart when using 2P side, but it's only a cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Sexy_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Ivan.png]] &amp;lt;br&amp;gt; '''Ivan'''&lt;br /&gt;
| [[File: Sexy_Paro_Toby.png]] &amp;lt;br&amp;gt; '''Toby'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Sexy_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Sexy_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Sexy_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Sexy_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Option.png]] &amp;lt;br&amp;gt; '''Option'''&lt;br /&gt;
| [[File: Sexy_Paro_Multiple.png]] &amp;lt;br&amp;gt; '''Multiple'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Shooting_Star.png]] &amp;lt;br&amp;gt; '''Shooting Star'''&lt;br /&gt;
| [[File: Sexy_Paro_Black_Viper.png]] &amp;lt;br&amp;gt; '''Black Viper'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Sexy Parodius Power Meter.png|600px|center]]&lt;br /&gt;
The Power Meter system in '''Sexy Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence gets highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Sexy Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item pops up either if the player destroys certain enemy waves fully or destroys a red enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed enemies/locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, a pink ball named Alex will help you out by attacking enemies. It has its own HP pool, starting at 10 out of a maximum of 20 regaining HP by eating bells. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items appear in the following item cycle. Roulette Capsules have no effect, but the cycle can be affected by Purple Bells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times makes it advance to the next color. Every other color takes a single hit to make the cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two score based extends, one at 300,000 and the second at 800,000. Via dipswitch settings these can be changed to set the first life at 200,000 and the second at 700,000. It can also be set to 500,000 only.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' has by far the most aggressive and unforgiving rank system in the Parodius series. Rank is almost completely uncontrollable, and is essentially guaranteed to get extremely high.&lt;br /&gt;
&lt;br /&gt;
Total Rank is given by this equation&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Power Up Mode (0 to 2) + Mission Completion (0 to 11) + Speed Ups (0 to 2) + Power Ups (0 to 6) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Base Rank is capped at 39. When Total Rank exceeds 31, Revenge bullets will appear. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Power up Mode&lt;br /&gt;
----&lt;br /&gt;
The Power Up mode selected will change the starting base rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Auto&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! Semi-Auto&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Manual&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Mission Completion&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Completing or failing to complete missions changes the rank increase from clearing the stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Mission Completed&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
! Mission Incomplete&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage 6 does not add to Mission completion rank. During the Boss Rush emergency stage, the game will subtract all Mission Rank, and will add it back once the stage is cleared. Completing the emergency mission will add +1 to mission rank while failing it will add nothing.&lt;br /&gt;
&lt;br /&gt;
If on the Special Stage, Stage completion rank will always be 11. The Special stage has a minimum rank that is based on difficulty. Total Rank will not decrease if it is greater than the minimum rank. Note that on the Asian version, the minimum rank is higher by 8.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Minimum Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 26&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 34&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 36&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 38&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 39&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Speed Up level&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The rank increases depending on the number of speed ups equipped&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0-1 Speed Ups&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2-3 Speed Ups&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4-5 Speed ups&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that having an active Shield, or bell (both held, and active) is a flat +1 to rank, and as soon as the power ends, it decreases back to 0 with no other penalties.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Ivan, Hikaru (Hawkwind and Spread bomb are both equal as missiles), or Shooting Star (Auto Option is his missile), Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Missile (+2 if bubble missile option has been equipped) + all option types currently equipped + 1) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Michael or Koitsu, Power up Rank is calculated according to the table below. Note that K-Way and Round shot are counted as Laser.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Grade Ups&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Grade Up&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 2 Grade Ups &lt;br /&gt;
| 0 || 1 || 2 || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 3 Grade Ups &lt;br /&gt;
| 1 || 2 || 3 || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! 4 Grade Ups&lt;br /&gt;
| 1 || 2 || 3 || 2 || 3 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Option, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Sonoba Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Shot&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Thunder Cross Modoki&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Koitsu/Michael Modoki&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3-4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X frames passed (see tables below). When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The starting value of Frame Rank is based on Difficulty. Note that on the Asian version, these values are higher by 8&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Starting Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by Frame Rank's current value, the Power Up mode, and the number of speed ups equipped&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Current Frame Rank value&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Auto&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Semi-Auto&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Manual&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | 3 or more Speed Ups&lt;br /&gt;
|-&lt;br /&gt;
! Auto !! Semi-Auto !! Manual&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 4&lt;br /&gt;
| 3.2f || 2.909f || 2.667f || 2.667f || 2.461f || 2.286f&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 8&lt;br /&gt;
| 6.4f || 5.818f || 5.333f || 5.333f || 4.923f || 4.571f&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 16 &lt;br /&gt;
| 12.8f || 11.636f || 10.667f || 10.667f || 9.846f || 9.143&lt;br /&gt;
|-&lt;br /&gt;
! Higher than 16&lt;br /&gt;
| 25.6f || 23.272f || 21.333f || 21.333f || 19.692f || 18.286f&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This means that the lower Frame Rank is, the faster it increases. Frame rank is capped at 31. Frame rank will only increase during gameplay and not during cutscenes, or death transitions.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -3 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -4 at times. Dying when the counter is 2 sets the Frame rank to 0. Frame rank will be set to it's starting value based on difficulty upon continuing unless the Frame Rank is below the starting value.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;6&amp;quot;&amp;gt; 2 Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In 2 player mode, each player has their own individual Total Ranks, the game references the player with the lower total rank to determine the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
'''Sexy Parodius''' does not loop, but clearing every mission unlocks a special stage.&lt;br /&gt;
&lt;br /&gt;
=== Emergency Stage===&lt;br /&gt;
----&lt;br /&gt;
The Boss Rush can appear after stage 2-5, the game uses a Formula to determine when it appears. Note that if the Emergency stage hasn't appeared yet, it will always appear after stage 5.&lt;br /&gt;
&lt;br /&gt;
At the end of a stage, the game add all these values together:&lt;br /&gt;
* Your 100s place score digit (with 2 players add both numbers together but the number will overflow after 15, dead players scores count)&lt;br /&gt;
* Use this formula: (Total rank)/2&lt;br /&gt;
* Mission Completion Rank (see Rank for Mission Completion value)&lt;br /&gt;
&lt;br /&gt;
If the sum of these values exceeds 18, Emergency Stage will appear.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sexy_Parodius/Video_Index&amp;diff=39404</id>
		<title>Sexy Parodius/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sexy_Parodius/Video_Index&amp;diff=39404"/>
		<updated>2026-09-20T05:07:16Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vic Viper ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| VMT-ABU&lt;br /&gt;
| 6,838,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/ErDXLL7DYC8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Retro_RGT&lt;br /&gt;
| 5,412,500&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/BHkIIfW4eNA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| こいつ&lt;br /&gt;
| 949,700&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm16083585 Nico]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 692,300&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/Qpsvmm7NxKI Youtube]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ivan ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| VMT-ABU&lt;br /&gt;
| 6,922,300&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/VfKlQH5NE0Q Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 667,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/g2pQ4Q7BLts Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hikaru ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| SPK&lt;br /&gt;
| 6,868,200&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/R2ixJIQlzmY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Vivio&lt;br /&gt;
| 1,049,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm40048047 Nico]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Retokatsu Usagi&lt;br /&gt;
| 685,300&lt;br /&gt;
| PS1&lt;br /&gt;
| Special&lt;br /&gt;
| [https://youtu.be/j6wkd5nR01I Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 672,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/xU76b3NrNsY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Marukatu&lt;br /&gt;
| 545,000&lt;br /&gt;
| PSP&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/NnDHtLAc9Pk Youtube]&lt;br /&gt;
| Easier difficulty settings.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mambo ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 4,066,200&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/dYqQHM39Y0s Youtube]&lt;br /&gt;
| No autofire&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 3,996,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/H0hXZc52mf4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 3,862,100&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/dtc4vgIPLVE Youtube]&lt;br /&gt;
| No autofire&lt;br /&gt;
|-&lt;br /&gt;
| XUR&lt;br /&gt;
| 1,839,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/cIXmSmGCniI Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 1,766,600&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/jTSVrbYcEt4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SuperViperT302&lt;br /&gt;
| 1,103,700&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (No Special)&lt;br /&gt;
| [https://www.youtube.com/watch?v=1JcYRPWkpes Youtube]&lt;br /&gt;
| Auto&lt;br /&gt;
|-&lt;br /&gt;
| そけっと&lt;br /&gt;
| 1,077,800&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/7JzRyKMx68c Youtube]&lt;br /&gt;
| Mikado Spring Shooting Matsuri 2015&lt;br /&gt;
|-&lt;br /&gt;
| Neo Antwon&lt;br /&gt;
| 780,400&lt;br /&gt;
| PS1&lt;br /&gt;
| Special&lt;br /&gt;
| [https://youtu.be/uPwZNOJuzlI Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 727,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/Q8gQyDaNU0w Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Shepardus&lt;br /&gt;
| 666,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/4Ia4bBS2iW4 Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Unknown&lt;br /&gt;
| 659,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/EJ8Fnj9sVLo&amp;amp;t=991 Youtube]&lt;br /&gt;
| starts 16:31&lt;br /&gt;
|-&lt;br /&gt;
| Pepepaco&lt;br /&gt;
| 562,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/g1Z_KaEVGRI Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Dumplechan&lt;br /&gt;
| 561,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/nvD45GOXL34 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Dumplechan&lt;br /&gt;
| 502,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/_4ZZlNYx02U Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| emon295&lt;br /&gt;
| 382,300&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/-2nGSp1VHW0 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Michael ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 659,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/buoXlPj33l4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Koitsu ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| にゃんこ太郎&lt;br /&gt;
| 6,165,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/xpnpJdVQIkw Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| saucykobold&lt;br /&gt;
| 5,917,500&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/kkaeqksDI_Q Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ichisuke&lt;br /&gt;
| 5,034,200&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/WFryTUun5Xg Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kuni Channel&lt;br /&gt;
| 805,700&lt;br /&gt;
| PS1&lt;br /&gt;
| Special&lt;br /&gt;
| [https://youtu.be/4sVVt4_UClo&amp;amp;t=2280 Youtube]&lt;br /&gt;
| starts 38:00&lt;br /&gt;
|-&lt;br /&gt;
| Akraten&lt;br /&gt;
| 661,500&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/8FTTIDTk6-s Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Option ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| にゃんこ太郎&lt;br /&gt;
| 5,785,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/vX0XePuFtF4 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shooting Star ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 916,800&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/cslwrdQziU0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 658,600&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/6gV07IB03pw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| まっつカブ&lt;br /&gt;
| 621,800&lt;br /&gt;
| Sega Saturn&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/tmOzsddQQEo&amp;amp;t=996 Youtube]&lt;br /&gt;
| starts 16:36&lt;br /&gt;
|-&lt;br /&gt;
| Kuni Channel&lt;br /&gt;
| 615,900&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/Qo2jvYqvMvw&amp;amp;t=4510 Youtube]&lt;br /&gt;
| starts 1:15:10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video_Index]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39364</id>
		<title>Sexy Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39364"/>
		<updated>2026-09-13T03:09:20Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sexy parodius logo 2.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Sexy_Parodius_Title_Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Mayuko Kageshita &amp;lt;br&amp;gt; Naomitsu Ariyama &amp;lt;br&amp;gt; Mutsuhiko Izumi &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Ohji &amp;lt;br&amp;gt; Paiman&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Natsumi Bouike &amp;lt;br&amp;gt; Misugi Inagaki &amp;lt;br&amp;gt; Kaori Nishimura &amp;lt;br&amp;gt; Koji Namikoshi&lt;br /&gt;
|releasedate = '''Arcade:''' March 1996 &amp;lt;br&amp;gt;'''PlayStation/Sega Saturn :''' November 1, 1996 &amp;lt;br&amp;gt;'''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
|nextgame = [[Gradius Gaiden]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' (Japanese: ''セクシーパロディウス'' &amp;quot;Sekushī Parodiusu&amp;quot;) is a shmup developed and published by [[Konami]] in 1996. It is the fifth installment in the Parodius series succeeding [[Jikkyou Oshaberi Parodius]] (Konami 1995). It is the last of the three arcade games from the series.&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' received ports on the PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are 3 Power up schemes to choose from in this game: Manual, Semi-Auto, and Auto. These also influence your button layout/button functions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Sexy Parodius'' has 8 characters, 5 of them return from [[Gokujou Parodius]] while the other 3 are completely new. Each character has a counterpart when using 2P side, but it's only a cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Sexy_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Ivan.png]] &amp;lt;br&amp;gt; '''Ivan'''&lt;br /&gt;
| [[File: Sexy_Paro_Toby.png]] &amp;lt;br&amp;gt; '''Toby'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Sexy_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Sexy_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Sexy_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Sexy_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Option.png]] &amp;lt;br&amp;gt; '''Option'''&lt;br /&gt;
| [[File: Sexy_Paro_Multiple.png]] &amp;lt;br&amp;gt; '''Multiple'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Shooting_Star.png]] &amp;lt;br&amp;gt; '''Shooting Star'''&lt;br /&gt;
| [[File: Sexy_Paro_Black_Viper.png]] &amp;lt;br&amp;gt; '''Black Viper'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Sexy Parodius Power Meter.png|600px|center]]&lt;br /&gt;
The Power Meter system in '''Sexy Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence gets highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Sexy Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item pops up either if the player destroys certain enemy waves fully or destroys a red enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed enemies/locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, a pink ball named Alex will help you out by attacking enemies. It has its own HP pool, starting at 10 out of a maximum of 20 regaining HP by eating bells. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items appear in the following item cycle. Roulette Capsules have no effect, but the cycle can be affected by Purple Bells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times makes it advance to the next color. Every other color takes a single hit to make the cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two score based extends, one at 300,000 and the second at 800,000. Via dipswitch settings these can be changed to set the first life at 200,000 and the second at 700,000. It can also be set to 500,000 only.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' has by far the most aggressive and unforgiving rank system in the Parodius series. Rank is almost completely uncontrollable, and is essentially guaranteed to get extremely high.&lt;br /&gt;
&lt;br /&gt;
Total Rank is given by this equation&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Power Up Mode (0 to 2) + Mission Completion (0 to 11) + Speed Ups (0 to 2) + Power Ups (0 to 6) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Base Rank is capped at 39. When Total Rank exceeds 31, Revenge bullets will appear. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Power up Mode&lt;br /&gt;
----&lt;br /&gt;
The Power Up mode selected will change the starting base rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Auto&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! Semi-Auto&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Manual&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Mission Completion&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Completing or failing to complete missions changes the rank increase from clearing the stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Mission Completed&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
! Mission Incomplete&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage 6 does not add to Mission completion rank. During the Boss Rush emergency stage, the game will subtract all Mission Rank, and will add it back once the stage is cleared. Completing the emergency mission will add +1 to mission rank while failing it will add nothing.&lt;br /&gt;
&lt;br /&gt;
If on the Special Stage, Stage completion rank will always be 11. The Special stage has a minimum rank that is based on difficulty. Total Rank will not decrease if it is greater than the minimum rank. Note that on the Asian version, the minimum rank is higher by 8.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Minimum Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 26&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 34&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 36&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 38&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 39&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Speed Up level&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The rank increases depending on the number of speed ups equipped&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0-1 Speed Ups&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2-3 Speed Ups&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4-5 Speed ups&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that having an active Shield, or bell (both held, and active) is a flat +1 to rank, and as soon as the power ends, it decreases back to 0 with no other penalties.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Ivan, Hikaru (Hawkwind and Spread bomb are both equal as missiles), or Shooting Star (Auto Option is his missile), Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Missile (+2 if bubble missile option has been equipped) + all option types currently equipped + 1) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Michael or Koitsu, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Grade Ups&lt;br /&gt;
| 0 || 0 || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Grade Up&lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Grade Ups &lt;br /&gt;
| 0 || 2 || 1 || 1 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Grade Ups &lt;br /&gt;
| 1 || 3 || 2 || 2 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Grade Ups&lt;br /&gt;
| 1 || 3 || 2 || 2 || 5 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Option, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Sonoba Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Shot&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Thunder Cross Modoki&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Koitsu/Michael Modoki&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3-4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X frames passed (see tables below). When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The starting value of Frame Rank is based on Difficulty. Note that on the Asian version, these values are higher by 8&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Starting Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by Frame Rank's current value, the Power Up mode, and the number of speed ups equipped&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Current Frame Rank value&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Auto&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Semi-Auto&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Manual&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | 3 or more Speed Ups&lt;br /&gt;
|-&lt;br /&gt;
! Auto !! Semi-Auto !! Manual&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 4&lt;br /&gt;
| 3.2f || 2.909f || 2.667f || 2.667f || 2.461f || 2.286f&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 8&lt;br /&gt;
| 6.4f || 5.818f || 5.333f || 5.333f || 4.923f || 4.571f&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 16 &lt;br /&gt;
| 12.8f || 11.636f || 10.667f || 10.667f || 9.846f || 9.143&lt;br /&gt;
|-&lt;br /&gt;
! Higher than 16&lt;br /&gt;
| 25.6f || 23.272f || 21.333f || 21.333f || 19.692f || 18.286f&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This means that the lower Frame Rank is, the faster it increases. Frame rank is capped at 31. Frame rank will only increase during gameplay and not during cutscenes, or death transitions.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -3 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -4 at times. Dying when the counter is 2 sets the Frame rank to 0. Frame rank will be set to it's starting value based on difficulty upon continuing unless the Frame Rank is below the starting value.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;6&amp;quot;&amp;gt; 2 Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In 2 player mode, each player has their own individual Total Ranks, the game references the player with the lower total rank to determine the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
'''Sexy Parodius''' does not loop, but clearing every mission unlocks a special stage.&lt;br /&gt;
&lt;br /&gt;
=== Emergency Stage===&lt;br /&gt;
----&lt;br /&gt;
The Boss Rush can appear after stage 2-5, the game uses a Formula to determine when it appears. Note that if the Emergency stage hasn't appeared yet, it will always appear after stage 5.&lt;br /&gt;
&lt;br /&gt;
At the end of a stage, the game add all these values together:&lt;br /&gt;
* Your 100s place score digit (with 2 players add both numbers together but the number will overflow after 15, dead players scores count)&lt;br /&gt;
* Use this formula: (Total rank)/2&lt;br /&gt;
* Mission Completion Rank (see Rank for Mission Completion value)&lt;br /&gt;
&lt;br /&gt;
If the sum of these values exceeds 18, Emergency Stage will appear.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39363</id>
		<title>Gokujou Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39363"/>
		<updated>2026-09-13T02:41:45Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gokujou Parodius Logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Gokujou Parodius Title Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Seiichi Fukami &amp;lt;br&amp;gt; Satoko Miyawaki &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Yasuyuki Moritome&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Taro Matsuishi &amp;lt;br&amp;gt; Rika Ishimaru &amp;lt;br&amp;gt; Natsumi Bouike&lt;br /&gt;
|releasedate = '''Arcade:''' April 1994 &amp;lt;br&amp;gt;'''Super Famicom:''' November 25, 1994 &amp;lt;br&amp;gt;'''PlayStation:''' December 3, 1994 &amp;lt;br&amp;gt;'''Sega Saturn:''' May 19, 1995 &amp;lt;br&amp;gt; '''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Pop’n TwinBee]]&lt;br /&gt;
|nextgame = [[TwinBee Yahho!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gokujō Parodius ～Kako no Eikō o Motomete～''' (Japanese: ''極上パロディウス ～過去の栄光を求めて～'' &amp;quot;Gokujou Parodius – Pursuing the Past Glory&amp;quot;) is a shmup developed and published by [[Konami]] in 1994. It is the third installment in the Parodius series succeeding [[Parodius Da!]] (Konami 1990). It is the second of the three arcade games from the series followed by [[Sexy Parodius]] (Konami 1996).&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' received ports on the Super Nintendo, PlayStation, Sega Saturn and PlayStation Portable. It was localized overseas under the title '''Fantastic Journey'''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The game offers three different control styles which can be selected at the start of the game: '''Auto Power-Up''' (uses one button), '''Semi-Auto Power-Up''' (uses two buttons), and '''Manual Power-Up''' (uses three buttons).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
When Auto Power-Up is selected, the ship will automatically power up when enough capsules are collected. Roulette Capsules will count as regular capsules.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Gokujou Parodius'' has 8 characters, 4 of them return from [[Parodius Da!]] while the others are completely new. Each character has a counterpart when using 2P side, but this is a purely cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Goku_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Takosuke.png]] &amp;lt;br&amp;gt; '''Takosuke'''&lt;br /&gt;
| [[File: Goku_Paro_Belial.png]] &amp;lt;br&amp;gt; '''Belial'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Twinbee.png]] &amp;lt;br&amp;gt; '''TwinBee'''&lt;br /&gt;
| [[File: Goku_Paro_Winbee.png]] &amp;lt;br&amp;gt; '''WinBee'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Pentaro.png]] &amp;lt;br&amp;gt; '''Pentarou'''&lt;br /&gt;
| [[File: Goku_Paro_Hanako.png]] &amp;lt;br&amp;gt; '''Hanako'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Goku_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Goku_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Goku_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Goku_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Gokujou Parodius Power Meter.png|600px|center]]&lt;br /&gt;
Instead of words, the Power Meter system in '''Gokujou Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence will be highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has certain general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Gokujou Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item will pop up either if the player destroys certain waves of enemies fully or when a red enemy is destroyed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and a megaphone shouts out text that has great coverage and also cancels all bullets.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items except Roulette Capsules appear in the following item cycle. Roulette Capsules are always found in the same enemies and have no effect on the cycle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times will make it advance to the next color. Every other color takes a single hit to make the bell cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two extra lives, one at 200,000 and the second at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' has a very similar rank system to [[Parodius Da!]], but it's slightly more forgiving. Unlike [[Parodius Da!]] revenge bullets cannot spawn on the first loop from rank, so keeping rank down is not as overly essential. Note that this is based on the Japanese version, but the European version is similar, just with faster frame rank.&lt;br /&gt;
&lt;br /&gt;
The Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Stage Rank (stage: 0 to 24) + Power Ups (0 to 5) + Yellow Bell Chain (0 to 3) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 47. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Stage Rank&lt;br /&gt;
----&lt;br /&gt;
Stage Rank is the same no matter the difficulty setting. There is no way to drop Stage Rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 7&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Moai Stage&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Special Stage&lt;br /&gt;
| 16&lt;br /&gt;
| 24&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage rank Loop 4 onwards will be 24 as Stage Rank cannot increase higher than that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that an equipped shield affects the rank in two ways. First, the Power Up Rank directly increases when an active shield is equipped according to the table below (this number will decrease again when the shield is lost). Moreover, an active shield affects the Frame Rank (see below). Depending on the character chosen, they use a different Power Up Rank calculation.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Takosuke, Twinbee, Pentarou, Micheal, or Koitsu, Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Shield&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Shield&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser !! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 2 || 2 || 3 || 2 || 2 || 3 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 2 || 3 || 3 || 2 || 3 || 3 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Hikaru, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Star&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Star&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 3 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Barrier (12 if equipped) + all option types currently equipped) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Bell Chain&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Collecting yellow bells in a row increases a separate counter from rank, each yellow bell in a chain increasing this counter by 1. When the counter reaches a multiple of 8, Total Rank increases by 1, Total Rank increase from a yellow bell chain is capped at 3. Dropping a bell or dying decreases the bell count by 4. The bell counter is capped at 24. Continuing resets the bell counter.&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X frames passed (see tables below). When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
The initial value of Frame Rank on the first start is 20 no matter what settings are applied.&lt;br /&gt;
&lt;br /&gt;
Difficulty setting sets the intial Frame Rank speed (Keep in mind that Difficult 4 is the default Difficulty).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in frames for the incremental counter&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 128f&lt;br /&gt;
| 565 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 64f&lt;br /&gt;
| 278 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 42.667f&lt;br /&gt;
| 186 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32f&lt;br /&gt;
| 139 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 25.6f&lt;br /&gt;
| 112 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 21.333f&lt;br /&gt;
| 93 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 18.286f&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 16f&lt;br /&gt;
| 69 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Speed ups and Shields/Active Bells act as multipliers for Frame Rank&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x1.25 (25.6f)&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x3 (10.667f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4 Speed Ups&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
| x3.25 (9.846)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5 Speed Ups&lt;br /&gt;
| x2.5 (12.8f)&lt;br /&gt;
| x3.5 (9.143f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Frame rank is capped at 31. Frame rank will only increase during gameplay and not during cutscenes, or death transitions. Every death decreases the main counter by 2 and resets the incremental counter. Continuing resets frame rank to 20 if frame rank is greater than 20, if not, it will do nothing. If Frame Rank is below 16, it will have an added multiplier of 4 until it reaches 16.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2 Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In 2 player mode, each player has their own individual Total Ranks, the game references the player with the lower total rank to determine the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
By default, '''Gokujou Parodius''' does not loop, but an option to enable a second loop and even infinite loops can be set in the dipswitches (or going to the options menu in the ports). The loop has no requirements when enabled, so the player will always enter 2-1 upon beating stage 1-7. &lt;br /&gt;
&lt;br /&gt;
The player loses all Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of loop 1, it will be highlighted on the first position beginning with loop 2.&lt;br /&gt;
&lt;br /&gt;
=== Moai Battleship Stage===&lt;br /&gt;
----&lt;br /&gt;
The Moai Battleship can appear after stage 2-6, the game uses a Formula to determine when it appears. Note that if the Battleship stage hasn't appeared yet, it will always appear after stage 6.&lt;br /&gt;
&lt;br /&gt;
At the end of a stage, the game add all these values together:&lt;br /&gt;
* Your 100s place score digit (with 2 players add both numbers together but the number will overflow after 15, dead players scores count)&lt;br /&gt;
* Use this formula: (Total rank - loop)/2 (Loop is the loop number*8, loop 1 is counted as 0)&lt;br /&gt;
* Stage rank (see Rank for stage rank value)&lt;br /&gt;
&lt;br /&gt;
If the sum of these values exceeds 19, the Moai Battleship will appear.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Version Differences == &lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39362</id>
		<title>Sexy Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39362"/>
		<updated>2026-09-13T02:24:40Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sexy parodius logo 2.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Sexy_Parodius_Title_Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Mayuko Kageshita &amp;lt;br&amp;gt; Naomitsu Ariyama &amp;lt;br&amp;gt; Mutsuhiko Izumi &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Ohji &amp;lt;br&amp;gt; Paiman&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Natsumi Bouike &amp;lt;br&amp;gt; Misugi Inagaki &amp;lt;br&amp;gt; Kaori Nishimura &amp;lt;br&amp;gt; Koji Namikoshi&lt;br /&gt;
|releasedate = '''Arcade:''' March 1996 &amp;lt;br&amp;gt;'''PlayStation/Sega Saturn :''' November 1, 1996 &amp;lt;br&amp;gt;'''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
|nextgame = [[Gradius Gaiden]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' (Japanese: ''セクシーパロディウス'' &amp;quot;Sekushī Parodiusu&amp;quot;) is a shmup developed and published by [[Konami]] in 1996. It is the fifth installment in the Parodius series succeeding [[Jikkyou Oshaberi Parodius]] (Konami 1995). It is the last of the three arcade games from the series.&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' received ports on the PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are 3 Power up schemes to choose from in this game: Manual, Semi-Auto, and Auto. These also influence your button layout/button functions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Sexy Parodius'' has 8 characters, 5 of them return from [[Gokujou Parodius]] while the other 3 are completely new. Each character has a counterpart when using 2P side, but it's only a cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Sexy_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Ivan.png]] &amp;lt;br&amp;gt; '''Ivan'''&lt;br /&gt;
| [[File: Sexy_Paro_Toby.png]] &amp;lt;br&amp;gt; '''Toby'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Sexy_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Sexy_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Sexy_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Sexy_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Option.png]] &amp;lt;br&amp;gt; '''Option'''&lt;br /&gt;
| [[File: Sexy_Paro_Multiple.png]] &amp;lt;br&amp;gt; '''Multiple'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Shooting_Star.png]] &amp;lt;br&amp;gt; '''Shooting Star'''&lt;br /&gt;
| [[File: Sexy_Paro_Black_Viper.png]] &amp;lt;br&amp;gt; '''Black Viper'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Sexy Parodius Power Meter.png|600px|center]]&lt;br /&gt;
The Power Meter system in '''Sexy Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence gets highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Sexy Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item pops up either if the player destroys certain enemy waves fully or destroys a red enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed enemies/locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, a pink ball named Alex will help you out by attacking enemies. It has its own HP pool, starting at 10 out of a maximum of 20 regaining HP by eating bells. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items appear in the following item cycle. Roulette Capsules have no effect, but the cycle can be affected by Purple Bells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times makes it advance to the next color. Every other color takes a single hit to make the cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two score based extends, one at 300,000 and the second at 800,000. Via dipswitch settings these can be changed to set the first life at 200,000 and the second at 700,000. It can also be set to 500,000 only.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' has by far the most aggressive and unforgiving rank system in the Parodius series. Rank is almost completely uncontrollable, and is essentially guaranteed to get extremely high.&lt;br /&gt;
&lt;br /&gt;
Total Rank is given by this equation&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Power Up Mode (0 to 2) + Mission Completion (0 to 11) + Speed Ups (0 to 2) + Power Ups (0 to 6) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Base Rank is capped at 39. When Total Rank exceeds 31, Revenge bullets will appear. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Power up Mode&lt;br /&gt;
----&lt;br /&gt;
The Power Up mode selected will change the starting base rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Auto&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! Semi-Auto&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Manual&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Mission Completion&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Completing or failing to complete missions changes the rank increase from clearing the stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Mission Completed&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
! Mission Incomplete&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage 6 does not add to Mission completion rank. During the Boss Rush emergency stage, the game will subtract all Mission Rank, and will add it back once the stage is cleared. Completing the emergency mission will add +1 to mission rank while failing it will add nothing.&lt;br /&gt;
&lt;br /&gt;
If on the Special Stage, Stage completion rank will always be 11. The Special stage has a minimum rank that is based on difficulty. Total Rank will not decrease if it is greater than the minimum rank. Note that on the Asian version, the minimum rank is higher by 8.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Minimum Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 26&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 34&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 36&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 38&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 39&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Speed Up level&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The rank increases depending on the number of speed ups equipped&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0-1 Speed Ups&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2-3 Speed Ups&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4-5 Speed ups&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that having an active Shield, or bell (both held, and active) is a flat +1 to rank, and as soon as the power ends, it decreases back to 0 with no other penalties.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Ivan, Hikaru (Hawkwind and Spread bomb are both equal as missiles), or Shooting Star (Auto Option is his missile), Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Missile (+2 if bubble missile option has been equipped) + all option types currently equipped + 1) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Michael or Koitsu, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Grade Ups&lt;br /&gt;
| 0 || 0 || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Grade Up&lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Grade Ups &lt;br /&gt;
| 0 || 2 || 1 || 1 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Grade Ups &lt;br /&gt;
| 1 || 3 || 2 || 2 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Grade Ups&lt;br /&gt;
| 1 || 3 || 2 || 2 || 5 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Option, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Sonoba Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Shot&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Thunder Cross Modoki&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Koitsu/Michael Modoki&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3-4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X frames passed (see tables below). When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The starting value of Frame Rank is based on Difficulty. Note that on the Asian version, these values are higher by 8&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Starting Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by Frame Rank's current value, the Power Up mode, and the number of speed ups equipped&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Current Frame Rank value&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Auto&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Semi-Auto&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Manual&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | 3 or more Speed Ups&lt;br /&gt;
|-&lt;br /&gt;
! Auto !! Semi-Auto !! Manual&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 4&lt;br /&gt;
| 3.2f || 2.909f || 2.667f || 2.667f || 2.461f || 2.286f&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 8&lt;br /&gt;
| 6.4f || 5.818f || 5.333f || 5.333f || 4.923f || 4.571f&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 16 &lt;br /&gt;
| 12.8f || 11.636f || 10.667f || 10.667f || 9.846f || 9.143&lt;br /&gt;
|-&lt;br /&gt;
! Higher than 16&lt;br /&gt;
| 25.6f || 23.272f || 21.333f || 21.333f || 19.692f || 18.286f&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This means that the lower Frame Rank is, the faster it increases. Frame rank is capped at 31. Frame rank will only increase during gameplay and not during cutscenes, or death transitions.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -3 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -4 at times. Dying when the counter is 2 sets the Frame rank to 0. Frame rank will be set to it's starting value based on difficulty upon continuing unless the Frame Rank is below the starting value.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;6&amp;quot;&amp;gt; 2 Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In 2 player mode, each player has their own individual Total Ranks, the game references the player with the lower total rank to determine the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
'''Sexy Parodius''' does not loop, but clearing every mission unlocks a special stage.&lt;br /&gt;
&lt;br /&gt;
=== Emergency Stage===&lt;br /&gt;
----&lt;br /&gt;
The Boss Rush can appear after stage 2-5, the game uses a Formula to determine when it appears. Note that if the Emergency stage hasn't appeared yet, it will always appear after stage 5.&lt;br /&gt;
&lt;br /&gt;
At the end of a stage, the game add all these values together:&lt;br /&gt;
* Your 100s place score digit (with 2 players add both numbers together but the number will overflow after 15, dead players scores count)&lt;br /&gt;
* Use this formula: (Total rank)/2&lt;br /&gt;
* Mission Completion Rank (see Rank for Mission Completion value)&lt;br /&gt;
&lt;br /&gt;
If the sum of these values exceeds 18, Emergency Stage will appear.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39361</id>
		<title>Sexy Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39361"/>
		<updated>2026-09-13T02:24:19Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sexy parodius logo 2.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Sexy_Parodius_Title_Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Mayuko Kageshita &amp;lt;br&amp;gt; Naomitsu Ariyama &amp;lt;br&amp;gt; Mutsuhiko Izumi &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Ohji &amp;lt;br&amp;gt; Paiman&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Natsumi Bouike &amp;lt;br&amp;gt; Misugi Inagaki &amp;lt;br&amp;gt; Kaori Nishimura &amp;lt;br&amp;gt; Koji Namikoshi&lt;br /&gt;
|releasedate = '''Arcade:''' March 1996 &amp;lt;br&amp;gt;'''PlayStation/Sega Saturn :''' November 1, 1996 &amp;lt;br&amp;gt;'''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
|nextgame = [[Gradius Gaiden]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' (Japanese: ''セクシーパロディウス'' &amp;quot;Sekushī Parodiusu&amp;quot;) is a shmup developed and published by [[Konami]] in 1996. It is the fifth installment in the Parodius series succeeding [[Jikkyou Oshaberi Parodius]] (Konami 1995). It is the last of the three arcade games from the series.&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' received ports on the PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are 3 Power up schemes to choose from in this game: Manual, Semi-Auto, and Auto. These also influence your button layout/button functions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Sexy Parodius'' has 8 characters, 5 of them return from [[Gokujou Parodius]] while the other 3 are completely new. Each character has a counterpart when using 2P side, but it's only a cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Sexy_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Ivan.png]] &amp;lt;br&amp;gt; '''Ivan'''&lt;br /&gt;
| [[File: Sexy_Paro_Toby.png]] &amp;lt;br&amp;gt; '''Toby'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Sexy_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Sexy_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Sexy_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Sexy_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Option.png]] &amp;lt;br&amp;gt; '''Option'''&lt;br /&gt;
| [[File: Sexy_Paro_Multiple.png]] &amp;lt;br&amp;gt; '''Multiple'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Shooting_Star.png]] &amp;lt;br&amp;gt; '''Shooting Star'''&lt;br /&gt;
| [[File: Sexy_Paro_Black_Viper.png]] &amp;lt;br&amp;gt; '''Black Viper'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Sexy Parodius Power Meter.png|600px|center]]&lt;br /&gt;
The Power Meter system in '''Sexy Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence gets highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Sexy Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item pops up either if the player destroys certain enemy waves fully or destroys a red enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed enemies/locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, a pink ball named Alex will help you out by attacking enemies. It has its own HP pool, starting at 10 out of a maximum of 20 regaining HP by eating bells. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items appear in the following item cycle. Roulette Capsules have no effect, but the cycle can be affected by Purple Bells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times makes it advance to the next color. Every other color takes a single hit to make the cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two score based extends, one at 300,000 and the second at 800,000. Via dipswitch settings these can be changed to set the first life at 200,000 and the second at 700,000. It can also be set to 500,000 only.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' has by far the most aggressive and unforgiving rank system in the Parodius series. Rank is almost completely uncontrollable, and is essentially guaranteed to get extremely high.&lt;br /&gt;
&lt;br /&gt;
Total Rank is given by this equation&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Power Up Mode (0 to 2) + Mission Completion (0 to 11) + Speed Ups (0 to 2) + Power Ups (0 to 6) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Base Rank is capped at 39. When Total Rank exceeds 31, Revenge bullets will appear. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Power up Mode&lt;br /&gt;
----&lt;br /&gt;
The Power Up mode selected will change the starting base rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Auto&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! Semi-Auto&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Manual&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Mission Completion&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Completing or failing to complete missions changes the rank increase from clearing the stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Mission Completed&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
! Mission Incomplete&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage 6 does not add to Mission completion rank. During the Boss Rush emergency stage, the game will subtract all Mission Rank, and will add it back once the stage is cleared. Completing the emergency mission will add +1 to mission rank while failing it will add nothing.&lt;br /&gt;
&lt;br /&gt;
If on the Special Stage, Stage completion rank will always be 11. The Special stage has a minimum rank that is based on difficulty. Total Rank will not decrease if it is greater than the minimum rank. Note that on the Asian version, the minimum rank is higher by 8.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Minimum Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 26&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 34&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 36&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 38&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 39&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Speed Up level&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The rank increases depending on the number of speed ups equipped&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0-1 Speed Ups&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2-3 Speed Ups&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4-5 Speed ups&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that having an active Shield, or bell (both held, and active) is a flat +1 to rank, and as soon as the power ends, it decreases back to 0 with no other penalties.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Ivan, Hikaru (Hawkwind and Spread bomb are both equal as missiles), or Shooting Star (Auto Option is his missile), Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Missile (+2 if bubble missile option has been equipped) + all option types currently equipped + 1) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Michael or Koitsu, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Grade Ups&lt;br /&gt;
| 0 || 0 || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Grade Up&lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Grade Ups &lt;br /&gt;
| 0 || 2 || 1 || 1 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Grade Ups &lt;br /&gt;
| 1 || 3 || 2 || 2 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Grade Ups&lt;br /&gt;
| 1 || 3 || 2 || 2 || 5 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Option, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Sonoba Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Shot&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Thunder Cross Modoki&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Koitsu/Michael Modoki&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3-4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X frames passed (see tables below). When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The starting value of Frame Rank is based on Difficulty. Note that on the Asian version, these values are higher by 8&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Starting Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by Frame Rank's current value, the Power Up mode, and the number of speed ups equipped&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Current Frame Rank value&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Auto&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Semi-Auto&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Manual&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | 3 or more Speed Ups&lt;br /&gt;
|-&lt;br /&gt;
! Auto !! Semi-Auto !! Manual&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 4&lt;br /&gt;
| 3.2f || 2.909f || 2.667f || 2.667f || 2.461f || 2.286f&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 8&lt;br /&gt;
| 6.4f || 5.818f || 5.333f || 5.333f || 4.923f || 4.571f&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 16 &lt;br /&gt;
| 12.8f || 11.636f || 10.667f || 10.667f || 9.846f || 9.143&lt;br /&gt;
|-&lt;br /&gt;
! Higher than 16&lt;br /&gt;
| 25.6f || 23.272f || 21.333f || 21.333f || 19.692f || 18.286f&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This means that the lower Frame Rank is, the faster it increases. Frame rank is capped at 31. Frame rank will only increase during gameplay and not during cutscenes, or death transitions.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -3 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -4 at times. Dying when the counter is 2 sets the Frame rank to 0. Frame rank will be set to it's starting value based on difficulty upon continuing unless the Frame Rank is below the starting value.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;6&amp;quot;&amp;gt; 2 Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In 2 player mode, each player has their own individual Total Ranks, the game references the player with the lower total rank to determine the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' does not loop, but clearing every mission unlocks a special stage.&lt;br /&gt;
&lt;br /&gt;
=== Emergency Stage===&lt;br /&gt;
----&lt;br /&gt;
The Boss Rush can appear after stage 2-5, the game uses a Formula to determine when it appears. Note that if the Emergency stage hasn't appeared yet, it will always appear after stage 5.&lt;br /&gt;
&lt;br /&gt;
At the end of a stage, the game add all these values together:&lt;br /&gt;
* Your 100s place score digit (with 2 players add both numbers together but the number will overflow after 15, dead players scores count)&lt;br /&gt;
* Use this formula: (Total rank)/2&lt;br /&gt;
* Mission Completion Rank (see Rank for Mission Completion value)&lt;br /&gt;
&lt;br /&gt;
If the sum of these values exceeds 18, Emergency Stage will appear.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39360</id>
		<title>Sexy Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39360"/>
		<updated>2026-09-13T02:23:08Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sexy parodius logo 2.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Sexy_Parodius_Title_Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Mayuko Kageshita &amp;lt;br&amp;gt; Naomitsu Ariyama &amp;lt;br&amp;gt; Mutsuhiko Izumi &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Ohji &amp;lt;br&amp;gt; Paiman&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Natsumi Bouike &amp;lt;br&amp;gt; Misugi Inagaki &amp;lt;br&amp;gt; Kaori Nishimura &amp;lt;br&amp;gt; Koji Namikoshi&lt;br /&gt;
|releasedate = '''Arcade:''' March 1996 &amp;lt;br&amp;gt;'''PlayStation/Sega Saturn :''' November 1, 1996 &amp;lt;br&amp;gt;'''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
|nextgame = [[Gradius Gaiden]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' (Japanese: ''セクシーパロディウス'' &amp;quot;Sekushī Parodiusu&amp;quot;) is a shmup developed and published by [[Konami]] in 1996. It is the fifth installment in the Parodius series succeeding [[Jikkyou Oshaberi Parodius]] (Konami 1995). It is the last of the three arcade games from the series.&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' received ports on the PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are 3 Power up schemes to choose from in this game: Manual, Semi-Auto, and Auto. These also influence your button layout/button functions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Sexy Parodius'' has 8 characters, 5 of them return from [[Gokujou Parodius]] while the other 3 are completely new. Each character has a counterpart when using 2P side, but it's only a cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Sexy_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Ivan.png]] &amp;lt;br&amp;gt; '''Ivan'''&lt;br /&gt;
| [[File: Sexy_Paro_Toby.png]] &amp;lt;br&amp;gt; '''Toby'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Sexy_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Sexy_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Sexy_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Sexy_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Option.png]] &amp;lt;br&amp;gt; '''Option'''&lt;br /&gt;
| [[File: Sexy_Paro_Multiple.png]] &amp;lt;br&amp;gt; '''Multiple'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Shooting_Star.png]] &amp;lt;br&amp;gt; '''Shooting Star'''&lt;br /&gt;
| [[File: Sexy_Paro_Black_Viper.png]] &amp;lt;br&amp;gt; '''Black Viper'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Sexy Parodius Power Meter.png|600px|center]]&lt;br /&gt;
The Power Meter system in '''Sexy Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence gets highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Sexy Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item pops up either if the player destroys certain enemy waves fully or destroys a red enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed enemies/locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, a pink ball named Alex will help you out by attacking enemies. It has its own HP pool, starting at 10 out of a maximum of 20 regaining HP by eating bells. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items appear in the following item cycle. Roulette Capsules have no effect, but the cycle can be affected by Purple Bells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times makes it advance to the next color. Every other color takes a single hit to make the cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two score based extends, one at 300,000 and the second at 800,000. Via dipswitch settings these can be changed to set the first life at 200,000 and the second at 700,000. It can also be set to 500,000 only.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' has by far the most aggressive and unforgiving rank system in the Parodius series. Rank is almost completely uncontrollable, and is essentially guaranteed to get extremely high.&lt;br /&gt;
&lt;br /&gt;
Total Rank is given by this equation&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Power Up Mode (0 to 2) + Mission Completion (0 to 11) + Speed Ups (0 to 2) + Power Ups (0 to 6) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Base Rank is capped at 39. When Total Rank exceeds 31, Revenge bullets will appear. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Power up Mode&lt;br /&gt;
----&lt;br /&gt;
The Power Up mode selected will change the starting base rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Auto&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! Semi-Auto&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Manual&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Mission Completion&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Completing or failing to complete missions changes the rank increase from clearing the stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Mission Completed&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
! Mission Incomplete&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage 6 does not add to Mission completion rank. During the Boss Rush emergency stage, the game will subtract all Mission Rank, and will add it back once the stage is cleared. Completing the emergency mission will add +1 to mission rank while failing it will add nothing.&lt;br /&gt;
&lt;br /&gt;
If on the Special Stage, Stage completion rank will always be 11. The Special stage has a minimum rank that is based on difficulty. Total Rank will not decrease if it is greater than the minimum rank. Note that on the Asian version, the minimum rank is higher by 8.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Minimum Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 26&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 34&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 36&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 38&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 39&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Speed Up level&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The rank increases depending on the number of speed ups equipped&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0-1 Speed Ups&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2-3 Speed Ups&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4-5 Speed ups&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that having an active Shield, or bell (both held, and active) is a flat +1 to rank, and as soon as the power ends, it decreases back to 0 with no other penalties.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Ivan, Hikaru (Hawkwind and Spread bomb are both equal as missiles), or Shooting Star (Auto Option is his missile), Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Missile (+2 if bubble missile option has been equipped) + all option types currently equipped + 1) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Michael or Koitsu, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Grade Ups&lt;br /&gt;
| 0 || 0 || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Grade Up&lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Grade Ups &lt;br /&gt;
| 0 || 2 || 1 || 1 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Grade Ups &lt;br /&gt;
| 1 || 3 || 2 || 2 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Grade Ups&lt;br /&gt;
| 1 || 3 || 2 || 2 || 5 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Option, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Sonoba Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Shot&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Thunder Cross Modoki&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Koitsu/Michael Modoki&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3-4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X frames passed (see tables below). When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The starting value of Frame Rank is based on Difficulty. Note that on the Asian version, these values are higher by 8&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Starting Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by Frame Rank's current value, the Power Up mode, and the number of speed ups equipped&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Current Frame Rank value&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Auto&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Semi-Auto&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Manual&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | 3 or more Speed Ups&lt;br /&gt;
|-&lt;br /&gt;
! Auto !! Semi-Auto !! Manual&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 4&lt;br /&gt;
| 3.2f || 2.909f || 2.667f || 2.667f || 2.461f || 2.286f&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 8&lt;br /&gt;
| 6.4f || 5.818f || 5.333f || 5.333f || 4.923f || 4.571f&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 16 &lt;br /&gt;
| 12.8f || 11.636f || 10.667f || 10.667f || 9.846f || 9.143&lt;br /&gt;
|-&lt;br /&gt;
! Higher than 16&lt;br /&gt;
| 25.6f || 23.272f || 21.333f || 21.333f || 19.692f || 18.286f&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This means that the lower Frame Rank is, the faster it increases. Frame rank is capped at 31. Frame rank will only increase during gameplay and not during cutscenes, or death transitions.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -3 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -4 at times. Dying when the counter is 2 sets the Frame rank to 0. Frame rank will be set to it's starting value based on difficulty upon continuing unless the Frame Rank is below the starting value.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;6&amp;quot;&amp;gt; 2 Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In 2 player mode, each player has their own individual Total Ranks, the game references the player with the lower total rank to determine the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
&lt;br /&gt;
=== Emergency Stage===&lt;br /&gt;
----&lt;br /&gt;
The Boss Rush can appear after stage 2-5, the game uses a Formula to determine when it appears. Note that if the Emergency stage hasn't appeared yet, it will always appear after stage 5.&lt;br /&gt;
&lt;br /&gt;
At the end of a stage, the game add all these values together:&lt;br /&gt;
* Your 100s place score digit (with 2 players add both numbers together but the number will overflow after 15, dead players scores count)&lt;br /&gt;
* Use this formula: (Total rank)/2&lt;br /&gt;
* Mission Completion Rank (see Rank for Mission Completion value)&lt;br /&gt;
&lt;br /&gt;
If the sum of these values exceeds 18, Emergency Stage will appear.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' does not loop, but clearing every mission unlocks a special stage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39359</id>
		<title>Gokujou Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39359"/>
		<updated>2026-09-13T02:22:55Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gokujou Parodius Logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Gokujou Parodius Title Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Seiichi Fukami &amp;lt;br&amp;gt; Satoko Miyawaki &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Yasuyuki Moritome&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Taro Matsuishi &amp;lt;br&amp;gt; Rika Ishimaru &amp;lt;br&amp;gt; Natsumi Bouike&lt;br /&gt;
|releasedate = '''Arcade:''' April 1994 &amp;lt;br&amp;gt;'''Super Famicom:''' November 25, 1994 &amp;lt;br&amp;gt;'''PlayStation:''' December 3, 1994 &amp;lt;br&amp;gt;'''Sega Saturn:''' May 19, 1995 &amp;lt;br&amp;gt; '''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Pop’n TwinBee]]&lt;br /&gt;
|nextgame = [[TwinBee Yahho!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gokujō Parodius ～Kako no Eikō o Motomete～''' (Japanese: ''極上パロディウス ～過去の栄光を求めて～'' &amp;quot;Gokujou Parodius – Pursuing the Past Glory&amp;quot;) is a shmup developed and published by [[Konami]] in 1994. It is the third installment in the Parodius series succeeding [[Parodius Da!]] (Konami 1990). It is the second of the three arcade games from the series followed by [[Sexy Parodius]] (Konami 1996).&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' received ports on the Super Nintendo, PlayStation, Sega Saturn and PlayStation Portable. It was localized overseas under the title '''Fantastic Journey'''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The game offers three different control styles which can be selected at the start of the game: '''Auto Power-Up''' (uses one button), '''Semi-Auto Power-Up''' (uses two buttons), and '''Manual Power-Up''' (uses three buttons).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
When Auto Power-Up is selected, the ship will automatically power up when enough capsules are collected. Roulette Capsules will count as regular capsules.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Gokujou Parodius'' has 8 characters, 4 of them return from [[Parodius Da!]] while the others are completely new. Each character has a counterpart when using 2P side, but this is a purely cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Goku_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Takosuke.png]] &amp;lt;br&amp;gt; '''Takosuke'''&lt;br /&gt;
| [[File: Goku_Paro_Belial.png]] &amp;lt;br&amp;gt; '''Belial'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Twinbee.png]] &amp;lt;br&amp;gt; '''TwinBee'''&lt;br /&gt;
| [[File: Goku_Paro_Winbee.png]] &amp;lt;br&amp;gt; '''WinBee'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Pentaro.png]] &amp;lt;br&amp;gt; '''Pentarou'''&lt;br /&gt;
| [[File: Goku_Paro_Hanako.png]] &amp;lt;br&amp;gt; '''Hanako'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Goku_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Goku_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Goku_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Goku_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Gokujou Parodius Power Meter.png|600px|center]]&lt;br /&gt;
Instead of words, the Power Meter system in '''Gokujou Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence will be highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has certain general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Gokujou Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item will pop up either if the player destroys certain waves of enemies fully or when a red enemy is destroyed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and a megaphone shouts out text that has great coverage and also cancels all bullets.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items except Roulette Capsules appear in the following item cycle. Roulette Capsules are always found in the same enemies and have no effect on the cycle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times will make it advance to the next color. Every other color takes a single hit to make the bell cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two extra lives, one at 200,000 and the second at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' has a very similar rank system to [[Parodius Da!]], but it's slightly more forgiving. Unlike [[Parodius Da!]] revenge bullets cannot spawn on the first loop from rank, so keeping rank down is not as overly essential. Note that this is based on the Japanese version, but the European version is similar, just with faster frame rank.&lt;br /&gt;
&lt;br /&gt;
The Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Stage Rank (stage: 0 to 24) + Power Ups (0 to 5) + Yellow Bell Chain (0 to 3) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 47. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Stage Rank&lt;br /&gt;
----&lt;br /&gt;
Stage Rank is the same no matter the difficulty setting. There is no way to drop Stage Rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 7&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Moai Stage&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Special Stage&lt;br /&gt;
| 16&lt;br /&gt;
| 24&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage rank Loop 4 onwards will be 24 as Stage Rank cannot increase higher than that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that an equipped shield affects the rank in two ways. First, the Power Up Rank directly increases when an active shield is equipped according to the table below (this number will decrease again when the shield is lost). Moreover, an active shield affects the Frame Rank (see below). Depending on the character chosen, they use a different Power Up Rank calculation.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Takosuke, Twinbee, Pentarou, Micheal, or Koitsu, Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Shield&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Shield&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser !! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 2 || 2 || 3 || 2 || 2 || 3 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 2 || 3 || 3 || 2 || 3 || 3 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Hikaru, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Star&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Star&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 3 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Barrier (12 if equipped) + all option types currently equipped) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Bell Chain&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Collecting yellow bells in a row increases a separate counter from rank, each yellow bell in a chain increasing this counter by 1. When the counter reaches a multiple of 8, Total Rank increases by 1, Total Rank increase from a yellow bell chain is capped at 3. Dropping a bell or dying decreases the bell count by 4. The bell counter is capped at 24. Continuing resets the bell counter.&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X frames passed (see tables below). When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
The initial value of Frame Rank on the first start is 20 no matter what settings are applied.&lt;br /&gt;
&lt;br /&gt;
Difficulty setting sets the intial Frame Rank speed (Keep in mind that Difficult 4 is the default Difficulty).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in frames for the incremental counter&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 128f&lt;br /&gt;
| 565 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 64f&lt;br /&gt;
| 278 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 42.667f&lt;br /&gt;
| 186 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32f&lt;br /&gt;
| 139 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 25.6f&lt;br /&gt;
| 112 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 21.333f&lt;br /&gt;
| 93 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 18.286f&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 16f&lt;br /&gt;
| 69 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Speed ups and Shields/Active Bells act as multipliers for Frame Rank&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x1.25 (25.6f)&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x3 (10.667f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4 Speed Ups&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
| x3.25 (9.846)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5 Speed Ups&lt;br /&gt;
| x2.5 (12.8f)&lt;br /&gt;
| x3.5 (9.143f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Frame rank is capped at 31. Frame rank will only increase during gameplay and not during cutscenes, or death transitions. Every death decreases the main counter by 2 and resets the incremental counter. Continuing resets frame rank to 20 if frame rank is greater than 20, if not, it will do nothing. If Frame Rank is below 16, it will have an added multiplier of 4 until it reaches 16.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2 Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In 2 player mode, each player has their own individual Total Ranks, the game references the player with the lower total rank to determine the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
By default, '''Gokujou Parodius''' does not loop, but an option to enable a second loop and even infinite loops can be set in the dipswitches (or going to the options menu in the ports). The loop has no requirements when enabled, so the player will always enter 2-1 upon beating stage 1-7. &lt;br /&gt;
&lt;br /&gt;
The player loses all Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of loop 1, it will be highlighted on the first position beginning with loop 2.&lt;br /&gt;
&lt;br /&gt;
=== Moai Battleship Stage===&lt;br /&gt;
----&lt;br /&gt;
The Moai Battleship can appear after stage 2-6, the game uses a Formula to determine when it appears. Note that if the Battleship stage hasn't appeared yet, it will always appear after stage 6.&lt;br /&gt;
&lt;br /&gt;
At the end of a stage, the game add all these values together:&lt;br /&gt;
* Your 100s place score digit (with 2 players add both numbers together but the number will overflow after 15, dead players scores count)&lt;br /&gt;
* Use this formula: (Total rank - loop)/2 (Loop is the loop number*8, loop 1 is counted as 0)&lt;br /&gt;
* Stage rank (see Rank for stage rank value)&lt;br /&gt;
&lt;br /&gt;
If the sum of these values exceeds 19, the Moai Battleship will appear.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Version Differences == &lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39358</id>
		<title>Sexy Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39358"/>
		<updated>2026-09-13T02:20:06Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sexy parodius logo 2.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Sexy_Parodius_Title_Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Mayuko Kageshita &amp;lt;br&amp;gt; Naomitsu Ariyama &amp;lt;br&amp;gt; Mutsuhiko Izumi &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Ohji &amp;lt;br&amp;gt; Paiman&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Natsumi Bouike &amp;lt;br&amp;gt; Misugi Inagaki &amp;lt;br&amp;gt; Kaori Nishimura &amp;lt;br&amp;gt; Koji Namikoshi&lt;br /&gt;
|releasedate = '''Arcade:''' March 1996 &amp;lt;br&amp;gt;'''PlayStation/Sega Saturn :''' November 1, 1996 &amp;lt;br&amp;gt;'''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
|nextgame = [[Gradius Gaiden]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' (Japanese: ''セクシーパロディウス'' &amp;quot;Sekushī Parodiusu&amp;quot;) is a shmup developed and published by [[Konami]] in 1996. It is the fifth installment in the Parodius series succeeding [[Jikkyou Oshaberi Parodius]] (Konami 1995). It is the last of the three arcade games from the series.&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' received ports on the PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are 3 Power up schemes to choose from in this game: Manual, Semi-Auto, and Auto. These also influence your button layout/button functions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Sexy Parodius'' has 8 characters, 5 of them return from [[Gokujou Parodius]] while the other 3 are completely new. Each character has a counterpart when using 2P side, but it's only a cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Sexy_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Ivan.png]] &amp;lt;br&amp;gt; '''Ivan'''&lt;br /&gt;
| [[File: Sexy_Paro_Toby.png]] &amp;lt;br&amp;gt; '''Toby'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Sexy_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Sexy_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Sexy_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Sexy_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Option.png]] &amp;lt;br&amp;gt; '''Option'''&lt;br /&gt;
| [[File: Sexy_Paro_Multiple.png]] &amp;lt;br&amp;gt; '''Multiple'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Shooting_Star.png]] &amp;lt;br&amp;gt; '''Shooting Star'''&lt;br /&gt;
| [[File: Sexy_Paro_Black_Viper.png]] &amp;lt;br&amp;gt; '''Black Viper'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Sexy Parodius Power Meter.png|600px|center]]&lt;br /&gt;
The Power Meter system in '''Sexy Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence gets highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Sexy Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item pops up either if the player destroys certain enemy waves fully or destroys a red enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed enemies/locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, a pink ball named Alex will help you out by attacking enemies. It has its own HP pool, starting at 10 out of a maximum of 20 regaining HP by eating bells. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items appear in the following item cycle. Roulette Capsules have no effect, but the cycle can be affected by Purple Bells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times makes it advance to the next color. Every other color takes a single hit to make the cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two score based extends, one at 300,000 and the second at 800,000. Via dipswitch settings these can be changed to set the first life at 200,000 and the second at 700,000. It can also be set to 500,000 only.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' has by far the most aggressive and unforgiving rank system in the Parodius series. Rank is almost completely uncontrollable, and is essentially guaranteed to get extremely high.&lt;br /&gt;
&lt;br /&gt;
Total Rank is given by this equation&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Power Up Mode (0 to 2) + Mission Completion (0 to 11) + Speed Ups (0 to 2) + Power Ups (0 to 6) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Base Rank is capped at 39. When Total Rank exceeds 31, Revenge bullets will appear. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Power up Mode&lt;br /&gt;
----&lt;br /&gt;
The Power Up mode selected will change the starting base rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Auto&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! Semi-Auto&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Manual&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Mission Completion&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Completing or failing to complete missions changes the rank increase from clearing the stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Mission Completed&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
! Mission Incomplete&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage 6 does not add to Mission completion rank. During the Boss Rush emergency stage, the game will subtract all Mission Rank, and will add it back once the stage is cleared. Completing the emergency mission will add +1 to mission rank while failing it will add nothing.&lt;br /&gt;
&lt;br /&gt;
If on the Special Stage, Stage completion rank will always be 11. The Special stage has a minimum rank that is based on difficulty. Total Rank will not decrease if it is greater than the minimum rank. Note that on the Asian version, the minimum rank is higher by 8.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Minimum Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 26&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 34&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 36&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 38&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 39&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Speed Up level&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The rank increases depending on the number of speed ups equipped&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0-1 Speed Ups&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2-3 Speed Ups&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4-5 Speed ups&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that having an active Shield, or bell (both held, and active) is a flat +1 to rank, and as soon as the power ends, it decreases back to 0 with no other penalties.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Ivan, Hikaru (Hawkwind and Spread bomb are both equal as missiles), or Shooting Star (Auto Option is his missile), Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Missile (+2 if bubble missile option has been equipped) + all option types currently equipped + 1) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Michael or Koitsu, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Grade Ups&lt;br /&gt;
| 0 || 0 || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Grade Up&lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Grade Ups &lt;br /&gt;
| 0 || 2 || 1 || 1 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Grade Ups &lt;br /&gt;
| 1 || 3 || 2 || 2 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Grade Ups&lt;br /&gt;
| 1 || 3 || 2 || 2 || 5 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Option, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Sonoba Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Shot&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Thunder Cross Modoki&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Koitsu/Michael Modoki&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3-4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X frames passed (see tables below). When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The starting value of Frame Rank is based on Difficulty. Note that on the Asian version, these values are higher by 8&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Starting Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by Frame Rank's current value, the Power Up mode, and the number of speed ups equipped&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Current Frame Rank value&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Auto&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Semi-Auto&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Manual&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | 3 or more Speed Ups&lt;br /&gt;
|-&lt;br /&gt;
! Auto !! Semi-Auto !! Manual&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 4&lt;br /&gt;
| 3.2f || 2.909f || 2.667f || 2.667f || 2.461f || 2.286f&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 8&lt;br /&gt;
| 6.4f || 5.818f || 5.333f || 5.333f || 4.923f || 4.571f&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 16 &lt;br /&gt;
| 12.8f || 11.636f || 10.667f || 10.667f || 9.846f || 9.143&lt;br /&gt;
|-&lt;br /&gt;
! Higher than 16&lt;br /&gt;
| 25.6f || 23.272f || 21.333f || 21.333f || 19.692f || 18.286f&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This means that the lower Frame Rank is, the faster it increases. Frame rank is capped at 31. Frame rank will only increase during gameplay and not during cutscenes, or death transitions.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -3 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -4 at times. Dying when the counter is 2 sets the Frame rank to 0. Frame rank will be set to it's starting value based on difficulty upon continuing unless the Frame Rank is below the starting value.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;6&amp;quot;&amp;gt; 2 Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In 2 player mode, each player has their own individual Total Ranks, the game references the player with the lower total rank to determine the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' does not loop, but clearing every mission unlocks a special stage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39357</id>
		<title>Sexy Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39357"/>
		<updated>2026-09-13T02:18:21Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sexy parodius logo 2.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Sexy_Parodius_Title_Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Mayuko Kageshita &amp;lt;br&amp;gt; Naomitsu Ariyama &amp;lt;br&amp;gt; Mutsuhiko Izumi &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Ohji &amp;lt;br&amp;gt; Paiman&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Natsumi Bouike &amp;lt;br&amp;gt; Misugi Inagaki &amp;lt;br&amp;gt; Kaori Nishimura &amp;lt;br&amp;gt; Koji Namikoshi&lt;br /&gt;
|releasedate = '''Arcade:''' March 1996 &amp;lt;br&amp;gt;'''PlayStation/Sega Saturn :''' November 1, 1996 &amp;lt;br&amp;gt;'''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
|nextgame = [[Gradius Gaiden]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' (Japanese: ''セクシーパロディウス'' &amp;quot;Sekushī Parodiusu&amp;quot;) is a shmup developed and published by [[Konami]] in 1996. It is the fifth installment in the Parodius series succeeding [[Jikkyou Oshaberi Parodius]] (Konami 1995). It is the last of the three arcade games from the series.&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' received ports on the PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are 3 Power up schemes to choose from in this game: Manual, Semi-Auto, and Auto. These also influence your button layout/button functions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Sexy Parodius'' has 8 characters, 5 of them return from [[Gokujou Parodius]] while the other 3 are completely new. Each character has a counterpart when using 2P side, but it's only a cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Sexy_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Ivan.png]] &amp;lt;br&amp;gt; '''Ivan'''&lt;br /&gt;
| [[File: Sexy_Paro_Toby.png]] &amp;lt;br&amp;gt; '''Toby'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Sexy_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Sexy_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Sexy_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Sexy_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Option.png]] &amp;lt;br&amp;gt; '''Option'''&lt;br /&gt;
| [[File: Sexy_Paro_Multiple.png]] &amp;lt;br&amp;gt; '''Multiple'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Shooting_Star.png]] &amp;lt;br&amp;gt; '''Shooting Star'''&lt;br /&gt;
| [[File: Sexy_Paro_Black_Viper.png]] &amp;lt;br&amp;gt; '''Black Viper'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Sexy Parodius Power Meter.png|600px|center]]&lt;br /&gt;
The Power Meter system in '''Sexy Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence gets highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Sexy Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item pops up either if the player destroys certain enemy waves fully or destroys a red enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed enemies/locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, a pink ball named Alex will help you out by attacking enemies. It has its own HP pool, starting at 10 out of a maximum of 20 regaining HP by eating bells. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items appear in the following item cycle. Roulette Capsules have no effect, but the cycle can be affected by Purple Bells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times makes it advance to the next color. Every other color takes a single hit to make the cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two score based extends, one at 300,000 and the second at 800,000. Via dipswitch settings these can be changed to set the first life at 200,000 and the second at 700,000. It can also be set to 500,000 only.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' has by far the most aggressive and unforgiving rank system in the Parodius series. Rank is almost completely uncontrollable, and is essentially guaranteed to get extremely high.&lt;br /&gt;
&lt;br /&gt;
Total Rank is given by this equation&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Power Up Mode (0 to 2) + Mission Completion (0 to 11) + Speed Ups (0 to 2) + Power Ups (0 to 6) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Base Rank is capped at 39. When Total Rank exceeds 31, Revenge bullets will appear. How the values of these factors are calculated is explained in the following four sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Power up Mode&lt;br /&gt;
----&lt;br /&gt;
The Power Up mode selected will change the starting base rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Auto&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! Semi-Auto&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Manual&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Mission Completion&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Completing or failing to complete missions changes the rank increase from clearing the stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Mission Completed&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
! Mission Incomplete&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage 6 does not add to Mission completion rank. During the Boss Rush emergency stage, the game will subtract all Mission Rank, and will add it back once the stage is cleared. Completing the emergency mission will add +1 to mission rank while failing it will add nothing.&lt;br /&gt;
&lt;br /&gt;
If on the Special Stage, Stage completion rank will always be 11. The Special stage has a minimum rank that is based on difficulty. Total Rank will not decrease if it is greater than the minimum rank. Note that on the Asian version, the minimum rank is higher by 8.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Minimum Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 26&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 34&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 36&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 38&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 39&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Speed Up level&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The rank increases depending on the number of speed ups equipped&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0-1 Speed Ups&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2-3 Speed Ups&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4-5 Speed ups&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that having an active Shield, or bell (both held, and active) is a flat +1 to rank, and as soon as the power ends, it decreases back to 0 with no other penalties.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Ivan, Hikaru (Hawkwind and Spread bomb are both equal as missiles), or Shooting Star (Auto Option is his missile), Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Missile (+2 if bubble missile option has been equipped) + all option types currently equipped + 1) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Michael or Koitsu, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Grade Ups&lt;br /&gt;
| 0 || 0 || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Grade Up&lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Grade Ups &lt;br /&gt;
| 0 || 2 || 1 || 1 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Grade Ups &lt;br /&gt;
| 1 || 3 || 2 || 2 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Grade Ups&lt;br /&gt;
| 1 || 3 || 2 || 2 || 5 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Option, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Sonoba Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Shot&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Thunder Cross Modoki&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Koitsu/Michael Modoki&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3-4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X frames passed (see tables below). When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The starting value of Frame Rank is based on Difficulty. Note that on the Asian version, these values are higher by 8&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Starting Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by Frame Rank's current value, the Power Up mode, and the number of speed ups equipped&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Current Frame Rank value&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Auto&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Semi-Auto&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Manual&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | 3 or more Speed Ups&lt;br /&gt;
|-&lt;br /&gt;
! Auto !! Semi-Auto !! Manual&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 4&lt;br /&gt;
| 3.2f || 2.909f || 2.667f || 2.667f || 2.461f || 2.286f&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 8&lt;br /&gt;
| 6.4f || 5.818f || 5.333f || 5.333f || 4.923f || 4.571f&lt;br /&gt;
|-&lt;br /&gt;
! Lower than 16 &lt;br /&gt;
| 12.8f || 11.636f || 10.667f || 10.667f || 9.846f || 9.143&lt;br /&gt;
|-&lt;br /&gt;
! Higher than 16&lt;br /&gt;
| 25.6f || 23.272f || 21.333f || 21.333f || 19.692f || 18.286f&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This means that the lower Frame Rank is, the faster it increases. Frame rank is capped at 31. Frame rank will only increase during gameplay and not during cutscenes, or death transitions.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -3 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -4 at times. Dying when the counter is 2 sets the Frame rank to 0. Frame rank will be set to it's starting value based on difficulty upon continuing unless the Frame Rank is below the starting value.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' does not loop, but clearing every mission unlocks a special stage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39356</id>
		<title>Sexy Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39356"/>
		<updated>2026-09-13T02:00:11Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sexy parodius logo 2.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Sexy_Parodius_Title_Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Mayuko Kageshita &amp;lt;br&amp;gt; Naomitsu Ariyama &amp;lt;br&amp;gt; Mutsuhiko Izumi &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Ohji &amp;lt;br&amp;gt; Paiman&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Natsumi Bouike &amp;lt;br&amp;gt; Misugi Inagaki &amp;lt;br&amp;gt; Kaori Nishimura &amp;lt;br&amp;gt; Koji Namikoshi&lt;br /&gt;
|releasedate = '''Arcade:''' March 1996 &amp;lt;br&amp;gt;'''PlayStation/Sega Saturn :''' November 1, 1996 &amp;lt;br&amp;gt;'''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
|nextgame = [[Gradius Gaiden]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' (Japanese: ''セクシーパロディウス'' &amp;quot;Sekushī Parodiusu&amp;quot;) is a shmup developed and published by [[Konami]] in 1996. It is the fifth installment in the Parodius series succeeding [[Jikkyou Oshaberi Parodius]] (Konami 1995). It is the last of the three arcade games from the series.&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' received ports on the PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are 3 Power up schemes to choose from in this game: Manual, Semi-Auto, and Auto. These also influence your button layout/button functions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Sexy Parodius'' has 8 characters, 5 of them return from [[Gokujou Parodius]] while the other 3 are completely new. Each character has a counterpart when using 2P side, but it's only a cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Sexy_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Ivan.png]] &amp;lt;br&amp;gt; '''Ivan'''&lt;br /&gt;
| [[File: Sexy_Paro_Toby.png]] &amp;lt;br&amp;gt; '''Toby'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Sexy_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Sexy_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Sexy_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Sexy_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Option.png]] &amp;lt;br&amp;gt; '''Option'''&lt;br /&gt;
| [[File: Sexy_Paro_Multiple.png]] &amp;lt;br&amp;gt; '''Multiple'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Shooting_Star.png]] &amp;lt;br&amp;gt; '''Shooting Star'''&lt;br /&gt;
| [[File: Sexy_Paro_Black_Viper.png]] &amp;lt;br&amp;gt; '''Black Viper'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Sexy Parodius Power Meter.png|600px|center]]&lt;br /&gt;
The Power Meter system in '''Sexy Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence gets highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Sexy Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item pops up either if the player destroys certain enemy waves fully or destroys a red enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed enemies/locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, a pink ball named Alex will help you out by attacking enemies. It has its own HP pool, starting at 10 out of a maximum of 20 regaining HP by eating bells. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items appear in the following item cycle. Roulette Capsules have no effect, but the cycle can be affected by Purple Bells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times makes it advance to the next color. Every other color takes a single hit to make the cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two score based extends, one at 300,000 and the second at 800,000. Via dipswitch settings these can be changed to set the first life at 200,000 and the second at 700,000. It can also be set to 500,000 only.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' has by far the most aggressive and unforgiving rank system in the Parodius series. Rank is almost completely uncontrollable, and is essentially guaranteed to get extremely high.&lt;br /&gt;
&lt;br /&gt;
Total Rank is given by this equation&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Power Up Mode (0 to 2) + Mission Completion (0 to 11) + Speed Ups (0 to 2) + Power Ups (0 to 6) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Base Rank is capped at 39. How the values of these factors are calculated is explained in the following four sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Power up Mode&lt;br /&gt;
----&lt;br /&gt;
The Power Up mode selected will change the starting base rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Auto&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! Semi-Auto&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Manual&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Mission Completion&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Completing or failing to complete missions changes the rank increase from clearing the stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Mission Completed&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
! Mission Incomplete&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During the Boss Rush emergency stage, the game will subtract all Mission Rank, and will add it back once the stage is completed or failed. Completing the emergency mission will add +1 to mission rank while failing it will add nothing.&lt;br /&gt;
&lt;br /&gt;
If on the Special Stage, Stage completion rank will always be 11. The Special stage has a minimum rank that is based on difficulty. Total Rank will not decrease if it is greater than the minimum rank.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Minimum Rank&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 26&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 34&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 36&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 38&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 39&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Speed Up level&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The rank increases depending on the number of speed ups equipped&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0-1 Speed Ups&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2-3 Speed Ups&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4-5 Speed ups&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that having an active Shield, or bell (both held, and active) is a flat +1 to rank, and as soon as the power ends, it decreases back to 0 with no other penalties.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Ivan, Hikaru (Hawkwind and Spread bomb are both equal as missiles), or Shooting Star (Auto Option is his missile), Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Missile (+2 if bubble missile option has been equipped) + all option types currently equipped + 1) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Michael or Koitsu, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Grade Ups&lt;br /&gt;
| 0 || 0 || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Grade Up&lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Grade Ups &lt;br /&gt;
| 0 || 2 || 1 || 1 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Grade Ups &lt;br /&gt;
| 1 || 3 || 2 || 2 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Grade Ups&lt;br /&gt;
| 1 || 3 || 2 || 2 || 5 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Option, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Sonoba Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Shot&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Thunder Cross Modoki&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Koitsu/Michael Modoki&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3-4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every 32 frames passed. When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Base Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield and active bell power. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 to 5 Speed Ups&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
| x8 (4f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To put this into perspective, the main counter of the Frame Rank increases by +1 every 136 seconds with a 32f increase rate. In contrast, it increases every 17 seconds with a 4f increase rate.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -2 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -3 at times. If Frame Rank reaches 12 or higher, revenge bullets will appear on the first loop, and a second delayed revenge bullet will appear in loop 2. Frame rank will be set to 0 upon continuing.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' does not loop, but clearing every mission unlocks a special stage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39355</id>
		<title>Sexy Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39355"/>
		<updated>2026-09-13T01:41:07Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sexy parodius logo 2.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Sexy_Parodius_Title_Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Mayuko Kageshita &amp;lt;br&amp;gt; Naomitsu Ariyama &amp;lt;br&amp;gt; Mutsuhiko Izumi &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Ohji &amp;lt;br&amp;gt; Paiman&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Natsumi Bouike &amp;lt;br&amp;gt; Misugi Inagaki &amp;lt;br&amp;gt; Kaori Nishimura &amp;lt;br&amp;gt; Koji Namikoshi&lt;br /&gt;
|releasedate = '''Arcade:''' March 1996 &amp;lt;br&amp;gt;'''PlayStation/Sega Saturn :''' November 1, 1996 &amp;lt;br&amp;gt;'''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
|nextgame = [[Gradius Gaiden]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' (Japanese: ''セクシーパロディウス'' &amp;quot;Sekushī Parodiusu&amp;quot;) is a shmup developed and published by [[Konami]] in 1996. It is the fifth installment in the Parodius series succeeding [[Jikkyou Oshaberi Parodius]] (Konami 1995). It is the last of the three arcade games from the series.&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' received ports on the PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are 3 Power up schemes to choose from in this game: Manual, Semi-Auto, and Auto. These also influence your button layout/button functions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Sexy Parodius'' has 8 characters, 5 of them return from [[Gokujou Parodius]] while the other 3 are completely new. Each character has a counterpart when using 2P side, but it's only a cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Sexy_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Ivan.png]] &amp;lt;br&amp;gt; '''Ivan'''&lt;br /&gt;
| [[File: Sexy_Paro_Toby.png]] &amp;lt;br&amp;gt; '''Toby'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Sexy_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Sexy_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Sexy_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Sexy_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Option.png]] &amp;lt;br&amp;gt; '''Option'''&lt;br /&gt;
| [[File: Sexy_Paro_Multiple.png]] &amp;lt;br&amp;gt; '''Multiple'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Shooting_Star.png]] &amp;lt;br&amp;gt; '''Shooting Star'''&lt;br /&gt;
| [[File: Sexy_Paro_Black_Viper.png]] &amp;lt;br&amp;gt; '''Black Viper'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Sexy Parodius Power Meter.png|600px|center]]&lt;br /&gt;
The Power Meter system in '''Sexy Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence gets highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Sexy Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item pops up either if the player destroys certain enemy waves fully or destroys a red enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed enemies/locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, a pink ball named Alex will help you out by attacking enemies. It has its own HP pool, starting at 10 out of a maximum of 20 regaining HP by eating bells. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items appear in the following item cycle. Roulette Capsules have no effect, but the cycle can be affected by Purple Bells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times makes it advance to the next color. Every other color takes a single hit to make the cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two score based extends, one at 300,000 and the second at 800,000. Via dipswitch settings these can be changed to set the first life at 200,000 and the second at 700,000. It can also be set to 500,000 only.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' has by far the most aggressive and unforgiving rank system in the Parodius series. Rank is almost completely uncontrollable, and is essentially guaranteed to get extremely high.&lt;br /&gt;
&lt;br /&gt;
Total Rank is given by this equation&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Power Up Mode (0 to 2) + Mission Completion (0 to 11) + Speed Ups (0 to 2) + Power Ups (0 to 6) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Base Rank is capped at 39. How the values of these factors are calculated is explained in the following four sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Power up Mode&lt;br /&gt;
----&lt;br /&gt;
The Power Up mode selected will change the starting base rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Auto&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! Semi-Auto&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Manual&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Mission Completion&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Completing or failing to complete missions changes the rank increase from clearing the stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Mission Completed&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
! Mission Incomplete&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During the Boss Rush emergency stage, the game will subtract all Mission Rank, and will add it back once the stage is completed or failed. Completing the emergency mission will add +1 to mission rank while failing it will add nothing.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Speed Up level&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The rank increases depending on the number of speed ups equipped&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0-1 Speed Ups&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2-3 Speed Ups&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4-5 Speed ups&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that having an active Shield, or bell (both held, and active) is a flat +1 to rank, and as soon as the power ends, it decreases back to 0 with no other penalties.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Ivan, Hikaru (Hawkwind and Spread bomb are both equal as missiles), or Shooting Star (Auto Option is his missile), Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Missile (+2 if bubble missile option has been equipped) + all option types currently equipped + 1) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Michael or Koitsu, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Grade Ups&lt;br /&gt;
| 0 || 0 || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Grade Up&lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Grade Ups &lt;br /&gt;
| 0 || 2 || 1 || 1 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Grade Ups &lt;br /&gt;
| 1 || 3 || 2 || 2 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Grade Ups&lt;br /&gt;
| 1 || 3 || 2 || 2 || 5 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Option, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Sonoba Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Shot&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Thunder Cross Modoki&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Koitsu/Michael Modoki&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3-4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every 32 frames passed. When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Base Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield and active bell power. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 to 5 Speed Ups&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
| x8 (4f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To put this into perspective, the main counter of the Frame Rank increases by +1 every 136 seconds with a 32f increase rate. In contrast, it increases every 17 seconds with a 4f increase rate.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -2 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -3 at times. If Frame Rank reaches 12 or higher, revenge bullets will appear on the first loop, and a second delayed revenge bullet will appear in loop 2. Frame rank will be set to 0 upon continuing.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' does not loop, but clearing every mission unlocks a special stage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39354</id>
		<title>Sexy Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39354"/>
		<updated>2026-09-13T01:39:47Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sexy parodius logo 2.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Sexy_Parodius_Title_Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Mayuko Kageshita &amp;lt;br&amp;gt; Naomitsu Ariyama &amp;lt;br&amp;gt; Mutsuhiko Izumi &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Ohji &amp;lt;br&amp;gt; Paiman&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Natsumi Bouike &amp;lt;br&amp;gt; Misugi Inagaki &amp;lt;br&amp;gt; Kaori Nishimura &amp;lt;br&amp;gt; Koji Namikoshi&lt;br /&gt;
|releasedate = '''Arcade:''' March 1996 &amp;lt;br&amp;gt;'''PlayStation/Sega Saturn :''' November 1, 1996 &amp;lt;br&amp;gt;'''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
|nextgame = [[Gradius Gaiden]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' (Japanese: ''セクシーパロディウス'' &amp;quot;Sekushī Parodiusu&amp;quot;) is a shmup developed and published by [[Konami]] in 1996. It is the fifth installment in the Parodius series succeeding [[Jikkyou Oshaberi Parodius]] (Konami 1995). It is the last of the three arcade games from the series.&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' received ports on the PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are 3 Power up schemes to choose from in this game: Manual, Semi-Auto, and Auto. These also influence your button layout/button functions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Sexy Parodius'' has 8 characters, 5 of them return from [[Gokujou Parodius]] while the other 3 are completely new. Each character has a counterpart when using 2P side, but it's only a cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Sexy_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Ivan.png]] &amp;lt;br&amp;gt; '''Ivan'''&lt;br /&gt;
| [[File: Sexy_Paro_Toby.png]] &amp;lt;br&amp;gt; '''Toby'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Sexy_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Sexy_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Sexy_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Sexy_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Option.png]] &amp;lt;br&amp;gt; '''Option'''&lt;br /&gt;
| [[File: Sexy_Paro_Multiple.png]] &amp;lt;br&amp;gt; '''Multiple'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Shooting_Star.png]] &amp;lt;br&amp;gt; '''Shooting Star'''&lt;br /&gt;
| [[File: Sexy_Paro_Black_Viper.png]] &amp;lt;br&amp;gt; '''Black Viper'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Sexy Parodius Power Meter.png|600px|center]]&lt;br /&gt;
The Power Meter system in '''Sexy Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence gets highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Sexy Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item pops up either if the player destroys certain enemy waves fully or destroys a red enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed enemies/locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, a pink ball named Alex will help you out by attacking enemies. It has its own HP pool, starting at 10 out of a maximum of 20 regaining HP by eating bells. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items appear in the following item cycle. Roulette Capsules have no effect, but the cycle can be affected by Purple Bells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times makes it advance to the next color. Every other color takes a single hit to make the cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two score based extends, one at 300,000 and the second at 800,000. Via dipswitch settings these can be changed to set the first life at 200,000 and the second at 700,000. It can also be set to 500,000 only.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' has by far the most aggressive and unforgiving rank system in the Parodius series. Rank is almost completely uncontrollable, and is essentially guaranteed to get extremely high.&lt;br /&gt;
&lt;br /&gt;
Total Rank is given by this equation&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Power Up Mode (0 to 2) + Mission Completion (0 to 11) + Speed Ups (0 to 2) + Power Ups (0 to 6) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Base Rank is capped at 39. How the values of these factors are calculated is explained in the following four sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Power up Mode&lt;br /&gt;
----&lt;br /&gt;
The Power Up mode selected will change the starting base rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Auto&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! Semi-Auto&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Manual&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Mission Completion&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Completing or failing to complete missions changes the rank increase from clearing the stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Mission Completed&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
! Mission Incomplete&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During the Boss Rush emergency stage, the game will subtract all Mission Rank, and will add it back once the stage is completed or failed. Completing the emergency mission will add +1 to mission rank while failing it will add nothing.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Speed Up level&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The rank increases depending on the number of speed ups equipped&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0-1 Speed Ups&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2-3 Speed Ups&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4-5 Speed ups&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that having an active Shield, or bell (both held, and active) is a flat +1 to rank, and as soon as the power ends, it decreases back to 0 with no other penalties.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Ivan, Hikaru (Hawkwind and Spread bomb are both equal as missiles), or Shooting Star (Auto Option is his missile), Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Missile (+2 if bubble missile option has been equipped) + all option types currently equipped + 1) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Michael or Koitsu, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 2 || 1 || 1 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 3 || 2 || 2 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 3 || 2 || 2 || 5 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Option, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Sonoba Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Shot&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Thunder Cross Modoki&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Koitsu/Michael Modoki&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3-4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every 32 frames passed. When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Base Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield and active bell power. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 to 5 Speed Ups&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
| x8 (4f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To put this into perspective, the main counter of the Frame Rank increases by +1 every 136 seconds with a 32f increase rate. In contrast, it increases every 17 seconds with a 4f increase rate.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -2 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -3 at times. If Frame Rank reaches 12 or higher, revenge bullets will appear on the first loop, and a second delayed revenge bullet will appear in loop 2. Frame rank will be set to 0 upon continuing.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' does not loop, but clearing every mission unlocks a special stage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39353</id>
		<title>Sexy Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39353"/>
		<updated>2026-09-13T01:35:06Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sexy parodius logo 2.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Sexy_Parodius_Title_Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Mayuko Kageshita &amp;lt;br&amp;gt; Naomitsu Ariyama &amp;lt;br&amp;gt; Mutsuhiko Izumi &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Ohji &amp;lt;br&amp;gt; Paiman&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Natsumi Bouike &amp;lt;br&amp;gt; Misugi Inagaki &amp;lt;br&amp;gt; Kaori Nishimura &amp;lt;br&amp;gt; Koji Namikoshi&lt;br /&gt;
|releasedate = '''Arcade:''' March 1996 &amp;lt;br&amp;gt;'''PlayStation/Sega Saturn :''' November 1, 1996 &amp;lt;br&amp;gt;'''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
|nextgame = [[Gradius Gaiden]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' (Japanese: ''セクシーパロディウス'' &amp;quot;Sekushī Parodiusu&amp;quot;) is a shmup developed and published by [[Konami]] in 1996. It is the fifth installment in the Parodius series succeeding [[Jikkyou Oshaberi Parodius]] (Konami 1995). It is the last of the three arcade games from the series.&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' received ports on the PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are 3 Power up schemes to choose from in this game: Manual, Semi-Auto, and Auto. These also influence your button layout/button functions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Sexy Parodius'' has 8 characters, 5 of them return from [[Gokujou Parodius]] while the other 3 are completely new. Each character has a counterpart when using 2P side, but it's only a cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Sexy_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Ivan.png]] &amp;lt;br&amp;gt; '''Ivan'''&lt;br /&gt;
| [[File: Sexy_Paro_Toby.png]] &amp;lt;br&amp;gt; '''Toby'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Sexy_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Sexy_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Sexy_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Sexy_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Option.png]] &amp;lt;br&amp;gt; '''Option'''&lt;br /&gt;
| [[File: Sexy_Paro_Multiple.png]] &amp;lt;br&amp;gt; '''Multiple'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Shooting_Star.png]] &amp;lt;br&amp;gt; '''Shooting Star'''&lt;br /&gt;
| [[File: Sexy_Paro_Black_Viper.png]] &amp;lt;br&amp;gt; '''Black Viper'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Sexy Parodius Power Meter.png|600px|center]]&lt;br /&gt;
The Power Meter system in '''Sexy Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence gets highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Sexy Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item pops up either if the player destroys certain enemy waves fully or destroys a red enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed enemies/locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, a pink ball named Alex will help you out by attacking enemies. It has its own HP pool, starting at 10 out of a maximum of 20 regaining HP by eating bells. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items appear in the following item cycle. Roulette Capsules have no effect, but the cycle can be affected by Purple Bells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times makes it advance to the next color. Every other color takes a single hit to make the cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two score based extends, one at 300,000 and the second at 800,000. Via dipswitch settings these can be changed to set the first life at 200,000 and the second at 700,000. It can also be set to 500,000 only.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' has by far the most aggressive and unforgiving rank system in the Parodius series. Rank is almost completely uncontrollable, and is essentially guaranteed to get extremely high.&lt;br /&gt;
&lt;br /&gt;
Total Rank is given by this equation&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Power Up Mode (0 to 2) + Mission Completion (0 to 11) + Speed Ups (0 to 2) + Power Ups (0 to 6) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Base Rank is capped at 39. How the values of these factors are calculated is explained in the following four sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Power up Mode&lt;br /&gt;
----&lt;br /&gt;
The Power Up mode selected will change the starting base rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Auto&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! Semi-Auto&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Manual&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Mission Completion&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Completing or failing to complete missions changes the rank increase from clearing the stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Mission Completed&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
! Mission Incomplete&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During the Boss Rush emergency stage, the game will subtract all Mission Rank, and will add it back once the stage is completed or failed. Completing the emergency mission will add +1 to mission rank while failing it will add nothing.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Speed Up level&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The rank increases depending on the number of speed ups equipped&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0-1 Speed Ups&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2-3 Speed Ups&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4-5 Speed ups&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that having an active Shield, or bell (both held, and active) is a flat +1 to rank, and as soon as the power ends, it decreases back to 0 with no other penalties.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Ivan, Hikaru (Hawkwind and Spread bomb are both equal as missiles), or Shooting Star (Auto Option is his missile), Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Michael or Koitsu, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 2 || 1 || 1 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 3 || 2 || 2 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 3 || 2 || 2 || 5 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Option, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Sonoba Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Shot&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Thunder Cross Modoki&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Koitsu/Michael Modoki&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3-4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every 32 frames passed. When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Base Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield and active bell power. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 to 5 Speed Ups&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
| x8 (4f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To put this into perspective, the main counter of the Frame Rank increases by +1 every 136 seconds with a 32f increase rate. In contrast, it increases every 17 seconds with a 4f increase rate.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -2 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -3 at times. If Frame Rank reaches 12 or higher, revenge bullets will appear on the first loop, and a second delayed revenge bullet will appear in loop 2. Frame rank will be set to 0 upon continuing.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' does not loop, but clearing every mission unlocks a special stage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39351</id>
		<title>Sexy Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sexy_Parodius&amp;diff=39351"/>
		<updated>2026-09-13T01:30:06Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sexy parodius logo 2.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Sexy_Parodius_Title_Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Mayuko Kageshita &amp;lt;br&amp;gt; Naomitsu Ariyama &amp;lt;br&amp;gt; Mutsuhiko Izumi &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Ohji &amp;lt;br&amp;gt; Paiman&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Natsumi Bouike &amp;lt;br&amp;gt; Misugi Inagaki &amp;lt;br&amp;gt; Kaori Nishimura &amp;lt;br&amp;gt; Koji Namikoshi&lt;br /&gt;
|releasedate = '''Arcade:''' March 1996 &amp;lt;br&amp;gt;'''PlayStation/Sega Saturn :''' November 1, 1996 &amp;lt;br&amp;gt;'''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Jikkyou Oshaberi Parodius]]&lt;br /&gt;
|nextgame = [[Gradius Gaiden]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' (Japanese: ''セクシーパロディウス'' &amp;quot;Sekushī Parodiusu&amp;quot;) is a shmup developed and published by [[Konami]] in 1996. It is the fifth installment in the Parodius series succeeding [[Jikkyou Oshaberi Parodius]] (Konami 1995). It is the last of the three arcade games from the series.&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' received ports on the PlayStation, Sega Saturn and PlayStation Portable. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are 3 Power up schemes to choose from in this game: Manual, Semi-Auto, and Auto. These also influence your button layout/button functions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Sexy Parodius'' has 8 characters, 5 of them return from [[Gokujou Parodius]] while the other 3 are completely new. Each character has a counterpart when using 2P side, but it's only a cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Sexy_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Ivan.png]] &amp;lt;br&amp;gt; '''Ivan'''&lt;br /&gt;
| [[File: Sexy_Paro_Toby.png]] &amp;lt;br&amp;gt; '''Toby'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Sexy_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Sexy_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Sexy_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Sexy_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Option.png]] &amp;lt;br&amp;gt; '''Option'''&lt;br /&gt;
| [[File: Sexy_Paro_Multiple.png]] &amp;lt;br&amp;gt; '''Multiple'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Sexy_Paro_Shooting_Star.png]] &amp;lt;br&amp;gt; '''Shooting Star'''&lt;br /&gt;
| [[File: Sexy_Paro_Black_Viper.png]] &amp;lt;br&amp;gt; '''Black Viper'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Sexy Parodius Power Meter.png|600px|center]]&lt;br /&gt;
The Power Meter system in '''Sexy Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence gets highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Sexy Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item pops up either if the player destroys certain enemy waves fully or destroys a red enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed enemies/locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, a pink ball named Alex will help you out by attacking enemies. It has its own HP pool, starting at 10 out of a maximum of 20 regaining HP by eating bells. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items appear in the following item cycle. Roulette Capsules have no effect, but the cycle can be affected by Purple Bells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times makes it advance to the next color. Every other color takes a single hit to make the cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Sexy Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two score based extends, one at 300,000 and the second at 800,000. Via dipswitch settings these can be changed to set the first life at 200,000 and the second at 700,000. It can also be set to 500,000 only.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' has by far the most aggressive and unforgiving rank system in the Parodius series. Rank is almost completely uncontrollable, and is essentially guaranteed to get extremely high.&lt;br /&gt;
&lt;br /&gt;
Total Rank is given by this equation&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Power Up Mode (0 to 2) + Mission Completion (0 to 11) + Speed Ups (0 to 2) + Power Ups (0 to 6) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Base Rank is capped at 39. How the values of these factors are calculated is explained in the following four sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Power up Mode&lt;br /&gt;
----&lt;br /&gt;
The Power Up mode selected will change the starting base rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Auto&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! Semi-Auto&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Manual&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Mission Completion&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Completing or failing to complete missions changes the rank increase from clearing the stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Mission Completed&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
! Mission Incomplete&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During the Boss Rush emergency stage, the game will subtract all Mission Rank, and will add it back once the stage is completed or failed. Completing the emergency mission will add +1 to mission rank while failing it will add nothing.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Speed Up level&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The rank increases depending on the number of speed ups equipped&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0-1 Speed Ups&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2-3 Speed Ups&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4-5 Speed ups&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that having an active Shield, or bell (both held, and active) is a flat +1 to rank, and as soon as the power ends, it decreases back to 0 with no other penalties.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Ivan, Hikaru (Hawkwind and Spread bomb are both equal as missiles), or Shooting Star (Auto Option is his missile), Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 2 || 2 || 2 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Michael or Koitsu, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 2 || 1 || 1 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 3 || 2 || 2 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 3 || 2 || 2 || 5 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every 32 frames passed. When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Base Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield and active bell power. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 to 5 Speed Ups&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
| x8 (4f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To put this into perspective, the main counter of the Frame Rank increases by +1 every 136 seconds with a 32f increase rate. In contrast, it increases every 17 seconds with a 4f increase rate.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -2 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -3 at times. If Frame Rank reaches 12 or higher, revenge bullets will appear on the first loop, and a second delayed revenge bullet will appear in loop 2. Frame rank will be set to 0 upon continuing.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sexy Parodius''' does not loop, but clearing every mission unlocks a special stage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39350</id>
		<title>Gokujou Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39350"/>
		<updated>2026-09-13T00:51:27Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gokujou Parodius Logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Gokujou Parodius Title Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Seiichi Fukami &amp;lt;br&amp;gt; Satoko Miyawaki &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Yasuyuki Moritome&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Taro Matsuishi &amp;lt;br&amp;gt; Rika Ishimaru &amp;lt;br&amp;gt; Natsumi Bouike&lt;br /&gt;
|releasedate = '''Arcade:''' April 1994 &amp;lt;br&amp;gt;'''Super Famicom:''' November 25, 1994 &amp;lt;br&amp;gt;'''PlayStation:''' December 3, 1994 &amp;lt;br&amp;gt;'''Sega Saturn:''' May 19, 1995 &amp;lt;br&amp;gt; '''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Pop’n TwinBee]]&lt;br /&gt;
|nextgame = [[TwinBee Yahho!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gokujō Parodius ～Kako no Eikō o Motomete～''' (Japanese: ''極上パロディウス ～過去の栄光を求めて～'' &amp;quot;Gokujou Parodius – Pursuing the Past Glory&amp;quot;) is a shmup developed and published by [[Konami]] in 1994. It is the third installment in the Parodius series succeeding [[Parodius Da!]] (Konami 1990). It is the second of the three arcade games from the series followed by [[Sexy Parodius]] (Konami 1996).&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' received ports on the Super Nintendo, PlayStation, Sega Saturn and PlayStation Portable. It was localized overseas under the title '''Fantastic Journey'''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The game offers three different control styles which can be selected at the start of the game: '''Auto Power-Up''' (uses one button), '''Semi-Auto Power-Up''' (uses two buttons), and '''Manual Power-Up''' (uses three buttons).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
When Auto Power-Up is selected, the ship will automatically power up when enough capsules are collected. Roulette Capsules will count as regular capsules.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Gokujou Parodius'' has 8 characters, 4 of them return from [[Parodius Da!]] while the others are completely new. Each character has a counterpart when using 2P side, but this is a purely cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Goku_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Takosuke.png]] &amp;lt;br&amp;gt; '''Takosuke'''&lt;br /&gt;
| [[File: Goku_Paro_Belial.png]] &amp;lt;br&amp;gt; '''Belial'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Twinbee.png]] &amp;lt;br&amp;gt; '''TwinBee'''&lt;br /&gt;
| [[File: Goku_Paro_Winbee.png]] &amp;lt;br&amp;gt; '''WinBee'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Pentaro.png]] &amp;lt;br&amp;gt; '''Pentarou'''&lt;br /&gt;
| [[File: Goku_Paro_Hanako.png]] &amp;lt;br&amp;gt; '''Hanako'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Goku_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Goku_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Goku_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Goku_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Gokujou Parodius Power Meter.png|600px|center]]&lt;br /&gt;
Instead of words, the Power Meter system in '''Gokujou Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence will be highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has certain general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Gokujou Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item will pop up either if the player destroys certain waves of enemies fully or when a red enemy is destroyed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and a megaphone shouts out text that has great coverage and also cancels all bullets.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items except Roulette Capsules appear in the following item cycle. Roulette Capsules are always found in the same enemies and have no effect on the cycle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times will make it advance to the next color. Every other color takes a single hit to make the bell cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two extra lives, one at 200,000 and the second at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' has a very similar rank system to [[Parodius Da!]], but it's slightly more forgiving. Unlike [[Parodius Da!]] revenge bullets cannot spawn on the first loop from rank, so keeping rank down is not as overly essential. Note that this is based on the Japanese version, but the European version is similar, just with faster frame rank.&lt;br /&gt;
&lt;br /&gt;
The Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Stage Rank (stage: 0 to 24) + Power Ups (0 to 5) + Yellow Bell Chain (0 to 3) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 47. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Stage Rank&lt;br /&gt;
----&lt;br /&gt;
Stage Rank is the same no matter the difficulty setting. There is no way to drop Stage Rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 7&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Moai Stage&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Special Stage&lt;br /&gt;
| 16&lt;br /&gt;
| 24&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage rank Loop 4 onwards will be 24 as Stage Rank cannot increase higher than that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that an equipped shield affects the rank in two ways. First, the Power Up Rank directly increases when an active shield is equipped according to the table below (this number will decrease again when the shield is lost). Moreover, an active shield affects the Frame Rank (see below). Depending on the character chosen, they use a different Power Up Rank calculation.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Takosuke, Twinbee, Pentarou, Micheal, or Koitsu, Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Shield&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Shield&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser !! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 2 || 2 || 3 || 2 || 2 || 3 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 2 || 3 || 3 || 2 || 3 || 3 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Hikaru, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Star&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Star&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 3 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Barrier (12 if equipped) + all option types currently equipped) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Bell Chain&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Collecting yellow bells in a row increases a separate counter from rank, each yellow bell in a chain increasing this counter by 1. When the counter reaches a multiple of 8, Total Rank increases by 1, Total Rank increase from a yellow bell chain is capped at 3. Dropping a bell or dying decreases the bell count by 4. The bell counter is capped at 24. Continuing resets the bell counter.&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X frames passed (see tables below). When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
The initial value of Frame Rank on the first start is 20 no matter what settings are applied.&lt;br /&gt;
&lt;br /&gt;
Difficulty setting sets the intial Frame Rank speed (Keep in mind that Difficult 4 is the default Difficulty).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in frames for the incremental counter&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 128f&lt;br /&gt;
| 565 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 64f&lt;br /&gt;
| 278 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 42.667f&lt;br /&gt;
| 186 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32f&lt;br /&gt;
| 139 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 25.6f&lt;br /&gt;
| 112 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 21.333f&lt;br /&gt;
| 93 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 18.286f&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 16f&lt;br /&gt;
| 69 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Speed ups and Shields/Active Bells act as multipliers for Frame Rank&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x1.25 (25.6f)&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x3 (10.667f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4 Speed Ups&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
| x3.25 (9.846)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5 Speed Ups&lt;br /&gt;
| x2.5 (12.8f)&lt;br /&gt;
| x3.5 (9.143f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Frame rank is capped at 31. Frame rank will only increase during gameplay and not during cutscenes, or death transitions. Every death decreases the main counter by 2 and resets the incremental counter. Continuing resets frame rank to 20 if frame rank is greater than 20, if not, it will do nothing. If Frame Rank is below 16, it will have an added multiplier of 4 until it reaches 16.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2 Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In 2 player mode, each player has their own individual Total Ranks, the game references the player with the lower total rank to determine the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
By default, '''Gokujou Parodius''' does not loop, but an option to enable a second loop and even infinite loops can be set in the dipswitches (or going to the options menu in the ports). The loop has no requirements when enabled, so the player will always enter 2-1 upon beating stage 1-7. &lt;br /&gt;
&lt;br /&gt;
The player loses all Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of loop 1, it will be highlighted on the first position beginning with loop 2.&lt;br /&gt;
&lt;br /&gt;
=== Moai Battleship Stage===&lt;br /&gt;
----&lt;br /&gt;
The Moai Battleship can appear after stage 2-6, the game uses a Formula to determine when it appears. Note that if the Battleship stage hasn't appeared yet, it will always appear after stage 6.&lt;br /&gt;
&lt;br /&gt;
At the end of a stage, the game add all these values together:&lt;br /&gt;
* Your 100s place score digit (with 2 players add both numbers together but the number will overflow after 15, dead players scores count)&lt;br /&gt;
* Use this formula: (Total rank - loop rank)/2 (Loop rank is the loop number*8, loop 1 is counted as 0)&lt;br /&gt;
* Stage rank (see Rank for stage rank value)&lt;br /&gt;
&lt;br /&gt;
If the sum of these values exceeds 19, the Moai Battleship will appear.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Version Differences == &lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sexy_Parodius/Video_Index&amp;diff=39349</id>
		<title>Sexy Parodius/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sexy_Parodius/Video_Index&amp;diff=39349"/>
		<updated>2026-09-13T00:12:06Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vic Viper ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| VMT-ABU&lt;br /&gt;
| 6,838,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/ErDXLL7DYC8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Retro_RGT&lt;br /&gt;
| 5,412,500&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/BHkIIfW4eNA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| こいつ&lt;br /&gt;
| 949,700&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm16083585 Nico]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 692,300&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/Qpsvmm7NxKI Youtube]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ivan ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| VMT-ABU&lt;br /&gt;
| 6,922,300&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/VfKlQH5NE0Q Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 667,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/g2pQ4Q7BLts Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hikaru ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| SPK&lt;br /&gt;
| 6,868,200&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/R2ixJIQlzmY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Vivio&lt;br /&gt;
| 1,049,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm40048047 Nico]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Retokatsu Usagi&lt;br /&gt;
| 685,300&lt;br /&gt;
| PS1&lt;br /&gt;
| Special&lt;br /&gt;
| [https://youtu.be/j6wkd5nR01I Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 672,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/xU76b3NrNsY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Marukatu&lt;br /&gt;
| 545,000&lt;br /&gt;
| PSP&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/NnDHtLAc9Pk Youtube]&lt;br /&gt;
| Easier difficulty settings.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mambo ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 4,066,200&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/dYqQHM39Y0s Youtube]&lt;br /&gt;
| No autofire&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 3,996,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/H0hXZc52mf4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 3,862,100&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/dtc4vgIPLVE Youtube]&lt;br /&gt;
| No autofire&lt;br /&gt;
|-&lt;br /&gt;
| XUR&lt;br /&gt;
| 1,839,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/cIXmSmGCniI Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 1,766,600&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/jTSVrbYcEt4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SuperViperT302&lt;br /&gt;
| 1,103,700&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (No Special)&lt;br /&gt;
| [https://www.youtube.com/watch?v=1JcYRPWkpes Youtube]&lt;br /&gt;
| Auto&lt;br /&gt;
|-&lt;br /&gt;
| そけっと&lt;br /&gt;
| 1,077,800&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/7JzRyKMx68c Youtube]&lt;br /&gt;
| Mikado Spring Shooting Matsuri 2015&lt;br /&gt;
|-&lt;br /&gt;
| Neo Antwon&lt;br /&gt;
| 780,400&lt;br /&gt;
| PS1&lt;br /&gt;
| Special&lt;br /&gt;
| [https://youtu.be/uPwZNOJuzlI Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 727,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/Q8gQyDaNU0w Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Shepardus&lt;br /&gt;
| 666,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/4Ia4bBS2iW4 Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Unknown&lt;br /&gt;
| 659,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/EJ8Fnj9sVLo&amp;amp;t=991 Youtube]&lt;br /&gt;
| starts 16:31&lt;br /&gt;
|-&lt;br /&gt;
| Pepepaco&lt;br /&gt;
| 562,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/g1Z_KaEVGRI Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Dumplechan&lt;br /&gt;
| 561,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/nvD45GOXL34 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Dumplechan&lt;br /&gt;
| 502,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/_4ZZlNYx02U Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| emon295&lt;br /&gt;
| 382,300&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/-2nGSp1VHW0 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Michael ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Koitsu ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| にゃんこ太郎&lt;br /&gt;
| 6,165,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/xpnpJdVQIkw Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| saucykobold&lt;br /&gt;
| 5,917,500&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/kkaeqksDI_Q Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ichisuke&lt;br /&gt;
| 5,034,200&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/WFryTUun5Xg Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kuni Channel&lt;br /&gt;
| 805,700&lt;br /&gt;
| PS1&lt;br /&gt;
| Special&lt;br /&gt;
| [https://youtu.be/4sVVt4_UClo&amp;amp;t=2280 Youtube]&lt;br /&gt;
| starts 38:00&lt;br /&gt;
|-&lt;br /&gt;
| Akraten&lt;br /&gt;
| 661,500&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/8FTTIDTk6-s Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Option ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| にゃんこ太郎&lt;br /&gt;
| 5,785,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/vX0XePuFtF4 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shooting Star ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 916,800&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/cslwrdQziU0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 658,600&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/6gV07IB03pw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| まっつカブ&lt;br /&gt;
| 621,800&lt;br /&gt;
| Sega Saturn&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/tmOzsddQQEo&amp;amp;t=996 Youtube]&lt;br /&gt;
| starts 16:36&lt;br /&gt;
|-&lt;br /&gt;
| Kuni Channel&lt;br /&gt;
| 615,900&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/Qo2jvYqvMvw&amp;amp;t=4510 Youtube]&lt;br /&gt;
| starts 1:15:10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video_Index]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Parodius_Da!/Video_Index&amp;diff=39348</id>
		<title>Parodius Da!/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Parodius_Da!/Video_Index&amp;diff=39348"/>
		<updated>2026-09-13T00:11:28Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Arcade ==&lt;br /&gt;
&lt;br /&gt;
=== Vic Viper ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:60%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| END&lt;br /&gt;
| *3,160,800&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/Oz8O2KwJS00 Youtube]&lt;br /&gt;
| tool-assisted&lt;br /&gt;
|-&lt;br /&gt;
| BOSTON&lt;br /&gt;
| 3,033,100&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/kwzv_BGTUYs Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KZMめしやん&lt;br /&gt;
| 1,887,700&lt;br /&gt;
| 2-6&lt;br /&gt;
| [https://youtu.be/0UoCvyEMGQI Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KZMめしやん&lt;br /&gt;
| 1,638,200&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/OPDdHJDqYdQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SuperViperT302&lt;br /&gt;
| 1,173,900&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://youtu.be/3e4srrpF9Tc Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 1,104,200&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://youtu.be/T9Lr-YUVIdQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Shepardus&lt;br /&gt;
| 1,055,000&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://youtu.be/EsE02tTGTJw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SuperViperT302&lt;br /&gt;
| 1,020,500&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://youtu.be/9bVFHc_0O6o Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Pete Hahn&lt;br /&gt;
| 1,011,400&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://youtu.be/r1p6hy5_jPg Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Seahawk&lt;br /&gt;
| 962,300&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://youtu.be/VkWNhW3DEjM Youtube 1] [https://youtu.be/eL5lLPZAQgA 2]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KyoKusagani&lt;br /&gt;
| 854,100&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://youtu.be/sQ6dBFPB6so Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| usan&lt;br /&gt;
| 624,600&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/Hj0mZc-m7co Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Octopus ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:60%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| END&lt;br /&gt;
| *3,308,800&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/VnUO2YqhU-4 Youtube]&lt;br /&gt;
| tool-assisted&lt;br /&gt;
|-&lt;br /&gt;
| BOSTON&lt;br /&gt;
| 3,060,900&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/90w2FmO4c1Y Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| BOSTON&lt;br /&gt;
| 2,916,700&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm11009492 Niconico]&lt;br /&gt;
| replay only contains loop 2&lt;br /&gt;
|-&lt;br /&gt;
| TZW-ART?&lt;br /&gt;
| 2,680,300&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/6tcNCE8wm_0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KZMめしやん&lt;br /&gt;
| 1,624,800&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/oD-yl9x35kU Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Plasmo&lt;br /&gt;
| 1,311,500&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.twitch.tv/videos/1557904165 Twitch]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| izuru&lt;br /&gt;
| 1,039,200&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://youtu.be/zq6K2RR0aVI Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Shepardus&lt;br /&gt;
| 917,300&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://youtu.be/zt9YE1I7HIE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| copypaster&lt;br /&gt;
| 858,200&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.twitch.tv/videos/1522323353 Twitch]&lt;br /&gt;
| live demo during Pass the Shmup Duo&lt;br /&gt;
|-&lt;br /&gt;
| KOS&lt;br /&gt;
| 739,600&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/UKZLapnCc5Y Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| copypaster&lt;br /&gt;
| 717,700&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.twitch.tv/videos/1301715454 Twitch]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Pepepaco&lt;br /&gt;
| 616,200&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://youtu.be/_kW1S0ZNbwY Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Y.Y.Y&lt;br /&gt;
| 606,300&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://youtu.be/qIt0bR0sU_M Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TwinBee ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:60%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| BOSTON&lt;br /&gt;
| 3,074,500&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/VGL-CyhbgaY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| DDT&lt;br /&gt;
| 2,977,500&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/jYM2yGG_b4c Youtube]&lt;br /&gt;
| No autofire&lt;br /&gt;
|-&lt;br /&gt;
| AST&lt;br /&gt;
| 2,941,200&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/1jijGaZaq5U Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ymac fc3s&lt;br /&gt;
| 2,861,400&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/A3m-dYJSf28 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ひろっち&lt;br /&gt;
| 1,543,100&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://youtu.be/dRVaRkUjGjY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| EXCEL-HIR&lt;br /&gt;
| 1,149,900&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/xGBvbkRblOI Youtube]&lt;br /&gt;
| Superplay VHS&lt;br /&gt;
|-&lt;br /&gt;
| EXCEL-HIR&lt;br /&gt;
| 1,117,800&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/XImtbFLRSXE Youtube]&lt;br /&gt;
| Superplay VHS&lt;br /&gt;
|-&lt;br /&gt;
| Shepardus&lt;br /&gt;
| 952,700&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://youtu.be/C3b2Zo2xf-g Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| 717,700&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://youtu.be/FLLS_5bsMuU?t=1735 Youtube]&lt;br /&gt;
| starts 28:55&lt;br /&gt;
|-&lt;br /&gt;
| OmKol&lt;br /&gt;
| 641,400&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://youtu.be/Xmd1c-6f-84 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pentarou ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:60%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| BOSTON&lt;br /&gt;
| 3,004,700&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/x45452GiCtQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Andrew98&lt;br /&gt;
| 887,100&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://youtu.be/tqoLnpXsSO0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Shepardus&lt;br /&gt;
| 834,600&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://youtu.be/jtphMoIQtFk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Y.Y.Y&lt;br /&gt;
| 668,200&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://youtu.be/huu1AP1c4oE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| しょうたろー・ろっこ・めぐミルク&lt;br /&gt;
| 623,300&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm833551 Niconico 1] [https://www.nicovideo.jp/watch/sm834772 2] [https://www.nicovideo.jp/watch/sm840234 3] [https://www.nicovideo.jp/watch/sm840468 4] [https://www.nicovideo.jp/watch/sm847330 5] [https://www.nicovideo.jp/watch/sm847442 6] [https://www.nicovideo.jp/watch/sm847609 7] [https://www.nicovideo.jp/watch/sm848571 8] [https://www.nicovideo.jp/watch/sm866943 9] [https://www.nicovideo.jp/watch/sm901061 10]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Versions ==&lt;br /&gt;
&lt;br /&gt;
=== Playstation / PSP / Saturn ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| SuperViperT302&lt;br /&gt;
| 3,858,300&lt;br /&gt;
| Playstation&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://youtu.be/2CfmTHeOa_c Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| masaxun&lt;br /&gt;
| 1,249,300&lt;br /&gt;
| Sega Saturn&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/qXNpqk_tzPE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| maru tani&lt;br /&gt;
| 1,177,500&lt;br /&gt;
| PSP&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/4hd-WE9H89Q Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| オクト🐙&lt;br /&gt;
| 1,108,400&lt;br /&gt;
| Playstation&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/jAhkVQ4I-jA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| M &lt;br /&gt;
| 1,036,900&lt;br /&gt;
| Playstation&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/lwccsJos0G4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| yusuzu&lt;br /&gt;
| 820,000&lt;br /&gt;
| Playstation&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/W5jhnQRqlZI Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SNES ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:60%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| SuperViperT302&lt;br /&gt;
| 1,851,000&lt;br /&gt;
| 2-11&lt;br /&gt;
| [https://youtu.be/JRiyWia7_s8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SuperViperT302&lt;br /&gt;
| 1,316,900&lt;br /&gt;
| 2-6&lt;br /&gt;
| [https://youtu.be/oiydgb5iQA4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| sakurada&lt;br /&gt;
| 990,700&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://youtu.be/CFqzcIkIHCU Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| きよし&lt;br /&gt;
| 890,500&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/sVbEC2-j3gw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| kmnet2009&lt;br /&gt;
| 853,800&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/Rp-ySQHb7Ug Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| motty-0405&lt;br /&gt;
| 838,700&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://youtu.be/Uq75GvI4nvo Youtube]&lt;br /&gt;
| Non-default settings.&lt;br /&gt;
|-&lt;br /&gt;
| maru tani&lt;br /&gt;
| 704,800&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/YQF4PDbS1rU Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| jimmywai&lt;br /&gt;
| 683,000&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/Et_0u8mzIxE Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| yuhchan&lt;br /&gt;
| 664,300&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/Y6SdemsJmSg Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== PC-Engine ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:60%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| SuperViperT302&lt;br /&gt;
| 1,624,700&lt;br /&gt;
| 3-3&lt;br /&gt;
| [https://youtu.be/MKwouqgKpfU Youtube]&lt;br /&gt;
| Hard mode.&lt;br /&gt;
|-&lt;br /&gt;
| SuperViperT302&lt;br /&gt;
| 1,591,700&lt;br /&gt;
| 3-3&lt;br /&gt;
| [https://youtu.be/0UxPomRlEHk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| usan&lt;br /&gt;
| 773,300&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/V8tBd4iOLXY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kuroneko Games Online&lt;br /&gt;
| 564,200&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/47nn2zZxhvM Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| maru tani&lt;br /&gt;
| 492,000&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/1apls-dnVdE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sexy_Parodius/Video_Index&amp;diff=39347</id>
		<title>Sexy Parodius/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sexy_Parodius/Video_Index&amp;diff=39347"/>
		<updated>2026-09-13T00:09:48Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vic Viper ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| VMT-ABU&lt;br /&gt;
| 6,838,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/ErDXLL7DYC8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Retro_RGT&lt;br /&gt;
| 5,412,500&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/BHkIIfW4eNA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| こいつ&lt;br /&gt;
| 949,700&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm16083585 Nico]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 692,300&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/Qpsvmm7NxKI Youtube]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ivan ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| VMT-ABU&lt;br /&gt;
| 6,922,300&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/VfKlQH5NE0Q Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 667,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/g2pQ4Q7BLts]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hikaru ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| SPK&lt;br /&gt;
| 6,868,200&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/R2ixJIQlzmY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Vivio&lt;br /&gt;
| 1,049,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm40048047 Nico]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Retokatsu Usagi&lt;br /&gt;
| 685,300&lt;br /&gt;
| PS1&lt;br /&gt;
| Special&lt;br /&gt;
| [https://youtu.be/j6wkd5nR01I Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 672,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/xU76b3NrNsY]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Marukatu&lt;br /&gt;
| 545,000&lt;br /&gt;
| PSP&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/NnDHtLAc9Pk Youtube]&lt;br /&gt;
| Easier difficulty settings.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mambo ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 4,066,200&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/dYqQHM39Y0s Youtube]&lt;br /&gt;
| No autofire&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 3,996,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/H0hXZc52mf4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 3,862,100&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/dtc4vgIPLVE Youtube]&lt;br /&gt;
| No autofire&lt;br /&gt;
|-&lt;br /&gt;
| XUR&lt;br /&gt;
| 1,839,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/cIXmSmGCniI Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 1,766,600&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/jTSVrbYcEt4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SuperViperT302&lt;br /&gt;
| 1,103,700&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (No Special)&lt;br /&gt;
| [https://www.youtube.com/watch?v=1JcYRPWkpes Youtube]&lt;br /&gt;
| Auto&lt;br /&gt;
|-&lt;br /&gt;
| そけっと&lt;br /&gt;
| 1,077,800&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/7JzRyKMx68c Youtube]&lt;br /&gt;
| Mikado Spring Shooting Matsuri 2015&lt;br /&gt;
|-&lt;br /&gt;
| Neo Antwon&lt;br /&gt;
| 780,400&lt;br /&gt;
| PS1&lt;br /&gt;
| Special&lt;br /&gt;
| [https://youtu.be/uPwZNOJuzlI Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Orangebc18&lt;br /&gt;
| 727,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/Q8gQyDaNU0w]&lt;br /&gt;
|-&lt;br /&gt;
| Shepardus&lt;br /&gt;
| 666,900&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/4Ia4bBS2iW4 Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Unknown&lt;br /&gt;
| 659,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/EJ8Fnj9sVLo&amp;amp;t=991 Youtube]&lt;br /&gt;
| starts 16:31&lt;br /&gt;
|-&lt;br /&gt;
| Pepepaco&lt;br /&gt;
| 562,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/g1Z_KaEVGRI Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Dumplechan&lt;br /&gt;
| 561,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/nvD45GOXL34 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Dumplechan&lt;br /&gt;
| 502,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/_4ZZlNYx02U Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| emon295&lt;br /&gt;
| 382,300&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/-2nGSp1VHW0 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Michael ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Koitsu ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| にゃんこ太郎&lt;br /&gt;
| 6,165,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/xpnpJdVQIkw Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| saucykobold&lt;br /&gt;
| 5,917,500&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/kkaeqksDI_Q Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| ichisuke&lt;br /&gt;
| 5,034,200&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/WFryTUun5Xg Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kuni Channel&lt;br /&gt;
| 805,700&lt;br /&gt;
| PS1&lt;br /&gt;
| Special&lt;br /&gt;
| [https://youtu.be/4sVVt4_UClo&amp;amp;t=2280 Youtube]&lt;br /&gt;
| starts 38:00&lt;br /&gt;
|-&lt;br /&gt;
| Akraten&lt;br /&gt;
| 661,500&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/8FTTIDTk6-s Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Option ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| にゃんこ太郎&lt;br /&gt;
| 5,785,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/vX0XePuFtF4 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shooting Star ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 916,800&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL (Special)&lt;br /&gt;
| [https://youtu.be/cslwrdQziU0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ReFKey_STG&lt;br /&gt;
| 658,600&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/6gV07IB03pw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| まっつカブ&lt;br /&gt;
| 621,800&lt;br /&gt;
| Sega Saturn&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/tmOzsddQQEo&amp;amp;t=996 Youtube]&lt;br /&gt;
| starts 16:36&lt;br /&gt;
|-&lt;br /&gt;
| Kuni Channel&lt;br /&gt;
| 615,900&lt;br /&gt;
| PS1&lt;br /&gt;
| ALL (no Special)&lt;br /&gt;
| [https://youtu.be/Qo2jvYqvMvw&amp;amp;t=4510 Youtube]&lt;br /&gt;
| starts 1:15:10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video_Index]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39337</id>
		<title>Gokujou Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39337"/>
		<updated>2026-09-06T20:52:45Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gokujou Parodius Logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Gokujou Parodius Title Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Seiichi Fukami &amp;lt;br&amp;gt; Satoko Miyawaki &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Yasuyuki Moritome&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Taro Matsuishi &amp;lt;br&amp;gt; Rika Ishimaru &amp;lt;br&amp;gt; Natsumi Bouike&lt;br /&gt;
|releasedate = '''Arcade:''' April 1994 &amp;lt;br&amp;gt;'''Super Famicom:''' November 25, 1994 &amp;lt;br&amp;gt;'''PlayStation:''' December 3, 1994 &amp;lt;br&amp;gt;'''Sega Saturn:''' May 19, 1995 &amp;lt;br&amp;gt; '''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Pop’n TwinBee]]&lt;br /&gt;
|nextgame = [[TwinBee Yahho!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gokujō Parodius ～Kako no Eikō o Motomete～''' (Japanese: ''極上パロディウス ～過去の栄光を求めて～'' &amp;quot;Gokujou Parodius – Pursuing the Past Glory&amp;quot;) is a shmup developed and published by [[Konami]] in 1994. It is the third installment in the Parodius series succeeding [[Parodius Da!]] (Konami 1990). It is the second of the three arcade games from the series followed by [[Sexy Parodius]] (Konami 1996).&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' received ports on the Super Nintendo, PlayStation, Sega Saturn and PlayStation Portable. It was localized overseas under the title '''Fantastic Journey'''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The game offers three different control styles which can be selected at the start of the game: '''Auto Power-Up''' (uses one button), '''Semi-Auto Power-Up''' (uses two buttons), and '''Manual Power-Up''' (uses three buttons).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
When Auto Power-Up is selected, the ship will automatically power up when enough capsules are collected. Roulette Capsules will count as regular capsules.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Gokujou Parodius'' has 8 characters, 4 of them return from [[Parodius Da!]] while the others are completely new. Each character has a counterpart when using 2P side, but this is a purely cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Goku_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Takosuke.png]] &amp;lt;br&amp;gt; '''Takosuke'''&lt;br /&gt;
| [[File: Goku_Paro_Belial.png]] &amp;lt;br&amp;gt; '''Belial'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Twinbee.png]] &amp;lt;br&amp;gt; '''TwinBee'''&lt;br /&gt;
| [[File: Goku_Paro_Winbee.png]] &amp;lt;br&amp;gt; '''WinBee'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Pentaro.png]] &amp;lt;br&amp;gt; '''Pentarou'''&lt;br /&gt;
| [[File: Goku_Paro_Hanako.png]] &amp;lt;br&amp;gt; '''Hanako'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Goku_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Goku_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Goku_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Goku_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Gokujou Parodius Power Meter.png|600px|center]]&lt;br /&gt;
Instead of words, the Power Meter system in '''Gokujou Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence will be highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has certain general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Gokujou Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item will pop up either if the player destroys certain waves of enemies fully or when a red enemy is destroyed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and a megaphone shouts out text that has great coverage and also cancels all bullets.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items except Roulette Capsules appear in the following item cycle. Roulette Capsules are always found in the same enemies and have no effect on the cycle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times will make it advance to the next color. Every other color takes a single hit to make the bell cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two extra lives, one at 200,000 and the second at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' has a very similar rank system to [[Parodius Da!]], but it's slightly more forgiving. Unlike [[Parodius Da!]] revenge bullets cannot spawn on the first loop from rank, so keeping rank down is not as overly essential. Not that this is based on the Japanese version, but the European version is similar, just with faster frame rank.&lt;br /&gt;
&lt;br /&gt;
The Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Stage Rank (stage: 0 to 24) + Power Ups (0 to 5) + Yellow Bell Chain (0 to 3) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 47. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Stage Rank&lt;br /&gt;
----&lt;br /&gt;
Stage Rank is the same no matter the difficulty setting. There is no way to drop Stage Rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 7&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Moai Stage&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Special Stage&lt;br /&gt;
| 16&lt;br /&gt;
| 24&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage rank Loop 4 onwards will be 24 as Stage Rank cannot increase higher than that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that an equipped shield affects the rank in two ways. First, the Power Up Rank directly increases when an active shield is equipped according to the table below (this number will decrease again when the shield is lost). Moreover, an active shield affects the Frame Rank (see below). Depending on the character chosen, they use a different Power Up Rank calculation.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Takosuke, Twinbee, Pentarou, Micheal, or Koitsu, Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Shield&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Shield&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser !! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 2 || 2 || 3 || 2 || 2 || 3 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 2 || 3 || 3 || 2 || 3 || 3 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Hikaru, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Star&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Star&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 3 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Barrier (12 if equipped) + all option types currently equipped) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Bell Chain&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Collecting yellow bells in a row increases a separate counter from rank, each yellow bell in a chain increasing this counter by 1. When the counter reaches a multiple of 8, Total Rank increases by 1, Total Rank increase from a yellow bell chain is capped at 3. Dropping a bell or dying decreases the bell count by 4. The bell counter is capped at 24. Continuing resets the bell counter.&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X frames passed (see tables below). When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
The initial value of Frame Rank on the first start is 20 no matter what settings are applied.&lt;br /&gt;
&lt;br /&gt;
Difficulty setting sets the intial Frame Rank speed (Keep in mind that Difficult 4 is the default Difficulty).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in frames for the incremental counter&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 128f&lt;br /&gt;
| 565 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 64f&lt;br /&gt;
| 278 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 42.667f&lt;br /&gt;
| 186 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32f&lt;br /&gt;
| 139 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 25.6f&lt;br /&gt;
| 112 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 21.333f&lt;br /&gt;
| 93 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 18.286f&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 16f&lt;br /&gt;
| 69 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Speed ups and Shields/Active Bells act as multipliers for Frame Rank&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x1.25 (25.6f)&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x3 (10.667f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4 Speed Ups&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
| x3.25 (9.846)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5 Speed Ups&lt;br /&gt;
| x2.5 (12.8f)&lt;br /&gt;
| x3.5 (9.143f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Frame rank is capped at 31. Frame rank will only increase during gameplay and not during cutscenes, or death transitions. Every death decreases the main counter by 2 and resets the incremental counter. Continuing resets frame rank to 20 if frame rank is greater than 20, if not, it will do nothing. If Frame Rank is below 16, it will have an added multiplier of 4 until it reaches 16.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2 Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In 2 player mode, each player has their own individual Total Ranks, the game references the player with the lower total rank to determine the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
By default, '''Gokujou Parodius''' does not loop, but an option to enable a second loop and even infinite loops can be set in the dipswitches (or going to the options menu in the ports). The loop has no requirements when enabled, so the player will always enter 2-1 upon beating stage 1-7. &lt;br /&gt;
&lt;br /&gt;
The player loses all Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of loop 1, it will be highlighted on the first position beginning with loop 2.&lt;br /&gt;
&lt;br /&gt;
=== Moai Battleship Stage===&lt;br /&gt;
----&lt;br /&gt;
The Moai Battleship can appear after stage 2-6, the game uses a Formula to determine when it appears. Note that if the Battleship stage hasn't appeared yet, it will always appear after stage 6.&lt;br /&gt;
&lt;br /&gt;
At the end of a stage, the game add all these values together:&lt;br /&gt;
* Your 100s place score digit (with 2 players add both numbers together but the number will overflow after 15, dead players scores count)&lt;br /&gt;
* Use this formula: (Total rank - loop rank)/2 (Loop rank is the loop number*8, loop 1 is counted as 0)&lt;br /&gt;
* Stage rank (see Rank for stage rank value)&lt;br /&gt;
&lt;br /&gt;
If the sum of these values exceeds 19, the Moai Battleship will appear.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Version Differences == &lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39336</id>
		<title>Gokujou Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39336"/>
		<updated>2026-09-06T20:45:08Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gokujou Parodius Logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Gokujou Parodius Title Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Seiichi Fukami &amp;lt;br&amp;gt; Satoko Miyawaki &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Yasuyuki Moritome&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Taro Matsuishi &amp;lt;br&amp;gt; Rika Ishimaru &amp;lt;br&amp;gt; Natsumi Bouike&lt;br /&gt;
|releasedate = '''Arcade:''' April 1994 &amp;lt;br&amp;gt;'''Super Famicom:''' November 25, 1994 &amp;lt;br&amp;gt;'''PlayStation:''' December 3, 1994 &amp;lt;br&amp;gt;'''Sega Saturn:''' May 19, 1995 &amp;lt;br&amp;gt; '''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Pop’n TwinBee]]&lt;br /&gt;
|nextgame = [[TwinBee Yahho!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gokujō Parodius ～Kako no Eikō o Motomete～''' (Japanese: ''極上パロディウス ～過去の栄光を求めて～'' &amp;quot;Gokujou Parodius – Pursuing the Past Glory&amp;quot;) is a shmup developed and published by [[Konami]] in 1994. It is the third installment in the Parodius series succeeding [[Parodius Da!]] (Konami 1990). It is the second of the three arcade games from the series followed by [[Sexy Parodius]] (Konami 1996).&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' received ports on the Super Nintendo, PlayStation, Sega Saturn and PlayStation Portable. It was localized overseas under the title '''Fantastic Journey'''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The game offers three different control styles which can be selected at the start of the game: '''Auto Power-Up''' (uses one button), '''Semi-Auto Power-Up''' (uses two buttons), and '''Manual Power-Up''' (uses three buttons).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
When Auto Power-Up is selected, the ship will automatically power up when enough capsules are collected. Roulette Capsules will count as regular capsules.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Gokujou Parodius'' has 8 characters, 4 of them return from [[Parodius Da!]] while the others are completely new. Each character has a counterpart when using 2P side, but this is a purely cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Goku_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Takosuke.png]] &amp;lt;br&amp;gt; '''Takosuke'''&lt;br /&gt;
| [[File: Goku_Paro_Belial.png]] &amp;lt;br&amp;gt; '''Belial'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Twinbee.png]] &amp;lt;br&amp;gt; '''TwinBee'''&lt;br /&gt;
| [[File: Goku_Paro_Winbee.png]] &amp;lt;br&amp;gt; '''WinBee'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Pentaro.png]] &amp;lt;br&amp;gt; '''Pentarou'''&lt;br /&gt;
| [[File: Goku_Paro_Hanako.png]] &amp;lt;br&amp;gt; '''Hanako'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Goku_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Goku_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Goku_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Goku_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Gokujou Parodius Power Meter.png|600px|center]]&lt;br /&gt;
Instead of words, the Power Meter system in '''Gokujou Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence will be highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has certain general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Gokujou Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item will pop up either if the player destroys certain waves of enemies fully or when a red enemy is destroyed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and a megaphone shouts out text that has great coverage and also cancels all bullets.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items except Roulette Capsules appear in the following item cycle. Roulette Capsules are always found in the same enemies and have no effect on the cycle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times will make it advance to the next color. Every other color takes a single hit to make the bell cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two extra lives, one at 200,000 and the second at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' has a very similar rank system to [[Parodius Da!]], but it's slightly more forgiving. Unlike [[Parodius Da!]] revenge bullets cannot spawn on the first loop from rank, so keeping rank down is not as overly essential. Not that this is based on the Japanese version, but the European version is similar, just with faster frame rank.&lt;br /&gt;
&lt;br /&gt;
The Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Stage Rank (stage: 0 to 24) + Power Ups (0 to 5) + Yellow Bell Chain (0 to 3) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 47. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Stage Rank&lt;br /&gt;
----&lt;br /&gt;
Stage Rank is the same no matter the difficulty setting. There is no way to drop Stage Rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 7&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Moai Stage&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Special Stage&lt;br /&gt;
| 16&lt;br /&gt;
| 24&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage rank Loop 4 onwards will be 24 as Stage Rank cannot increase higher than that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that an equipped shield affects the rank in two ways. First, the Power Up Rank directly increases when an active shield is equipped according to the table below (this number will decrease again when the shield is lost). Moreover, an active shield affects the Frame Rank (see below). Depending on the character chosen, they use a different Power Up Rank calculation.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Takosuke, Twinbee, Pentarou, Micheal, or Koitsu, Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Shield&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Shield&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser !! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 2 || 2 || 3 || 2 || 2 || 3 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 2 || 3 || 3 || 2 || 3 || 3 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Hikaru, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Star&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Star&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 3 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Barrier (12 if equipped) + all option types currently equipped) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Bell Chain&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Collecting yellow bells in a row increases a separate counter from rank, each yellow bell in a chain increasing this counter by 1. When the counter reaches a multiple of 8, Total Rank increases by 1, Total Rank increase from a yellow bell chain is capped at 3. Dropping a bell or dying decreases the bell count by 4. The bell counter is capped at 24. Continuing resets the bell counter.&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X frames passed (see tables below). When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
The initial value of Frame Rank on the first start is 20 no matter what settings are applied.&lt;br /&gt;
&lt;br /&gt;
Difficulty setting sets the intial Frame Rank speed (Keep in mind that Difficult 4 is the default Difficulty).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in frames for the incremental counter&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 128f&lt;br /&gt;
| 565 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 64f&lt;br /&gt;
| 278 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 42.667f&lt;br /&gt;
| 186 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32f&lt;br /&gt;
| 139 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 25.6f&lt;br /&gt;
| 112 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 21.333f&lt;br /&gt;
| 93 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 18.286f&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 16f&lt;br /&gt;
| 69 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Speed ups and Shields/Active Bells act as multipliers for Frame Rank&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x1.25 (25.6f)&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x3 (10.667f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4 Speed Ups&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
| x3.5 (9.143f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5 Speed Ups&lt;br /&gt;
| x2.5 (12.8f)&lt;br /&gt;
| x4.5 (7.111f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Frame rank is capped at 31. Frame rank will only increase during gameplay and not during cutscenes, or death transitions. Every death decreases the main counter by 2 and resets the incremental counter. Continuing resets frame rank to 20 if frame rank is greater than 20, if not, it will do nothing. If Frame Rank is below 16, it will have an added multiplier of 4 until it reaches 16.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2 Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In 2 player mode, each player has their own individual Total Ranks, the game references the player with the lower total rank to determine the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
By default, '''Gokujou Parodius''' does not loop, but an option to enable a second loop and even infinite loops can be set in the dipswitches (or going to the options menu in the ports). The loop has no requirements when enabled, so the player will always enter 2-1 upon beating stage 1-7. &lt;br /&gt;
&lt;br /&gt;
The player loses all Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of loop 1, it will be highlighted on the first position beginning with loop 2.&lt;br /&gt;
&lt;br /&gt;
=== Moai Battleship Stage===&lt;br /&gt;
----&lt;br /&gt;
The Moai Battleship can appear after stage 2-6, the game uses a Formula to determine when it appears. Note that if the Battleship stage hasn't appeared yet, it will always appear after stage 6.&lt;br /&gt;
&lt;br /&gt;
At the end of a stage, the game add all these values together:&lt;br /&gt;
* Your 100s place score digit (with 2 players add both numbers together but the number will overflow after 15, dead players scores count)&lt;br /&gt;
* Use this formula: (Total rank - loop rank)/2 (Loop rank is the loop number*8, loop 1 is counted as 0)&lt;br /&gt;
* Stage rank (see Rank for stage rank value)&lt;br /&gt;
&lt;br /&gt;
If the sum of these values exceeds 19, the Moai Battleship will appear.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Version Differences == &lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39335</id>
		<title>Gokujou Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39335"/>
		<updated>2026-09-06T20:33:09Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gokujou Parodius Logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Gokujou Parodius Title Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Seiichi Fukami &amp;lt;br&amp;gt; Satoko Miyawaki &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Yasuyuki Moritome&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Taro Matsuishi &amp;lt;br&amp;gt; Rika Ishimaru &amp;lt;br&amp;gt; Natsumi Bouike&lt;br /&gt;
|releasedate = '''Arcade:''' April 1994 &amp;lt;br&amp;gt;'''Super Famicom:''' November 25, 1994 &amp;lt;br&amp;gt;'''PlayStation:''' December 3, 1994 &amp;lt;br&amp;gt;'''Sega Saturn:''' May 19, 1995 &amp;lt;br&amp;gt; '''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Pop’n TwinBee]]&lt;br /&gt;
|nextgame = [[TwinBee Yahho!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gokujō Parodius ～Kako no Eikō o Motomete～''' (Japanese: ''極上パロディウス ～過去の栄光を求めて～'' &amp;quot;Gokujou Parodius – Pursuing the Past Glory&amp;quot;) is a shmup developed and published by [[Konami]] in 1994. It is the third installment in the Parodius series succeeding [[Parodius Da!]] (Konami 1990). It is the second of the three arcade games from the series followed by [[Sexy Parodius]] (Konami 1996).&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' received ports on the Super Nintendo, PlayStation, Sega Saturn and PlayStation Portable. It was localized overseas under the title '''Fantastic Journey'''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The game offers three different control styles which can be selected at the start of the game: '''Auto Power-Up''' (uses one button), '''Semi-Auto Power-Up''' (uses two buttons), and '''Manual Power-Up''' (uses three buttons).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
When Auto Power-Up is selected, the ship will automatically power up when enough capsules are collected. Roulette Capsules will count as regular capsules.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Gokujou Parodius'' has 8 characters, 4 of them return from [[Parodius Da!]] while the others are completely new. Each character has a counterpart when using 2P side, but this is a purely cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Goku_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Takosuke.png]] &amp;lt;br&amp;gt; '''Takosuke'''&lt;br /&gt;
| [[File: Goku_Paro_Belial.png]] &amp;lt;br&amp;gt; '''Belial'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Twinbee.png]] &amp;lt;br&amp;gt; '''TwinBee'''&lt;br /&gt;
| [[File: Goku_Paro_Winbee.png]] &amp;lt;br&amp;gt; '''WinBee'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Pentaro.png]] &amp;lt;br&amp;gt; '''Pentarou'''&lt;br /&gt;
| [[File: Goku_Paro_Hanako.png]] &amp;lt;br&amp;gt; '''Hanako'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Goku_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Goku_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Goku_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Goku_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Gokujou Parodius Power Meter.png|600px|center]]&lt;br /&gt;
Instead of words, the Power Meter system in '''Gokujou Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence will be highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has certain general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Gokujou Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item will pop up either if the player destroys certain waves of enemies fully or when a red enemy is destroyed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and a megaphone shouts out text that has great coverage and also cancels all bullets.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items except Roulette Capsules appear in the following item cycle. Roulette Capsules are always found in the same enemies and have no effect on the cycle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times will make it advance to the next color. Every other color takes a single hit to make the bell cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two extra lives, one at 200,000 and the second at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' has a very similar rank system to [[Parodius Da!]], but it's slightly more forgiving. Unlike [[Parodius Da!]] revenge bullets cannot spawn on the first loop from rank, so keeping rank down is not as overly essential. Not that this is based on the Japanese version, but the European version is similar, just with faster frame rank.&lt;br /&gt;
&lt;br /&gt;
The Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Stage Rank (stage: 0 to 24) + Power Ups (0 to 5) + Yellow Bell Chain (0 to 3) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 47. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Stage Rank&lt;br /&gt;
----&lt;br /&gt;
Stage Rank is the same no matter the difficulty setting. There is no way to drop Stage Rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 7&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Moai Stage&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Special Stage&lt;br /&gt;
| 16&lt;br /&gt;
| 24&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage rank Loop 4 onwards will be 24 as Stage Rank cannot increase higher than that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that an equipped shield affects the rank in two ways. First, the Power Up Rank directly increases when an active shield is equipped according to the table below (this number will decrease again when the shield is lost). Moreover, an active shield affects the Frame Rank (see below). Depending on the character chosen, they use a different Power Up Rank calculation.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Takosuke, Twinbee, Pentarou, Micheal, or Koitsu, Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Shield&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Shield&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser !! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 2 || 2 || 3 || 2 || 2 || 3 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 2 || 3 || 3 || 2 || 3 || 3 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Hikaru, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Star&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Star&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 3 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Barrier (12 if equipped) + all option types currently equipped) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Bell Chain&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Collecting yellow bells in a row increases a separate counter from rank, each yellow bell in a chain increasing this counter by 1. When the counter reaches a multiple of 8, Total Rank increases by 1, Total Rank increase from a yellow bell chain is capped at 3. Dropping a bell or dying decreases the bell count by 4. The bell counter is capped at 24. Continuing resets the bell counter.&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X frames passed (see tables below). When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
The initial value of Frame Rank on the first start is 20 no matter what settings are applied.&lt;br /&gt;
&lt;br /&gt;
Difficulty setting sets the intial Frame Rank speed (Keep in mind that Difficult 4 is the default Difficulty).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in frames for the incremental counter&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 128f&lt;br /&gt;
| 565 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 64f&lt;br /&gt;
| 278 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 42.667f&lt;br /&gt;
| 186 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32f&lt;br /&gt;
| 139 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 25.6f&lt;br /&gt;
| 112 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 21.333f&lt;br /&gt;
| 93 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 18.286f&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 16f&lt;br /&gt;
| 69 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Speed ups and Shields/Active Bells act as multipliers for Frame Rank&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x1.25 (25.6f)&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x3 (10.667f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4 Speed Ups&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
| x3.5 (9.143f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5 Speed Ups&lt;br /&gt;
| x2.5 (12.8f)&lt;br /&gt;
| x4.5 (7.111f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Frame rank is capped at 31. Frame rank will only increase during gameplay and not during cutscenes, or death transitions. Every death decreases the main counter by 2 and resets the incremental counter. Continuing resets frame rank to 20 if frame rank is greater than 20, if not, it will do nothing. If Frame Rank is below 16, it will have an added multiplier of 4 until it reaches 16.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2 Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In 2 player mode, each player has their own individual Total Ranks, the game references the player with the lower total rank to determine the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
By default, '''Gokujou Parodius''' does not loop, but an option to enable a second loop and even infinite loops can be set in the dipswitches (or going to the options menu in the ports). The loop has no requirements when enabled, so the player will always enter 2-1 upon beating stage 1-7. &lt;br /&gt;
&lt;br /&gt;
The player loses all Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of loop 1, it will be highlighted on the first position beginning with loop 2.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Version Differences == &lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39334</id>
		<title>Gokujou Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39334"/>
		<updated>2026-09-06T19:11:32Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gokujou Parodius Logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Gokujou Parodius Title Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Seiichi Fukami &amp;lt;br&amp;gt; Satoko Miyawaki &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Yasuyuki Moritome&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Taro Matsuishi &amp;lt;br&amp;gt; Rika Ishimaru &amp;lt;br&amp;gt; Natsumi Bouike&lt;br /&gt;
|releasedate = '''Arcade:''' April 1994 &amp;lt;br&amp;gt;'''Super Famicom:''' November 25, 1994 &amp;lt;br&amp;gt;'''PlayStation:''' December 3, 1994 &amp;lt;br&amp;gt;'''Sega Saturn:''' May 19, 1995 &amp;lt;br&amp;gt; '''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Pop’n TwinBee]]&lt;br /&gt;
|nextgame = [[TwinBee Yahho!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gokujō Parodius ～Kako no Eikō o Motomete～''' (Japanese: ''極上パロディウス ～過去の栄光を求めて～'' &amp;quot;Gokujou Parodius – Pursuing the Past Glory&amp;quot;) is a shmup developed and published by [[Konami]] in 1994. It is the third installment in the Parodius series succeeding [[Parodius Da!]] (Konami 1990). It is the second of the three arcade games from the series followed by [[Sexy Parodius]] (Konami 1996).&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' received ports on the Super Nintendo, PlayStation, Sega Saturn and PlayStation Portable. It was localized overseas under the title '''Fantastic Journey'''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The game offers three different control styles which can be selected at the start of the game: '''Auto Power-Up''' (uses one button), '''Semi-Auto Power-Up''' (uses two buttons), and '''Manual Power-Up''' (uses three buttons).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
When Auto Power-Up is selected, the ship will automatically power up when enough capsules are collected. Roulette Capsules will count as regular capsules.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Gokujou Parodius'' has 8 characters, 4 of them return from [[Parodius Da!]] while the others are completely new. Each character has a counterpart when using 2P side, but this is a purely cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Goku_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Takosuke.png]] &amp;lt;br&amp;gt; '''Takosuke'''&lt;br /&gt;
| [[File: Goku_Paro_Belial.png]] &amp;lt;br&amp;gt; '''Belial'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Twinbee.png]] &amp;lt;br&amp;gt; '''TwinBee'''&lt;br /&gt;
| [[File: Goku_Paro_Winbee.png]] &amp;lt;br&amp;gt; '''WinBee'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Pentaro.png]] &amp;lt;br&amp;gt; '''Pentarou'''&lt;br /&gt;
| [[File: Goku_Paro_Hanako.png]] &amp;lt;br&amp;gt; '''Hanako'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Goku_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Goku_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Goku_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Goku_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Gokujou Parodius Power Meter.png|600px|center]]&lt;br /&gt;
Instead of words, the Power Meter system in '''Gokujou Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence will be highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has certain general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Gokujou Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item will pop up either if the player destroys certain waves of enemies fully or when a red enemy is destroyed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and a megaphone shouts out text that has great coverage and also cancels all bullets.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items except Roulette Capsules appear in the following item cycle. Roulette Capsules are always found in the same enemies and have no effect on the cycle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times will make it advance to the next color. Every other color takes a single hit to make the bell cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two extra lives, one at 200,000 and the second at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' has a very similar rank system to [[Parodius Da!]], but it's slightly more forgiving. Unlike [[Parodius Da!]] revenge bullets cannot spawn on the first loop from rank, so keeping rank down is not as overly essential. Not that this is based on the Japanese version, but the European version is similar, just with faster frame rank.&lt;br /&gt;
&lt;br /&gt;
The Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Stage Rank (stage: 0 to 24) + Power Ups (0 to 5) + Yellow Bell Chain (0 to 3) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 47. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Stage Rank&lt;br /&gt;
----&lt;br /&gt;
Stage Rank is the same no matter the difficulty setting. There is no way to drop Stage Rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 7&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Moai Stage&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Special Stage&lt;br /&gt;
| 16&lt;br /&gt;
| 24&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage rank Loop 4 onwards will be 24 as Stage Rank cannot increase higher than that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that an equipped shield affects the rank in two ways. First, the Power Up Rank directly increases when an active shield is equipped according to the table below (this number will decrease again when the shield is lost). Moreover, an active shield affects the Frame Rank (see below). Depending on the character chosen, they use a different Power Up Rank calculation.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Takosuke, Twinbee, Pentarou, Micheal, or Koitsu, Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Shield&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Shield&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser !! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 2 || 2 || 3 || 2 || 2 || 3 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 2 || 3 || 3 || 2 || 3 || 3 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Hikaru, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Star&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Star&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 3 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Barrier (12 if equipped) + all option types currently equipped) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Bell Chain&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Collecting yellow bells in a row increases a separate counter from rank, each yellow bell in a chain increasing this counter by 1. When the counter reaches a multiple of 8, Total Rank increases by 1, Total Rank increase from a yellow bell chain is capped at 3. Dropping a bell decreases this count by 4. Dying resets the count. If playing with 2 players, a player who has lost all their lives does not lose their bell count unless they continue.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X frames passed (see tables below). When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
The initial value of Frame Rank on the first start is 20 no matter what settings are applied.&lt;br /&gt;
&lt;br /&gt;
Difficulty setting sets the intial Frame Rank speed (Keep in mind that Difficult 4 is the default Difficulty).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in frames for the incremental counter&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 128f&lt;br /&gt;
| 565 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 64f&lt;br /&gt;
| 278 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 42.667f&lt;br /&gt;
| 186 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32f&lt;br /&gt;
| 139 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 25.6f&lt;br /&gt;
| 112 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 21.333f&lt;br /&gt;
| 93 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 18.286f&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 16f&lt;br /&gt;
| 69 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Speed ups and Shields/Active Bells act as multipliers for Frame Rank&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x1.25 (25.6f)&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x3 (10.667f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4 Speed Ups&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
| x3.5 (9.143f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5 Speed Ups&lt;br /&gt;
| x2.5 (12.8f)&lt;br /&gt;
| x4.5 (7.111f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Frame rank is capped at 31. Frame rank will only increase during gameplay and not during cutscenes, or death transitions. Every death decreases the main counter by 2 and resets the incremental counter. Continuing resets frame rank to 20 if frame rank is greater than 20, if not, it will do nothing. If Frame Rank is below 16, it will have an added multiplier of 4 until it reaches 16.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2 Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In 2 player mode, each player has their own individual Total Ranks, the game references the player with the lower total rank to determine the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
By default, '''Gokujou Parodius''' does not loop, but an option to enable a second loop and even infinite loops can be set in the dipswitches (or going to the options menu in the ports). The loop has no requirements when enabled, so the player will always enter 2-1 upon beating stage 1-7. &lt;br /&gt;
&lt;br /&gt;
The player loses all Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of loop 1, it will be highlighted on the first position beginning with loop 2.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Version Differences == &lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39333</id>
		<title>Gokujou Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39333"/>
		<updated>2026-09-06T00:53:18Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gokujou Parodius Logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Gokujou Parodius Title Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Seiichi Fukami &amp;lt;br&amp;gt; Satoko Miyawaki &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Yasuyuki Moritome&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Taro Matsuishi &amp;lt;br&amp;gt; Rika Ishimaru &amp;lt;br&amp;gt; Natsumi Bouike&lt;br /&gt;
|releasedate = '''Arcade:''' April 1994 &amp;lt;br&amp;gt;'''Super Famicom:''' November 25, 1994 &amp;lt;br&amp;gt;'''PlayStation:''' December 3, 1994 &amp;lt;br&amp;gt;'''Sega Saturn:''' May 19, 1995 &amp;lt;br&amp;gt; '''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Pop’n TwinBee]]&lt;br /&gt;
|nextgame = [[TwinBee Yahho!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gokujō Parodius ～Kako no Eikō o Motomete～''' (Japanese: ''極上パロディウス ～過去の栄光を求めて～'' &amp;quot;Gokujou Parodius – Pursuing the Past Glory&amp;quot;) is a shmup developed and published by [[Konami]] in 1994. It is the third installment in the Parodius series succeeding [[Parodius Da!]] (Konami 1990). It is the second of the three arcade games from the series followed by [[Sexy Parodius]] (Konami 1996).&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' received ports on the Super Nintendo, PlayStation, Sega Saturn and PlayStation Portable. It was localized overseas under the title '''Fantastic Journey'''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The game offers three different control styles which can be selected at the start of the game: '''Auto Power-Up''' (uses one button), '''Semi-Auto Power-Up''' (uses two buttons), and '''Manual Power-Up''' (uses three buttons).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
When Auto Power-Up is selected, the ship will automatically power up when enough capsules are collected. Roulette Capsules will count as regular capsules.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Gokujou Parodius'' has 8 characters, 4 of them return from [[Parodius Da!]] while the others are completely new. Each character has a counterpart when using 2P side, but this is a purely cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Goku_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Takosuke.png]] &amp;lt;br&amp;gt; '''Takosuke'''&lt;br /&gt;
| [[File: Goku_Paro_Belial.png]] &amp;lt;br&amp;gt; '''Belial'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Twinbee.png]] &amp;lt;br&amp;gt; '''TwinBee'''&lt;br /&gt;
| [[File: Goku_Paro_Winbee.png]] &amp;lt;br&amp;gt; '''WinBee'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Pentaro.png]] &amp;lt;br&amp;gt; '''Pentarou'''&lt;br /&gt;
| [[File: Goku_Paro_Hanako.png]] &amp;lt;br&amp;gt; '''Hanako'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Goku_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Goku_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Goku_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Goku_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Gokujou Parodius Power Meter.png|600px|center]]&lt;br /&gt;
Instead of words, the Power Meter system in '''Gokujou Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence will be highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has certain general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Gokujou Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item will pop up either if the player destroys certain waves of enemies fully or when a red enemy is destroyed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and a megaphone shouts out text that has great coverage and also cancels all bullets.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items except Roulette Capsules appear in the following item cycle. Roulette Capsules are always found in the same enemies and have no effect on the cycle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times will make it advance to the next color. Every other color takes a single hit to make the bell cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two extra lives, one at 200,000 and the second at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' has a very similar rank system to [[Parodius Da!]], but it's slightly more forgiving. Unlike [[Parodius Da!]] revenge bullets cannot spawn on the first loop from rank, so keeping rank down is not as overly essential. Not that this is based on the Japanese version, but the European version is similar, just with faster frame rank.&lt;br /&gt;
&lt;br /&gt;
The Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Stage Rank (stage: 0 to 24) + Power Ups (0 to 5) + Yellow Bell Chain (0 to 3) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 47. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Stage Rank&lt;br /&gt;
----&lt;br /&gt;
Stage Rank is the same no matter the difficulty setting. There is no way to drop Stage Rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 7&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Moai Stage&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Special Stage&lt;br /&gt;
| 16&lt;br /&gt;
| 24&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage rank Loop 4 onwards will be 24 as Stage Rank cannot increase higher than that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that an equipped shield affects the rank in two ways. First, the Power Up Rank directly increases when an active shield is equipped according to the table below (this number will decrease again when the shield is lost). Moreover, an active shield affects the Frame Rank (see below). Depending on the character chosen, they use a different Power Up Rank calculation.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Takosuke, Twinbee, Pentarou, Micheal, or Koitsu, Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Shield&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Shield&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser !! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 2 || 2 || 3 || 2 || 2 || 3 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 2 || 3 || 3 || 2 || 3 || 3 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Hikaru, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Star&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Star&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 3 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Barrier (12 if equipped) + all option types currently equipped) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Bell Chain&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Collecting yellow bells in a row increases a separate counter from rank, each yellow bell in a chain increasing this counter by 1. When the counter reaches a multiple of 8, Total Rank increases by 1, Total Rank increase from a yellow bell chain is capped at 3. Dropping a bell decreases this count by 4. Dying resets the count. If playing with 2 players, a player who has lost all their lives does not lose their bell count unless they continue.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X frames passed (see tables below). When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
The initial value of Frame Rank on the first start is 20 no matter what settings are applied.&lt;br /&gt;
&lt;br /&gt;
Difficulty setting sets the intial Frame Rank speed (Keep in mind that Difficult 4 is the default Difficulty).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in frames for the incremental counter&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 128f&lt;br /&gt;
| 565 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 64f&lt;br /&gt;
| 278 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 42.667f&lt;br /&gt;
| 186 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32f&lt;br /&gt;
| 139 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 25.6f&lt;br /&gt;
| 112 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 21.333f&lt;br /&gt;
| 93 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 18.286f&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 16f&lt;br /&gt;
| 69 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Speed ups and Shields/Active Bells act as multipliers for Frame Rank&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x1.25 (25.6f)&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x3 (10.667f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4 Speed Ups&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
| x4.5 (7.111f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5 Speed Ups&lt;br /&gt;
| x2.5 (12.8f)&lt;br /&gt;
| x3.5 (9.143f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Frame rank is capped at 31. Frame rank will only increase during gameplay and not during cutscenes, or death transitions. Every death decreases the main counter by 2 and resets the incremental counter. Continuing resets frame rank to 20 if frame rank is greater than 20, if not, it will do nothing. If Frame Rank is below 16, it will have an added multiplier of 4 until it reaches 16.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2 Player&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In 2 player mode, each player has their own individual Total Ranks, the game references the player with the lower total rank to determine the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
By default, '''Gokujou Parodius''' does not loop, but an option to enable a second loop and even infinite loops can be set in the dipswitches (or going to the options menu in the ports). The loop has no requirements when enabled, so the player will always enter 2-1 upon beating stage 1-7. &lt;br /&gt;
&lt;br /&gt;
The player loses all Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of loop 1, it will be highlighted on the first position beginning with loop 2.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Version Differences == &lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39332</id>
		<title>Gokujou Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39332"/>
		<updated>2026-09-06T00:52:06Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gokujou Parodius Logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Gokujou Parodius Title Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Seiichi Fukami &amp;lt;br&amp;gt; Satoko Miyawaki &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Yasuyuki Moritome&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Taro Matsuishi &amp;lt;br&amp;gt; Rika Ishimaru &amp;lt;br&amp;gt; Natsumi Bouike&lt;br /&gt;
|releasedate = '''Arcade:''' April 1994 &amp;lt;br&amp;gt;'''Super Famicom:''' November 25, 1994 &amp;lt;br&amp;gt;'''PlayStation:''' December 3, 1994 &amp;lt;br&amp;gt;'''Sega Saturn:''' May 19, 1995 &amp;lt;br&amp;gt; '''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Pop’n TwinBee]]&lt;br /&gt;
|nextgame = [[TwinBee Yahho!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gokujō Parodius ～Kako no Eikō o Motomete～''' (Japanese: ''極上パロディウス ～過去の栄光を求めて～'' &amp;quot;Gokujou Parodius – Pursuing the Past Glory&amp;quot;) is a shmup developed and published by [[Konami]] in 1994. It is the third installment in the Parodius series succeeding [[Parodius Da!]] (Konami 1990). It is the second of the three arcade games from the series followed by [[Sexy Parodius]] (Konami 1996).&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' received ports on the Super Nintendo, PlayStation, Sega Saturn and PlayStation Portable. It was localized overseas under the title '''Fantastic Journey'''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The game offers three different control styles which can be selected at the start of the game: '''Auto Power-Up''' (uses one button), '''Semi-Auto Power-Up''' (uses two buttons), and '''Manual Power-Up''' (uses three buttons).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
When Auto Power-Up is selected, the ship will automatically power up when enough capsules are collected. Roulette Capsules will count as regular capsules.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Gokujou Parodius'' has 8 characters, 4 of them return from [[Parodius Da!]] while the others are completely new. Each character has a counterpart when using 2P side, but this is a purely cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Goku_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Takosuke.png]] &amp;lt;br&amp;gt; '''Takosuke'''&lt;br /&gt;
| [[File: Goku_Paro_Belial.png]] &amp;lt;br&amp;gt; '''Belial'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Twinbee.png]] &amp;lt;br&amp;gt; '''TwinBee'''&lt;br /&gt;
| [[File: Goku_Paro_Winbee.png]] &amp;lt;br&amp;gt; '''WinBee'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Pentaro.png]] &amp;lt;br&amp;gt; '''Pentarou'''&lt;br /&gt;
| [[File: Goku_Paro_Hanako.png]] &amp;lt;br&amp;gt; '''Hanako'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Goku_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Goku_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Goku_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Goku_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Gokujou Parodius Power Meter.png|600px|center]]&lt;br /&gt;
Instead of words, the Power Meter system in '''Gokujou Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence will be highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has certain general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Gokujou Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item will pop up either if the player destroys certain waves of enemies fully or when a red enemy is destroyed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and a megaphone shouts out text that has great coverage and also cancels all bullets.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items except Roulette Capsules appear in the following item cycle. Roulette Capsules are always found in the same enemies and have no effect on the cycle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times will make it advance to the next color. Every other color takes a single hit to make the bell cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two extra lives, one at 200,000 and the second at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' has a very similar rank system to [[Parodius Da!]], but it's slightly more forgiving. Unlike [[Parodius Da!]] revenge bullets cannot spawn on the first loop from rank, so keeping rank down is not as overly essential. Not that this is based on the Japanese version, but the European version is similar, just with faster frame rank.&lt;br /&gt;
&lt;br /&gt;
The Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Stage Rank (stage: 0 to 24) + Power Ups (0 to 5) + Yellow Bell Chain (0 to 3) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 47. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Stage Rank&lt;br /&gt;
----&lt;br /&gt;
Stage Rank is the same no matter the difficulty setting. There is no way to drop Stage Rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 7&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Moai Stage&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Special Stage&lt;br /&gt;
| 16&lt;br /&gt;
| 24&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage rank Loop 4 onwards will be 24 as Stage Rank cannot increase higher than that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that an equipped shield affects the rank in two ways. First, the Power Up Rank directly increases when an active shield is equipped according to the table below (this number will decrease again when the shield is lost). Moreover, an active shield affects the Frame Rank (see below). Depending on the character chosen, they use a different Power Up Rank calculation.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Takosuke, Twinbee, Pentarou, Micheal, or Koitsu, Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Shield&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Shield&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser !! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 2 || 2 || 3 || 2 || 2 || 3 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 2 || 3 || 3 || 2 || 3 || 3 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Hikaru, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Star&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Star&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 3 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Barrier (12 if equipped) + all option types currently equipped) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Bell Chain&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Collecting yellow bells in a row increases a separate counter from rank, each yellow bell in a chain increasing this counter by 1. When the counter reaches a multiple of 8, Total Rank increases by 1, Total Rank increase from a yellow bell chain is capped at 3. Dropping a bell decreases this count by 4. Dying resets the count. If playing with 2 players, a player who has lost all their lives does not lose their bell count unless they continue.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X frames passed (see tables below). When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
The initial value of Frame Rank on the first start is 20 no matter what settings are applied.&lt;br /&gt;
&lt;br /&gt;
Difficulty setting sets the intial Frame Rank speed (Keep in mind that Difficult 4 is the default Difficulty).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in frames for the incremental counter&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 128f&lt;br /&gt;
| 565 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 64f&lt;br /&gt;
| 278 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 42.667f&lt;br /&gt;
| 186 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32f&lt;br /&gt;
| 139 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 25.6f&lt;br /&gt;
| 112 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 21.333f&lt;br /&gt;
| 93 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 18.286f&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 16f&lt;br /&gt;
| 69 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Speed ups and Shields/Active Bells act as multipliers for Frame Rank&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x1.25 (25.6f)&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x3 (10.667f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4 Speed Ups&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
| x4.5 (7.111f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5 Speed Ups&lt;br /&gt;
| x2.5 (12.8f)&lt;br /&gt;
| x3.5 (9.143f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Frame rank is capped at 31. Frame rank will only increase during gameplay and not during cutscenes, or death transitions. Every death decreases the main counter by 2 and resets the incremental counter. Continuing resets frame rank to 20 if frame rank is greater than 20, if not, it will do nothing. If Frame Rank is below 16, it will have an added multiplier of 4 until it reaches 16.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2 Player&amp;lt;/li&amp;gt;&lt;br /&gt;
In 2 player mode, each player has their own individual Total Ranks, the game references the player with the lower total rank to determine the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
By default, '''Gokujou Parodius''' does not loop, but an option to enable a second loop and even infinite loops can be set in the dipswitches (or going to the options menu in the ports). The loop has no requirements when enabled, so the player will always enter 2-1 upon beating stage 1-7. &lt;br /&gt;
&lt;br /&gt;
The player loses all Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of loop 1, it will be highlighted on the first position beginning with loop 2.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Version Differences == &lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39331</id>
		<title>Gokujou Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39331"/>
		<updated>2026-09-06T00:50:57Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gokujou Parodius Logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Gokujou Parodius Title Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Seiichi Fukami &amp;lt;br&amp;gt; Satoko Miyawaki &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Yasuyuki Moritome&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Taro Matsuishi &amp;lt;br&amp;gt; Rika Ishimaru &amp;lt;br&amp;gt; Natsumi Bouike&lt;br /&gt;
|releasedate = '''Arcade:''' April 1994 &amp;lt;br&amp;gt;'''Super Famicom:''' November 25, 1994 &amp;lt;br&amp;gt;'''PlayStation:''' December 3, 1994 &amp;lt;br&amp;gt;'''Sega Saturn:''' May 19, 1995 &amp;lt;br&amp;gt; '''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Pop’n TwinBee]]&lt;br /&gt;
|nextgame = [[TwinBee Yahho!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gokujō Parodius ～Kako no Eikō o Motomete～''' (Japanese: ''極上パロディウス ～過去の栄光を求めて～'' &amp;quot;Gokujou Parodius – Pursuing the Past Glory&amp;quot;) is a shmup developed and published by [[Konami]] in 1994. It is the third installment in the Parodius series succeeding [[Parodius Da!]] (Konami 1990). It is the second of the three arcade games from the series followed by [[Sexy Parodius]] (Konami 1996).&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' received ports on the Super Nintendo, PlayStation, Sega Saturn and PlayStation Portable. It was localized overseas under the title '''Fantastic Journey'''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The game offers three different control styles which can be selected at the start of the game: '''Auto Power-Up''' (uses one button), '''Semi-Auto Power-Up''' (uses two buttons), and '''Manual Power-Up''' (uses three buttons).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
When Auto Power-Up is selected, the ship will automatically power up when enough capsules are collected. Roulette Capsules will count as regular capsules.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Gokujou Parodius'' has 8 characters, 4 of them return from [[Parodius Da!]] while the others are completely new. Each character has a counterpart when using 2P side, but this is a purely cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Goku_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Takosuke.png]] &amp;lt;br&amp;gt; '''Takosuke'''&lt;br /&gt;
| [[File: Goku_Paro_Belial.png]] &amp;lt;br&amp;gt; '''Belial'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Twinbee.png]] &amp;lt;br&amp;gt; '''TwinBee'''&lt;br /&gt;
| [[File: Goku_Paro_Winbee.png]] &amp;lt;br&amp;gt; '''WinBee'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Pentaro.png]] &amp;lt;br&amp;gt; '''Pentarou'''&lt;br /&gt;
| [[File: Goku_Paro_Hanako.png]] &amp;lt;br&amp;gt; '''Hanako'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Goku_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Goku_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Goku_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Goku_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Gokujou Parodius Power Meter.png|600px|center]]&lt;br /&gt;
Instead of words, the Power Meter system in '''Gokujou Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence will be highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has certain general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Gokujou Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item will pop up either if the player destroys certain waves of enemies fully or when a red enemy is destroyed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and a megaphone shouts out text that has great coverage and also cancels all bullets.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items except Roulette Capsules appear in the following item cycle. Roulette Capsules are always found in the same enemies and have no effect on the cycle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times will make it advance to the next color. Every other color takes a single hit to make the bell cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two extra lives, one at 200,000 and the second at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' has a very similar rank system to [[Parodius Da!]], but it's slightly more forgiving. Unlike [[Parodius Da!]] revenge bullets cannot spawn on the first loop from rank, so keeping rank down is not as overly essential. Not that this is based on the Japanese version, but the European version is similar, just with faster frame rank.&lt;br /&gt;
&lt;br /&gt;
The Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Stage Rank (stage: 0 to 24) + Power Ups (0 to 5) + Yellow Bell Chain (0 to 3) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 47. How the values of these factors are calculated is explained in the following five sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Stage Rank&lt;br /&gt;
----&lt;br /&gt;
Stage Rank is the same no matter the difficulty setting. There is no way to drop Stage Rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 7&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Moai Stage&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Special Stage&lt;br /&gt;
| 16&lt;br /&gt;
| 24&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage rank Loop 4 onwards will be 24 as Stage Rank cannot increase higher than that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that an equipped shield affects the rank in two ways. First, the Power Up Rank directly increases when an active shield is equipped according to the table below (this number will decrease again when the shield is lost). Moreover, an active shield affects the Frame Rank (see below). Depending on the character chosen, they use a different Power Up Rank calculation.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Takosuke, Twinbee, Pentarou, Micheal, or Koitsu, Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Shield&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Shield&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser !! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 2 || 2 || 3 || 2 || 2 || 3 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 2 || 3 || 3 || 2 || 3 || 3 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Hikaru, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Star&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Star&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 3 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Barrier (12 if equipped) + all option types currently equipped) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Bell Chain&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Collecting yellow bells in a row increases a separate counter from rank, each yellow bell in a chain increasing this counter by 1. When the counter reaches a multiple of 8, Total Rank increases by 1, Total Rank increase from a yellow bell chain is capped at 3. Dropping a bell decreases this count by 4. Dying resets the count. If playing with 2 players, a player who has lost all their lives does not lose their bell count unless they continue.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X (see table below) frames passed. When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
The initial value of Frame Rank on the first start is 20 no matter what settings are applied.&lt;br /&gt;
&lt;br /&gt;
Difficulty setting sets the intial Frame Rank speed (Keep in mind that Difficult 4 is the default Difficulty).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in frames for the incremental counter&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 128f&lt;br /&gt;
| 565 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 64f&lt;br /&gt;
| 278 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 42.667f&lt;br /&gt;
| 186 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32f&lt;br /&gt;
| 139 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 25.6f&lt;br /&gt;
| 112 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 21.333f&lt;br /&gt;
| 93 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 18.286f&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 16f&lt;br /&gt;
| 69 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Speed ups and Shields/Active Bells act as multipliers for Frame Rank&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x1.25 (25.6f)&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x3 (10.667f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4 Speed Ups&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
| x4.5 (7.111f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5 Speed Ups&lt;br /&gt;
| x2.5 (12.8f)&lt;br /&gt;
| x3.5 (9.143f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Frame rank is capped at 31. Frame rank will only increase during gameplay and not during cutscenes, or death transitions. Every death decreases the main counter by 2 and resets the incremental counter. Continuing resets frame rank to 20 if frame rank is greater than 20, if not, it will do nothing. If Frame Rank is below 16, it will have an added multiplier of 4 until it reaches 16.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2 Player&amp;lt;/li&amp;gt;&lt;br /&gt;
In 2 player mode, each player has their own individual Total Ranks, the game references the player with the lower total rank to determine the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
By default, '''Gokujou Parodius''' does not loop, but an option to enable a second loop and even infinite loops can be set in the dipswitches (or going to the options menu in the ports). The loop has no requirements when enabled, so the player will always enter 2-1 upon beating stage 1-7. &lt;br /&gt;
&lt;br /&gt;
The player loses all Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of loop 1, it will be highlighted on the first position beginning with loop 2.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Version Differences == &lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39330</id>
		<title>Gokujou Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39330"/>
		<updated>2026-09-06T00:50:13Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gokujou Parodius Logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Gokujou Parodius Title Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Seiichi Fukami &amp;lt;br&amp;gt; Satoko Miyawaki &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Yasuyuki Moritome&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Taro Matsuishi &amp;lt;br&amp;gt; Rika Ishimaru &amp;lt;br&amp;gt; Natsumi Bouike&lt;br /&gt;
|releasedate = '''Arcade:''' April 1994 &amp;lt;br&amp;gt;'''Super Famicom:''' November 25, 1994 &amp;lt;br&amp;gt;'''PlayStation:''' December 3, 1994 &amp;lt;br&amp;gt;'''Sega Saturn:''' May 19, 1995 &amp;lt;br&amp;gt; '''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Pop’n TwinBee]]&lt;br /&gt;
|nextgame = [[TwinBee Yahho!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gokujō Parodius ～Kako no Eikō o Motomete～''' (Japanese: ''極上パロディウス ～過去の栄光を求めて～'' &amp;quot;Gokujou Parodius – Pursuing the Past Glory&amp;quot;) is a shmup developed and published by [[Konami]] in 1994. It is the third installment in the Parodius series succeeding [[Parodius Da!]] (Konami 1990). It is the second of the three arcade games from the series followed by [[Sexy Parodius]] (Konami 1996).&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' received ports on the Super Nintendo, PlayStation, Sega Saturn and PlayStation Portable. It was localized overseas under the title '''Fantastic Journey'''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The game offers three different control styles which can be selected at the start of the game: '''Auto Power-Up''' (uses one button), '''Semi-Auto Power-Up''' (uses two buttons), and '''Manual Power-Up''' (uses three buttons).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
When Auto Power-Up is selected, the ship will automatically power up when enough capsules are collected. Roulette Capsules will count as regular capsules.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Gokujou Parodius'' has 8 characters, 4 of them return from [[Parodius Da!]] while the others are completely new. Each character has a counterpart when using 2P side, but this is a purely cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Goku_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Takosuke.png]] &amp;lt;br&amp;gt; '''Takosuke'''&lt;br /&gt;
| [[File: Goku_Paro_Belial.png]] &amp;lt;br&amp;gt; '''Belial'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Twinbee.png]] &amp;lt;br&amp;gt; '''TwinBee'''&lt;br /&gt;
| [[File: Goku_Paro_Winbee.png]] &amp;lt;br&amp;gt; '''WinBee'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Pentaro.png]] &amp;lt;br&amp;gt; '''Pentarou'''&lt;br /&gt;
| [[File: Goku_Paro_Hanako.png]] &amp;lt;br&amp;gt; '''Hanako'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Goku_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Goku_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Goku_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Goku_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Gokujou Parodius Power Meter.png|600px|center]]&lt;br /&gt;
Instead of words, the Power Meter system in '''Gokujou Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence will be highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has certain general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Gokujou Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item will pop up either if the player destroys certain waves of enemies fully or when a red enemy is destroyed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and a megaphone shouts out text that has great coverage and also cancels all bullets.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items except Roulette Capsules appear in the following item cycle. Roulette Capsules are always found in the same enemies and have no effect on the cycle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times will make it advance to the next color. Every other color takes a single hit to make the bell cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two extra lives, one at 200,000 and the second at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' has a very similar rank system to [[Parodius Da!]], but it's slightly more forgiving. Unlike [[Parodius Da!]] revenge bullets cannot spawn on the first loop from rank, so keeping rank down is not as overly essential. Not that this is based on the Japanese version, but the European version is similar, just with faster frame rank.&lt;br /&gt;
&lt;br /&gt;
The Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Stage Rank (stage: 0 to 24) + Power Ups (0 to 5) + Yellow Bell Chain (0 to 3) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 47. How the values of these factors are calculated is explained in the following four sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Stage Rank&lt;br /&gt;
----&lt;br /&gt;
Stage Rank is the same no matter the difficulty setting. There is no way to drop Stage Rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 7&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Moai Stage&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Special Stage&lt;br /&gt;
| 16&lt;br /&gt;
| 24&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage rank Loop 4 onwards will be 24 as Stage Rank cannot increase higher than that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that an equipped shield affects the rank in two ways. First, the Power Up Rank directly increases when an active shield is equipped according to the table below (this number will decrease again when the shield is lost). Moreover, an active shield affects the Frame Rank (see below). Depending on the character chosen, they use a different Power Up Rank calculation.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Takosuke, Twinbee, Pentarou, Micheal, or Koitsu, Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Shield&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Shield&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser !! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 2 || 2 || 3 || 2 || 2 || 3 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 2 || 3 || 3 || 2 || 3 || 3 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Hikaru, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Star&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Star&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 3 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Barrier (12 if equipped) + all option types currently equipped) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Bell Chain&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Collecting yellow bells in a row increases a separate counter from rank, each yellow bell in a chain increasing this counter by 1. When the counter reaches a multiple of 8, Total Rank increases by 1, Total Rank increase from a yellow bell chain is capped at 3. Dropping a bell decreases this count by 4. Dying resets the count. If playing with 2 players, a player who has lost all their lives does not lose their bell count unless they continue.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X (see table below) frames passed. When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
The initial value of Frame Rank on the first start is 20 no matter what settings are applied.&lt;br /&gt;
&lt;br /&gt;
Difficulty setting sets the intial Frame Rank speed (Keep in mind that Difficult 4 is the default Difficulty).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in frames for the incremental counter&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 128f&lt;br /&gt;
| 565 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 64f&lt;br /&gt;
| 278 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 42.667f&lt;br /&gt;
| 186 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32f&lt;br /&gt;
| 139 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 25.6f&lt;br /&gt;
| 112 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 21.333f&lt;br /&gt;
| 93 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 18.286f&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 16f&lt;br /&gt;
| 69 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Speed ups and Shields/Active Bells act as multipliers for Frame Rank&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x1.25 (25.6f)&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x3 (10.667f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4 Speed Ups&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
| x4.5 (7.111f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5 Speed Ups&lt;br /&gt;
| x2.5 (12.8f)&lt;br /&gt;
| x3.5 (9.143f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Frame rank is capped at 31. Frame rank will only increase during gameplay and not during cutscenes, or death transitions. Every death decreases the main counter by 2 and resets the incremental counter. Continuing resets frame rank to 20 if frame rank is greater than 20, if not, it will do nothing. If Frame Rank is below 16, it will have an added multiplier of 4 until it reaches 16.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2 Player&amp;lt;/li&amp;gt;&lt;br /&gt;
In 2 player mode, each player has their own individual Total Ranks, the game references the player with the lower total rank to determine the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
By default, '''Gokujou Parodius''' does not loop, but an option to enable a second loop and even infinite loops can be set in the dipswitches (or going to the options menu in the ports). The loop has no requirements when enabled, so the player will always enter 2-1 upon beating stage 1-7. &lt;br /&gt;
&lt;br /&gt;
The player loses all Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of loop 1, it will be highlighted on the first position beginning with loop 2.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Version Differences == &lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39329</id>
		<title>Gokujou Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39329"/>
		<updated>2026-09-06T00:48:42Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gokujou Parodius Logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Gokujou Parodius Title Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Seiichi Fukami &amp;lt;br&amp;gt; Satoko Miyawaki &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Yasuyuki Moritome&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Taro Matsuishi &amp;lt;br&amp;gt; Rika Ishimaru &amp;lt;br&amp;gt; Natsumi Bouike&lt;br /&gt;
|releasedate = '''Arcade:''' April 1994 &amp;lt;br&amp;gt;'''Super Famicom:''' November 25, 1994 &amp;lt;br&amp;gt;'''PlayStation:''' December 3, 1994 &amp;lt;br&amp;gt;'''Sega Saturn:''' May 19, 1995 &amp;lt;br&amp;gt; '''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Pop’n TwinBee]]&lt;br /&gt;
|nextgame = [[TwinBee Yahho!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gokujō Parodius ～Kako no Eikō o Motomete～''' (Japanese: ''極上パロディウス ～過去の栄光を求めて～'' &amp;quot;Gokujou Parodius – Pursuing the Past Glory&amp;quot;) is a shmup developed and published by [[Konami]] in 1994. It is the third installment in the Parodius series succeeding [[Parodius Da!]] (Konami 1990). It is the second of the three arcade games from the series followed by [[Sexy Parodius]] (Konami 1996).&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' received ports on the Super Nintendo, PlayStation, Sega Saturn and PlayStation Portable. It was localized overseas under the title '''Fantastic Journey'''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The game offers three different control styles which can be selected at the start of the game: '''Auto Power-Up''' (uses one button), '''Semi-Auto Power-Up''' (uses two buttons), and '''Manual Power-Up''' (uses three buttons).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
When Auto Power-Up is selected, the ship will automatically power up when enough capsules are collected. Roulette Capsules will count as regular capsules.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Gokujou Parodius'' has 8 characters, 4 of them return from [[Parodius Da!]] while the others are completely new. Each character has a counterpart when using 2P side, but this is a purely cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Goku_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Takosuke.png]] &amp;lt;br&amp;gt; '''Takosuke'''&lt;br /&gt;
| [[File: Goku_Paro_Belial.png]] &amp;lt;br&amp;gt; '''Belial'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Twinbee.png]] &amp;lt;br&amp;gt; '''TwinBee'''&lt;br /&gt;
| [[File: Goku_Paro_Winbee.png]] &amp;lt;br&amp;gt; '''WinBee'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Pentaro.png]] &amp;lt;br&amp;gt; '''Pentarou'''&lt;br /&gt;
| [[File: Goku_Paro_Hanako.png]] &amp;lt;br&amp;gt; '''Hanako'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Goku_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Goku_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Goku_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Goku_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Gokujou Parodius Power Meter.png|600px|center]]&lt;br /&gt;
Instead of words, the Power Meter system in '''Gokujou Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence will be highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has certain general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Gokujou Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item will pop up either if the player destroys certain waves of enemies fully or when a red enemy is destroyed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and a megaphone shouts out text that has great coverage and also cancels all bullets.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items except Roulette Capsules appear in the following item cycle. Roulette Capsules are always found in the same enemies and have no effect on the cycle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times will make it advance to the next color. Every other color takes a single hit to make the bell cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two extra lives, one at 200,000 and the second at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' has a very similar rank system to [[Parodius Da!]], but it's slightly more forgiving. Unlike [[Parodius Da!]] revenge bullets cannot spawn on the first loop from rank, so keeping rank down is not as overly essential. Not that this is based on the Japanese version, but the European version is similar, just with faster frame rank.&lt;br /&gt;
&lt;br /&gt;
The Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Stage Rank (stage: 0 to 24) + Power Ups (0 to 5) + Yellow Bell Chain (0 to 3) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total Rank is capped at 47. How the values of these factors are calculated is explained in the following four sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Stage Rank&lt;br /&gt;
----&lt;br /&gt;
Stage Rank is the same no matter the difficulty setting. There is no way to drop Stage Rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 7&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Moai Stage&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Special Stage&lt;br /&gt;
| 16&lt;br /&gt;
| 24&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage rank Loop 4 onwards will be 24 as Stage Rank cannot increase higher than that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that an equipped shield affects the rank in two ways. First, the Power Up Rank directly increases when an active shield is equipped according to the table below (this number will decrease again when the shield is lost). Moreover, an active shield affects the Frame Rank (see below). Depending on the character chosen, they use a different Power Up Rank calculation.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Takosuke, Twinbee, Pentarou, Micheal, or Koitsu, Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Shield&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Shield&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser !! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 2 || 2 || 3 || 2 || 2 || 3 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 2 || 3 || 3 || 2 || 3 || 3 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Hikaru, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Star&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Star&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 3 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Barrier + all option types equipped) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Bell Chain&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Collecting yellow bells in a row increases a separate counter from rank, each yellow bell in a chain increasing this counter by 1. When the counter reaches a multiple of 8, Total Rank increases by 1, Total Rank increase from a yellow bell chain is capped at 3. Dropping a bell decreases this count by 4. Dying resets the count. If playing with 2 players, a player who has lost all their lives does not lose their bell count unless they continue.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X (see table below) frames passed. When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
The initial value of Frame Rank on the first start is 20 no matter what settings are applied.&lt;br /&gt;
&lt;br /&gt;
Difficulty setting sets the inital Frame Rank speed (Keep in mind that Difficult 4 is the default Difficulty).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in frames for the incremental counter&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 128f&lt;br /&gt;
| 565 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 64f&lt;br /&gt;
| 278 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 42.667f&lt;br /&gt;
| 186 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32f&lt;br /&gt;
| 139 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 25.6f&lt;br /&gt;
| 112 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 21.333f&lt;br /&gt;
| 93 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 18.286f&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 16f&lt;br /&gt;
| 69 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Speed ups and Shields/Active Bells act as multipliers for Frame Rank&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x1.25 (25.6f)&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x3 (10.667f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4 Speed Ups&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
| x4.5 (7.111f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5 Speed Ups&lt;br /&gt;
| x2.5 (12.8f)&lt;br /&gt;
| x3.5 (9.143f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Frame rank is capped at 31. Frame rank will only increase during gameplay and not during cutscenes, or death transitions. Every death decreases the main counter by 2 and resets the incremental counter. Continuing resets frame rank to 20 if frame rank is greater than 20, if not, it will do nothing. If Frame Rank is below 16, it will have an added multiplier of 4 until it reaches 16.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;5&amp;quot;&amp;gt; 2 Player&amp;lt;/li&amp;gt;&lt;br /&gt;
In 2 player mode, each player has their own individual Total Ranks, the game references the player with the lower total rank to determine the Total Rank used.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
By default, '''Gokujou Parodius''' does not loop, but an option to enable a second loop and even infinite loops can be set in the dipswitches (or going to the options menu in the ports). The loop has no requirements when enabled, so the player will always enter 2-1 upon beating stage 1-7. &lt;br /&gt;
&lt;br /&gt;
The player loses all Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of loop 1, it will be highlighted on the first position beginning with loop 2.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Version Differences == &lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Parodius_Da!&amp;diff=39328</id>
		<title>Parodius Da!</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Parodius_Da!&amp;diff=39328"/>
		<updated>2026-09-06T00:48:33Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Parodius Da logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #f0658c&lt;br /&gt;
| innerbordercolor = #f0658c&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #a4bef5&lt;br /&gt;
| image = Parodius Da Title Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Muraoka Kazuki&lt;br /&gt;
|program = Tokuda Tsukasa&lt;br /&gt;
|art = ''Gakincho'', ''Touyou Syoutarou'', Miyoshi Takemasa, ''Mory-Wandayu'', ''Mikachan''&lt;br /&gt;
|releasedate = '''Arcade:''' April 25, 1990 &amp;lt;br/&amp;gt;'''Famicom:''' November 30, 1990 &amp;lt;br/&amp;gt;'''Gameboy:''' April 5, 1991 &amp;lt;br/&amp;gt;'''PC Engine:''' February 21, 1992 &amp;lt;br/&amp;gt;'''Super Famicom:''' July 3, 1992 &amp;lt;br/&amp;gt;'''PlayStation:''' December 3, 1994 &amp;lt;br/&amp;gt;'''Sega Saturn:''' May 19, 1995&lt;br /&gt;
|previousgame = [[Trigon]]&lt;br /&gt;
|nextgame = [[Thunder Cross II]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Parodius Da!''' (Japanese: ''Parodiusu Da!'' パロディウスだ！) is a shmup developed and published by [[Konami]] in 1990. It is the second installment in the Parodius series succeeding the lesser-known [[Parodius]] (Konami 1988) released on the MSX system. It is the first of the three arcade games from the series followed by [[Gokujou Parodius]] (Konami 1994) and [[Sexy Parodius]] (Konami 1996).&lt;br /&gt;
&lt;br /&gt;
'''Parodius Da!''' has received several console ports over the years, e.g. for the Super Nintendo, Sega Saturn or PlayStation - all of which differ significantly from the arcade original as well as from each other.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The game offers two different control styles which can be selected at the start of the game: '''Auto Power-Up''' (uses one button) and '''Manual Power-Up''' (uses three buttons).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Auto Power-Up is selected, the game will automatically power up the ship when enough capsules are collected. Moreover, Roulette Capsules (see [[Parodius Da!#Items|Items]] below) just count as regular capsules.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are four characters to choose from: Vic Viper, Octopus, Twin Bee and Pentarou. While the basic controls are the same, each of the characters have individual strengths and weaknesses due to the different Power Meters. Although preferences may vary, the difficulty ranking for the characters from easiest to hardest may be Twin Bee &amp;gt; Octopus &amp;gt; Vic Viper &amp;gt; Pentarou.&lt;br /&gt;
&lt;br /&gt;
The images below indicate the hitboxes which are exactly the same size for the four characters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
File:Paro Da Vic Viper hitbox.png|'''Vic Viper'''&lt;br /&gt;
File:Paro Da Octopus hitbox.png|'''Octopus'''&lt;br /&gt;
File:Paro Da Twin Bee hitbox.png|'''Twin Bee'''&lt;br /&gt;
File:Paro Da Pentarou hitbox.png|'''Pentarou'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Parodius Da Power Meter iso.png|600px|center]]&lt;br /&gt;
The Power Meter system in '''Parodius Da!''' is directly inherited from the [[Gradius]] series. When the game begins, the Power Meter starts at position 0, i.e. no box of the Power Meter is highlighted. When the player picks up a red capsule, the Power Meter position is advanced by +1 and the next box in the Power Meter sequence will be highlighted. Upon pressing A, the ship receives the currently highlighted ability. Once an upgrade is activated, the Power Meter jumps back to position 0 again and the sequence starts anew.&lt;br /&gt;
&lt;br /&gt;
When a red capsule is picked up when the Power Meter is at position 7 it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
The effects of the seven positions of the Power Meter are as follows.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Position !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Speed Up || Increases the speed of the character. This position can be selected up to 5 times to gradually increase the speed further. &lt;br /&gt;
|-&lt;br /&gt;
| Missile || Activates the secondary weapon which in most cases is useful against ground targets. The shot frequency is lower than ''Double'' or ''Laser''.&lt;br /&gt;
|-&lt;br /&gt;
| Double || Activates the first of the two primary weapons. Depending on the character it gives greater coverage diagonally up or to the back.&lt;br /&gt;
|-&lt;br /&gt;
| Laser || Activates the second of the two primary weapons. Usually gives much greater screen coverage to the front and deals more damage than ''Double''.&lt;br /&gt;
|-&lt;br /&gt;
| Option || Adds an option to the character. Vic Viper &amp;amp; Octopus can carry 4, Twin Bee and Pentarou can carry 3 options.&lt;br /&gt;
|-&lt;br /&gt;
| !? || The character is set back to the default state. All speed ups, weapons, options and the shield are removed immediately.&lt;br /&gt;
|-&lt;br /&gt;
| Shield || A shield is added which can protect against a number of hits from bullets or enemies/terrain. The shield has its own hitbox that is larger than the character itself.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While ''Missile'' can be equipped in conjunction with ''Double'' or ''Laser'', only one of the primary weapon (''Double'' or ''Laser'') can be selected at a time. Therefore, the player has to decide when to use ''Double'' and when ''Laser'' might be the better choice.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has certain general properties, all four characters have an individual set of upgrades. The character select screen shows the following overview.&lt;br /&gt;
&lt;br /&gt;
[[File:Parodius Da Power Meter.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are two types of items: power capsules and bells. An item will pop up either if the player destroys certain waves of enemies fully or when a red enemy is destroyed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paro Da blue capsule.png|50px|center]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paro Da yellow bell.png|50px|center]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paro Da blue bell.png|50px|center]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paro Da white bell.png|50px|center]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and a megaphone shouts out text that has great coverage and also cancels all bullets.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paro Da green bell.png|50px|center]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paro Da red bell.png|50px|center]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items except Roulette Capsules appear in the following item cycle. Missing an enemy that holds an item does not advance the item cycle. Once the item cycle has reached the end it starts all over again. Roulette Capsules are fixed and always found inside the same enemies. They have no effect on the regular item cycle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da yellow bell.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da yellow bell.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da blue capsule.png|50px|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times will make it advance to the next color. Every other color just takes a single hit to make the bell cycle go to the next yellow again. All bells share the same cycle over the course of the entire game. For example, when the player picks up a White Bell, the next bell that appears is a yellow one and hitting it five times will make it switch to green. This cycle is not affected by missing bells or picking them up. Once the bell cycle has reached the end it starts all over again. If an individual bell goes through the full bell cycle twice (or is hit with the equivalent number of shots if the bell cycle extends over 2+ bells simultaneously), it blows up. Destroying a bell in this way has no affect on the score value of the yellow bells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Paro Da yellow bell.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da blue bell.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da yellow bell.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da white bell.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da yellow bell.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da green bell.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da yellow bell.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red bell.png|50px|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Despawning Items ====&lt;br /&gt;
----&lt;br /&gt;
When the spritelimit of the game is exceeded while shooting enemies that would otherwise spawn an item (bells and capsules - including roulette capsules), these items can sometimes not spawn. Even when a regular item is despawned in this way, the item cycle will still advance as if it had appeared.&lt;br /&gt;
&lt;br /&gt;
Despawning a yellow bell does not result in a decrease of the present bell value.&lt;br /&gt;
&lt;br /&gt;
Bells regularly despawn during a stage transition (e.g. when a boss fight starts). This will likewise not affect the bell value.&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two extra lives, one at 30,000 and the second at 100,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Parodius Da!''' has an incredibly unforgiving rank system. Due to the few lives the game grants to the player it is paramount to control it and keep it low as much as possible. Generally speaking, there are two main rank counters at play: the Base Rank and the Frame Rank.&lt;br /&gt;
&lt;br /&gt;
The Base Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Base Rank&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Rank (difficulty: 0 to 6 + stage: 0 to 15) + Power Ups (0 to 5) + Bell Stock (0 to 3) + Frame Rank (0 to 15)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Base Rank is capped at 31. How the values of these factors are calculated is explained in the following four sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Minimum Rank&lt;br /&gt;
----&lt;br /&gt;
The minimum rank is calculated by the difficulty (as set in the dip switch settings) and the current stage number. Per stage, the Base Rank never falls below this minimum rank number.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! Hard&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Very Hard&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 7&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 8&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 9&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 10&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped, the following rank increase is added to the Base Rank. If the setup changes, so does the rank increase. Note that an equipped shield or active bell affects the rank in two ways. First, the Base Rank directly increases when an active shield/bell is used according to the table below (this number will decrease again when the shield/bell is lost). Moreover, an active shield/bell affects the Frame Rank (see below).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Shield/Bell Power&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Shield/Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser !! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 2 || 2 || 3 || 2 || 2 || 3 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 2 || 3 || 3 || 2 || 3 || 3 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Bell Stock&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The rank increase from the bell stock is calculated in a straightforward manner: for each slot that is filled, the Base Rank is increased by +1. When the bell power is used, the rank will decrease again accordingly. Since only Blue Bells and Red Bells can fill slots of the bell stock, only these can directly affect the Base Rank. Other bells and the effect duration of bell powers only affect the Frame Rank (see below).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Bomb (Blue Bell)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Laser Barrier (Red Bell)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Empty Stock&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stock 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stock 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stock 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every 32 frames passed. When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Base Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield and active bell power. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 to 5 Speed Ups&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
| x8 (4f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To put this into perspective, the main counter of the Frame Rank increases by +1 every 136 seconds with a 32f increase rate. In contrast, it increases every 17 seconds with a 4f increase rate.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -2 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -3 at times. If Frame Rank reaches 12 or higher, revenge bullets will appear on the first loop, and a second delayed revenge bullet will appear in loop 2. Frame rank will be set to 0 upon continuing.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Scoring in '''Parodius Da!''' is exceedingly simple and consists of three parts:&lt;br /&gt;
&lt;br /&gt;
# Destroy enemies&lt;br /&gt;
Simply destroying enemies is the most important part of scoring. More enemies can be spawned by reaching higher levels of rank sooner. A few more enemies can be shot down when the destruction of hatches that spawn enemies is delayed (e.g. the clowns in stage 2). Some of the bosses are another important source of optimizing points and can be milked for a while.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt;Collect yellow bells&amp;lt;/li&amp;gt;&lt;br /&gt;
It is crucial for scoring to not miss or despawn (due to the sprite limit) any yellow bell. This includes keeping the use of other bells to a minimum as each pick-up of a bell that is not yellow essentially means losing 10k. More bells can be spawned by keeping certain hatches with bell dropping enemies alive (e.g. in stage 5).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Double K.O. against the 1-10 boss&amp;lt;/li&amp;gt;&lt;br /&gt;
The double K.O. against the Last Boss of Loop 1 has a twofold function: First, to decrease rank for the beginning of loop 2 and second, to gain an additional 100,000 points per double K.O. for a total maximum gain of 400,000 points when all extra lives are sacrificed this way. In order to perform the double K.O., the player simply has to steer into a wall after the eighth arm is destroyed. The timing for this is very lenient.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
There are three different romsets for the arcade game: 1) Japan; 2) Asia; 3) World. No gameplay differences whatsoever have been reported.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* Page created and written by [[User:Plasmo|Plasmo]].&lt;br /&gt;
* Images showing the hitboxes provided by sikraiken.&lt;br /&gt;
* Rank information is largely modeled on the description provided by Wayder: &amp;lt;https://wayder.blog.fc2.com/blog-entry-2934.html&amp;gt;. Many of this has been confirmed independently by sikraiken.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Parodius_Da!&amp;diff=39327</id>
		<title>Parodius Da!</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Parodius_Da!&amp;diff=39327"/>
		<updated>2026-09-06T00:47:40Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Parodius Da logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #f0658c&lt;br /&gt;
| innerbordercolor = #f0658c&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #a4bef5&lt;br /&gt;
| image = Parodius Da Title Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Muraoka Kazuki&lt;br /&gt;
|program = Tokuda Tsukasa&lt;br /&gt;
|art = ''Gakincho'', ''Touyou Syoutarou'', Miyoshi Takemasa, ''Mory-Wandayu'', ''Mikachan''&lt;br /&gt;
|releasedate = '''Arcade:''' April 25, 1990 &amp;lt;br/&amp;gt;'''Famicom:''' November 30, 1990 &amp;lt;br/&amp;gt;'''Gameboy:''' April 5, 1991 &amp;lt;br/&amp;gt;'''PC Engine:''' February 21, 1992 &amp;lt;br/&amp;gt;'''Super Famicom:''' July 3, 1992 &amp;lt;br/&amp;gt;'''PlayStation:''' December 3, 1994 &amp;lt;br/&amp;gt;'''Sega Saturn:''' May 19, 1995&lt;br /&gt;
|previousgame = [[Trigon]]&lt;br /&gt;
|nextgame = [[Thunder Cross II]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Parodius Da!''' (Japanese: ''Parodiusu Da!'' パロディウスだ！) is a shmup developed and published by [[Konami]] in 1990. It is the second installment in the Parodius series succeeding the lesser-known [[Parodius]] (Konami 1988) released on the MSX system. It is the first of the three arcade games from the series followed by [[Gokujou Parodius]] (Konami 1994) and [[Sexy Parodius]] (Konami 1996).&lt;br /&gt;
&lt;br /&gt;
'''Parodius Da!''' has received several console ports over the years, e.g. for the Super Nintendo, Sega Saturn or PlayStation - all of which differ significantly from the arcade original as well as from each other.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The game offers two different control styles which can be selected at the start of the game: '''Auto Power-Up''' (uses one button) and '''Manual Power-Up''' (uses three buttons).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Auto Power-Up is selected, the game will automatically power up the ship when enough capsules are collected. Moreover, Roulette Capsules (see [[Parodius Da!#Items|Items]] below) just count as regular capsules.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are four characters to choose from: Vic Viper, Octopus, Twin Bee and Pentarou. While the basic controls are the same, each of the characters have individual strengths and weaknesses due to the different Power Meters. Although preferences may vary, the difficulty ranking for the characters from easiest to hardest may be Twin Bee &amp;gt; Octopus &amp;gt; Vic Viper &amp;gt; Pentarou.&lt;br /&gt;
&lt;br /&gt;
The images below indicate the hitboxes which are exactly the same size for the four characters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
File:Paro Da Vic Viper hitbox.png|'''Vic Viper'''&lt;br /&gt;
File:Paro Da Octopus hitbox.png|'''Octopus'''&lt;br /&gt;
File:Paro Da Twin Bee hitbox.png|'''Twin Bee'''&lt;br /&gt;
File:Paro Da Pentarou hitbox.png|'''Pentarou'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Parodius Da Power Meter iso.png|600px|center]]&lt;br /&gt;
The Power Meter system in '''Parodius Da!''' is directly inherited from the [[Gradius]] series. When the game begins, the Power Meter starts at position 0, i.e. no box of the Power Meter is highlighted. When the player picks up a red capsule, the Power Meter position is advanced by +1 and the next box in the Power Meter sequence will be highlighted. Upon pressing A, the ship receives the currently highlighted ability. Once an upgrade is activated, the Power Meter jumps back to position 0 again and the sequence starts anew.&lt;br /&gt;
&lt;br /&gt;
When a red capsule is picked up when the Power Meter is at position 7 it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
The effects of the seven positions of the Power Meter are as follows.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Position !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Speed Up || Increases the speed of the character. This position can be selected up to 5 times to gradually increase the speed further. &lt;br /&gt;
|-&lt;br /&gt;
| Missile || Activates the secondary weapon which in most cases is useful against ground targets. The shot frequency is lower than ''Double'' or ''Laser''.&lt;br /&gt;
|-&lt;br /&gt;
| Double || Activates the first of the two primary weapons. Depending on the character it gives greater coverage diagonally up or to the back.&lt;br /&gt;
|-&lt;br /&gt;
| Laser || Activates the second of the two primary weapons. Usually gives much greater screen coverage to the front and deals more damage than ''Double''.&lt;br /&gt;
|-&lt;br /&gt;
| Option || Adds an option to the character. Vic Viper &amp;amp; Octopus can carry 4, Twin Bee and Pentarou can carry 3 options.&lt;br /&gt;
|-&lt;br /&gt;
| !? || The character is set back to the default state. All speed ups, weapons, options and the shield are removed immediately.&lt;br /&gt;
|-&lt;br /&gt;
| Shield || A shield is added which can protect against a number of hits from bullets or enemies/terrain. The shield has its own hitbox that is larger than the character itself.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While ''Missile'' can be equipped in conjunction with ''Double'' or ''Laser'', only one of the primary weapon (''Double'' or ''Laser'') can be selected at a time. Therefore, the player has to decide when to use ''Double'' and when ''Laser'' might be the better choice.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has certain general properties, all four characters have an individual set of upgrades. The character select screen shows the following overview.&lt;br /&gt;
&lt;br /&gt;
[[File:Parodius Da Power Meter.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are two types of items: power capsules and bells. An item will pop up either if the player destroys certain waves of enemies fully or when a red enemy is destroyed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paro Da blue capsule.png|50px|center]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paro Da yellow bell.png|50px|center]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paro Da blue bell.png|50px|center]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paro Da white bell.png|50px|center]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and a megaphone shouts out text that has great coverage and also cancels all bullets.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paro Da green bell.png|50px|center]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paro Da red bell.png|50px|center]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items except Roulette Capsules appear in the following item cycle. Missing an enemy that holds an item does not advance the item cycle. Once the item cycle has reached the end it starts all over again. Roulette Capsules are fixed and always found inside the same enemies. They have no effect on the regular item cycle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da yellow bell.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da yellow bell.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red capsule.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da blue capsule.png|50px|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times will make it advance to the next color. Every other color just takes a single hit to make the bell cycle go to the next yellow again. All bells share the same cycle over the course of the entire game. For example, when the player picks up a White Bell, the next bell that appears is a yellow one and hitting it five times will make it switch to green. This cycle is not affected by missing bells or picking them up. Once the bell cycle has reached the end it starts all over again. If an individual bell goes through the full bell cycle twice (or is hit with the equivalent number of shots if the bell cycle extends over 2+ bells simultaneously), it blows up. Destroying a bell in this way has no affect on the score value of the yellow bells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Paro Da yellow bell.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da blue bell.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da yellow bell.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da white bell.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da yellow bell.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da green bell.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da yellow bell.png|50px|center]]&lt;br /&gt;
| [[File:Paro Da red bell.png|50px|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Despawning Items ====&lt;br /&gt;
----&lt;br /&gt;
When the spritelimit of the game is exceeded while shooting enemies that would otherwise spawn an item (bells and capsules - including roulette capsules), these items can sometimes not spawn. Even when a regular item is despawned in this way, the item cycle will still advance as if it had appeared.&lt;br /&gt;
&lt;br /&gt;
Despawning a yellow bell does not result in a decrease of the present bell value.&lt;br /&gt;
&lt;br /&gt;
Bells regularly despawn during a stage transition (e.g. when a boss fight starts). This will likewise not affect the bell value.&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two extra lives, one at 30,000 and the second at 100,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Parodius Da!''' has an incredibly unforgiving rank system. Due to the few lives the game grants to the player it is paramount to control it and keep it low as much as possible. Generally speaking, there are two main rank counters at play: the Base Rank and the Frame Rank.&lt;br /&gt;
&lt;br /&gt;
The Base Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Base Rank&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Rank (difficulty: 0 to 6 + stage: 0 to 15) + Power Ups (0 to 5) + Bell Stock (0 to 3) + Frame Rank (0 to 15)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Base Rank is capped at 31. How the values of these factors are calculated is explained in the following four sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Minimum Rank&lt;br /&gt;
----&lt;br /&gt;
The minimum rank is calculated by the difficulty (as set in the dip switch settings) and the current stage number. Per stage, the Base Rank never falls below this minimum rank number.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! Hard&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Very Hard&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 7&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 8&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 9&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 10&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped, the following rank increase is added to the Base Rank. If the setup changes, so does the rank increase. Note that an equipped shield or active bell affects the rank in two ways. First, the Base Rank directly increases when an active shield/bell is used according to the table below (this number will decrease again when the shield/bell is lost). Moreover, an active shield/bell affects the Frame Rank (see below).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Shield/Bell Power&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Shield/Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser !! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 2 || 2 || 3 || 2 || 2 || 3 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 2 || 3 || 3 || 2 || 3 || 3 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Bell Stock&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The rank increase from the bell stock is calculated in a straightforward manner: for each slot that is filled, the Base Rank is increased by +1. When the bell power is used, the rank will decrease again accordingly. Since only Blue Bells and Red Bells can fill slots of the bell stock, only these can directly affect the Base Rank. Other bells and the effect duration of bell powers only affect the Frame Rank (see below).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Bomb (Blue Bell)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Laser Barrier (Red Bell)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Empty Stock&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stock 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stock 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stock 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every 32 frames passed. When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Base Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield and active bell power. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 to 5 Speed Ups&lt;br /&gt;
| x4 (8f)&lt;br /&gt;
| x8 (4f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To put this into perspective, the main counter of the Frame Rank increases by +1 every 136 seconds with a 32f increase rate. In contrast, it increases every 17 seconds with a 4f increase rate.&lt;br /&gt;
&lt;br /&gt;
For every death, the main counter of the Frame Rank decreases by -2 and the incremental counter resets to 0. This means that dying with a high incremental counter can make the main counter decrease by almost -3 at times. If Frame Rank reaches 12 or higher, revenge bullets will appear on the first loop, and a second delayed revenge bullet will appear in loop 2.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unlike games of the [[Gradius]] series, the arcade version of '''Parodius Da!''' does not feature infinite loops and ends after Loop 2. There are no requirements for the second loop so that upon beating 1-10 the player will always enter 2-1.&lt;br /&gt;
&lt;br /&gt;
Upon entering 2-1, the player loses all of their Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of Loop 1, it will be highlighted on the first position &amp;quot;Speed Up&amp;quot; beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.&lt;br /&gt;
&lt;br /&gt;
Minimum rank is much higher during the loop (see above). Moreover, there's a flag for Loop 2 that will always activate single revenge bullets. On higher rank, additional revenge bullets can spawn after the first revenge bullet. These additional revenge bullets often spawn with a significant delay which makes them particularly troublesome to dodge.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Scoring in '''Parodius Da!''' is exceedingly simple and consists of three parts:&lt;br /&gt;
&lt;br /&gt;
# Destroy enemies&lt;br /&gt;
Simply destroying enemies is the most important part of scoring. More enemies can be spawned by reaching higher levels of rank sooner. A few more enemies can be shot down when the destruction of hatches that spawn enemies is delayed (e.g. the clowns in stage 2). Some of the bosses are another important source of optimizing points and can be milked for a while.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt;Collect yellow bells&amp;lt;/li&amp;gt;&lt;br /&gt;
It is crucial for scoring to not miss or despawn (due to the sprite limit) any yellow bell. This includes keeping the use of other bells to a minimum as each pick-up of a bell that is not yellow essentially means losing 10k. More bells can be spawned by keeping certain hatches with bell dropping enemies alive (e.g. in stage 5).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Double K.O. against the 1-10 boss&amp;lt;/li&amp;gt;&lt;br /&gt;
The double K.O. against the Last Boss of Loop 1 has a twofold function: First, to decrease rank for the beginning of loop 2 and second, to gain an additional 100,000 points per double K.O. for a total maximum gain of 400,000 points when all extra lives are sacrificed this way. In order to perform the double K.O., the player simply has to steer into a wall after the eighth arm is destroyed. The timing for this is very lenient.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
There are three different romsets for the arcade game: 1) Japan; 2) Asia; 3) World. No gameplay differences whatsoever have been reported.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* Page created and written by [[User:Plasmo|Plasmo]].&lt;br /&gt;
* Images showing the hitboxes provided by sikraiken.&lt;br /&gt;
* Rank information is largely modeled on the description provided by Wayder: &amp;lt;https://wayder.blog.fc2.com/blog-entry-2934.html&amp;gt;. Many of this has been confirmed independently by sikraiken.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39326</id>
		<title>Gokujou Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39326"/>
		<updated>2026-09-06T00:41:32Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gokujou Parodius Logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Gokujou Parodius Title Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Seiichi Fukami &amp;lt;br&amp;gt; Satoko Miyawaki &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Yasuyuki Moritome&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Taro Matsuishi &amp;lt;br&amp;gt; Rika Ishimaru &amp;lt;br&amp;gt; Natsumi Bouike&lt;br /&gt;
|releasedate = '''Arcade:''' April 1994 &amp;lt;br&amp;gt;'''Super Famicom:''' November 25, 1994 &amp;lt;br&amp;gt;'''PlayStation:''' December 3, 1994 &amp;lt;br&amp;gt;'''Sega Saturn:''' May 19, 1995 &amp;lt;br&amp;gt; '''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Pop’n TwinBee]]&lt;br /&gt;
|nextgame = [[TwinBee Yahho!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gokujō Parodius ～Kako no Eikō o Motomete～''' (Japanese: ''極上パロディウス ～過去の栄光を求めて～'' &amp;quot;Gokujou Parodius – Pursuing the Past Glory&amp;quot;) is a shmup developed and published by [[Konami]] in 1994. It is the third installment in the Parodius series succeeding [[Parodius Da!]] (Konami 1990). It is the second of the three arcade games from the series followed by [[Sexy Parodius]] (Konami 1996).&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' received ports on the Super Nintendo, PlayStation, Sega Saturn and PlayStation Portable. It was localized overseas under the title '''Fantastic Journey'''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The game offers three different control styles which can be selected at the start of the game: '''Auto Power-Up''' (uses one button), '''Semi-Auto Power-Up''' (uses two buttons), and '''Manual Power-Up''' (uses three buttons).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
When Auto Power-Up is selected, the ship will automatically power up when enough capsules are collected. Roulette Capsules will count as regular capsules.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Gokujou Parodius'' has 8 characters, 4 of them return from [[Parodius Da!]] while the others are completely new. Each character has a counterpart when using 2P side, but this is a purely cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Goku_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Takosuke.png]] &amp;lt;br&amp;gt; '''Takosuke'''&lt;br /&gt;
| [[File: Goku_Paro_Belial.png]] &amp;lt;br&amp;gt; '''Belial'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Twinbee.png]] &amp;lt;br&amp;gt; '''TwinBee'''&lt;br /&gt;
| [[File: Goku_Paro_Winbee.png]] &amp;lt;br&amp;gt; '''WinBee'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Pentaro.png]] &amp;lt;br&amp;gt; '''Pentarou'''&lt;br /&gt;
| [[File: Goku_Paro_Hanako.png]] &amp;lt;br&amp;gt; '''Hanako'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Goku_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Goku_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Goku_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Goku_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Gokujou Parodius Power Meter.png|600px|center]]&lt;br /&gt;
Instead of words, the Power Meter system in '''Gokujou Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence will be highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has certain general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Gokujou Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item will pop up either if the player destroys certain waves of enemies fully or when a red enemy is destroyed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and a megaphone shouts out text that has great coverage and also cancels all bullets.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items except Roulette Capsules appear in the following item cycle. Roulette Capsules are always found in the same enemies and have no effect on the cycle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times will make it advance to the next color. Every other color takes a single hit to make the bell cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two extra lives, one at 200,000 and the second at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' has a very similar rank system to [[Parodius Da!]], but it's slightly more forgiving. Unlike [[Parodius Da!]] revenge bullets cannot spawn on the first loop from rank, so keeping rank down is not as overly essential. Not that this is based on the Japanese version, but the European version is similar, just with faster frame rank.&lt;br /&gt;
&lt;br /&gt;
The Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Stage Rank (stage: 0 to 24) + Power Ups (0 to 5) + Yellow Bell Chain (0 to 3) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
How the values of these factors are calculated is explained in the following four sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Stage Rank&lt;br /&gt;
----&lt;br /&gt;
Stage Rank is the same no matter the difficulty setting. There is no way to drop Stage Rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 7&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Moai Stage&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Special Stage&lt;br /&gt;
| 16&lt;br /&gt;
| 24&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage rank Loop 4 onwards will be 24 as Stage Rank cannot increase higher than that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that an equipped shield affects the rank in two ways. First, the Power Up Rank directly increases when an active shield is equipped according to the table below (this number will decrease again when the shield is lost). Moreover, an active shield affects the Frame Rank (see below). Depending on the character chosen, they use a different Power Up Rank calculation.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Takosuke, Twinbee, Pentarou, Micheal, or Koitsu, Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Shield&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Shield&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser !! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 2 || 2 || 3 || 2 || 2 || 3 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 2 || 3 || 3 || 2 || 3 || 3 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Hikaru, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Star&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Star&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 3 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Barrier + all option types equipped) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Bell Chain&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Collecting yellow bells in a row increases a separate counter from rank, each yellow bell in a chain increasing this counter by 1. When the counter reaches a multiple of 8, Total Rank increases by 1, Total Rank increase from a yellow bell chain is capped at 3. Dropping a bell decreases this count by 4. Dying resets the count. If playing with 2 players, a player who has lost all their lives does not lose their bell count unless they continue.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X (see table below) frames passed. When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
The initial value of Frame Rank on the first start is 20 no matter what settings are applied.&lt;br /&gt;
&lt;br /&gt;
Difficulty setting sets the inital Frame Rank speed (Keep in mind that Difficult 4 is the default Difficulty).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in frames for the incremental counter&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 128f&lt;br /&gt;
| 565 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 64f&lt;br /&gt;
| 278 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 42.667f&lt;br /&gt;
| 186 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32f&lt;br /&gt;
| 139 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 25.6f&lt;br /&gt;
| 112 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 21.333f&lt;br /&gt;
| 93 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 18.286f&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 16f&lt;br /&gt;
| 69 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Speed ups and Shields/Active Bells act as multipliers for Frame Rank&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x1.25 (25.6f)&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x3 (10.667f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4 Speed Ups&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
| x4.5 (7.111f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5 Speed Ups&lt;br /&gt;
| x2.5 (12.8f)&lt;br /&gt;
| x3.5 (9.143f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
By default, '''Gokujou Parodius''' does not loop, but an option to enable a second loop and even infinite loops can be set in the dipswitches (or going to the options menu in the ports). The loop has no requirements when enabled, so the player will always enter 2-1 upon beating stage 1-7. &lt;br /&gt;
&lt;br /&gt;
The player loses all Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of loop 1, it will be highlighted on the first position beginning with loop 2.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Version Differences == &lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39325</id>
		<title>Gokujou Parodius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gokujou_Parodius&amp;diff=39325"/>
		<updated>2026-09-06T00:41:01Z</updated>

		<summary type="html">&lt;p&gt;Orangebc18: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gokujou Parodius Logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #df002a&lt;br /&gt;
| innerbordercolor = #df002a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Gokujou Parodius Title Screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Seiichi Fukami &amp;lt;br&amp;gt; Satoko Miyawaki &amp;lt;br&amp;gt; Kazuhiro Senoo&lt;br /&gt;
|program = Tokuda Tsukasa &amp;lt;br&amp;gt; Yasuyuki Moritome&lt;br /&gt;
|art = Shūjirō Hamakawa  &amp;lt;br&amp;gt;  Chiyoko Hanano &amp;lt;br&amp;gt; Taro Matsuishi &amp;lt;br&amp;gt; Rika Ishimaru &amp;lt;br&amp;gt; Natsumi Bouike&lt;br /&gt;
|releasedate = '''Arcade:''' April 1994 &amp;lt;br&amp;gt;'''Super Famicom:''' November 25, 1994 &amp;lt;br&amp;gt;'''PlayStation:''' December 3, 1994 &amp;lt;br&amp;gt;'''Sega Saturn:''' May 19, 1995 &amp;lt;br&amp;gt; '''PlayStation Portable:''' January 25, 2007&lt;br /&gt;
|previousgame = [[Pop’n TwinBee]]&lt;br /&gt;
|nextgame = [[TwinBee Yahho!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gokujō Parodius ～Kako no Eikō o Motomete～''' (Japanese: ''極上パロディウス ～過去の栄光を求めて～'' &amp;quot;Gokujou Parodius – Pursuing the Past Glory&amp;quot;) is a shmup developed and published by [[Konami]] in 1994. It is the third installment in the Parodius series succeeding [[Parodius Da!]] (Konami 1990). It is the second of the three arcade games from the series followed by [[Sexy Parodius]] (Konami 1996).&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' received ports on the Super Nintendo, PlayStation, Sega Saturn and PlayStation Portable. It was localized overseas under the title '''Fantastic Journey'''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The game offers three different control styles which can be selected at the start of the game: '''Auto Power-Up''' (uses one button), '''Semi-Auto Power-Up''' (uses two buttons), and '''Manual Power-Up''' (uses three buttons).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Auto Power-Up !! Semi-Auto Power-Up !! Manual Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| A button || || Select Power-Up || Select Power-Up&lt;br /&gt;
|-&lt;br /&gt;
| B button || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser) &amp;lt;br/&amp;gt;Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power || Primary weapon (shot/double/laser)&lt;br /&gt;
|-&lt;br /&gt;
| C button || || || Secondary weapon (missile) &amp;lt;br/&amp;gt;Bell power&lt;br /&gt;
|}&lt;br /&gt;
When Auto Power-Up is selected, the ship will automatically power up when enough capsules are collected. Roulette Capsules will count as regular capsules.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Gokujou Parodius'' has 8 characters, 4 of them return from [[Parodius Da!]] while the others are completely new. Each character has a counterpart when using 2P side, but this is a purely cosmetic difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Vic_Viper.png]] &amp;lt;br&amp;gt; '''Vic Viper'''&lt;br /&gt;
| [[File: Goku_Paro_Lord_British.png]] &amp;lt;br&amp;gt; '''Lord British'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Takosuke.png]] &amp;lt;br&amp;gt; '''Takosuke'''&lt;br /&gt;
| [[File: Goku_Paro_Belial.png]] &amp;lt;br&amp;gt; '''Belial'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Twinbee.png]] &amp;lt;br&amp;gt; '''TwinBee'''&lt;br /&gt;
| [[File: Goku_Paro_Winbee.png]] &amp;lt;br&amp;gt; '''WinBee'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Pentaro.png]] &amp;lt;br&amp;gt; '''Pentarou'''&lt;br /&gt;
| [[File: Goku_Paro_Hanako.png]] &amp;lt;br&amp;gt; '''Hanako'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Hikaru.png]] &amp;lt;br&amp;gt; '''Hikaru'''&lt;br /&gt;
| [[File: Goku_Paro_Akane.png]] &amp;lt;br&amp;gt; '''Akane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Mambo.png]] &amp;lt;br&amp;gt; '''Mambo'''&lt;br /&gt;
| [[File: Goku_Paro_Samba.png]] &amp;lt;br&amp;gt; '''Samba'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Michael.png]] &amp;lt;br&amp;gt; '''Michael'''&lt;br /&gt;
| [[File: Goku_Paro_Gabriel.png]] &amp;lt;br&amp;gt; '''Gabriel'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1P side || 2P side&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Goku_Paro_Koitsu.png]] &amp;lt;br&amp;gt; '''Koitsu'''&lt;br /&gt;
| [[File: Goku_Paro_Aitsu.png]] &amp;lt;br&amp;gt; '''Aitsu'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Meter ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Gokujou Parodius Power Meter.png|600px|center]]&lt;br /&gt;
Instead of words, the Power Meter system in '''Gokujou Parodius''' uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence will be highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.&lt;br /&gt;
&lt;br /&gt;
Although the Power Meter has certain general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Gokujou Parodius Select.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
An item will pop up either if the player destroys certain waves of enemies fully or when a red enemy is destroyed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Red Capsule''' &amp;lt;br/&amp;gt;Advances the Power Meter by 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]] || '''Roulette Capsule''' &amp;lt;br/&amp;gt;Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]] || '''Blue Capsule''' &amp;lt;br/&amp;gt;Clears the screen from all enemies (no points are awarded for these).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]] || '''Yellow Bell''' &amp;lt;br/&amp;gt;Score item. Value increases with subsequent collection: 500 &amp;gt; 1000 &amp;gt; 2,500 &amp;gt; 5,000 &amp;gt; 10,000. Value resets when a Yellow Bell goes off screen or upon death.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]] || '''Blue Bell''' &amp;lt;br/&amp;gt;Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]] || '''White Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and a megaphone shouts out text that has great coverage and also cancels all bullets.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]] || '''Green Bell''' &amp;lt;br/&amp;gt;When picked up, all regular weapons are disabled for a certain amount of time and the player sprite increases in size granting invincibility and extra speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]] || '''Red Bell''' &amp;lt;br/&amp;gt;Adds 3 laser barriers to the player's bell stock. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]] || '''Purple Bell''' &amp;lt;br/&amp;gt;When picked up, all enemies are turned into regular items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All regular items except Roulette Capsules appear in the following item cycle. Roulette Capsules are always found in the same enemies and have no effect on the cycle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item Cycle&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red capsule.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue capsule.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bell cycle starts at yellow. Hitting a Yellow Bell five times will make it advance to the next color. Every other color takes a single hit to make the bell cycle go to the next yellow again. This is not affected by missing bells or picking them up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bell Cycle&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro blue bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro white bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro green bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro red bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro yellow bell.png|50px]]&lt;br /&gt;
| [[File:Goku Paro purple bell.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, the player is awarded with two extra lives, one at 200,000 and the second at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Gokujou Parodius''' has a very similar rank system to [[Parodius Da!]], but it's slightly more forgiving. Unlike [[Parodius Da!]] revenge bullets cannot spawn on the first loop from rank, so keeping rank down is not as overly essential. Not that this is based on the Japanese version, but the European version is similar, just with faster frame rank.&lt;br /&gt;
&lt;br /&gt;
The Rank is affected by the following four factors. Minimum and maximum values are given in parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Rank&lt;br /&gt;
|-&lt;br /&gt;
| Stage Rank (stage: 0 to 24) + Power Ups (0 to 5) + Yellow Bell Chain (0 to 3) + Frame Rank (0 to 31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
How the values of these factors are calculated is explained in the following four sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Stage Rank&lt;br /&gt;
----&lt;br /&gt;
Stage Rank is the same no matter the difficulty setting. There is no way to drop Stage Rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loop 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 1&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 4&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 5&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 6&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Stage 7&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Moai Stage&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Special Stage&lt;br /&gt;
| 16&lt;br /&gt;
| 24&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage rank Loop 4 onwards will be 24 as Stage Rank cannot increase higher than that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;2&amp;quot;&amp;gt; Power Ups&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Depending on the power ups equipped. If your power ups change (from either activating power ups, or dying/activating OH!), so does the rank increase. Note that an equipped shield affects the rank in two ways. First, the Power Up Rank directly increases when an active shield is equipped according to the table below (this number will decrease again when the shield is lost). Moreover, an active shield affects the Frame Rank (see below). Depending on the character chosen, they use a different Power Up Rank calculation.&lt;br /&gt;
&lt;br /&gt;
If using Vic Viper, Takosuke, Twinbee, Pentarou, Micheal, or Koitsu, Power Up rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Shield&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Shield&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Double&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Laser&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Missile&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Double !! Laser !! Shot !! Double !! Laser&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 2 || 2 || 3 || 2 || 2 || 3 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 2 || 3 || 3 || 2 || 3 || 3 || 3 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Hikaru, Power up Rank is calculated according to the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | No Star&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Star&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Carrot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hawkwind Missile&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Spread Bomb&lt;br /&gt;
|-&lt;br /&gt;
! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot !! Shot !! Carrot&lt;br /&gt;
|-&lt;br /&gt;
! No Options&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 Option&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 3 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! 2 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 3 Options &lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 4 Options&lt;br /&gt;
| 1 || 1 || 2 || 3 || 3 || 3 || 2 || 3 || 3 || 4 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If using Mambo, Power up Rank is calculated using the formula below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Up Rank&lt;br /&gt;
|-&lt;br /&gt;
| (Barrier + all option types equipped) / 8 (the output value is then truncated)&lt;br /&gt;
|}&lt;br /&gt;
Option types are these values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Missile&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! Control Laser&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Screw Laser&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! Search Laser&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;3&amp;quot;&amp;gt; Bell Chain&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Collecting yellow bells in a row increases a separate counter from rank, each yellow bell in a chain increasing this counter by 1. When the counter reaches a multiple of 8, Total Rank increases by 1, Total Rank increase from a yellow bell chain is capped at 3. Dropping a bell decreases this count by 4. Dying resets the count. If playing with 2 players, a player who has lost all their lives does not lose their bell count unless they continue.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;li value=&amp;quot;4&amp;quot;&amp;gt; Frame Rank&amp;lt;/li&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The Frame Rank consists of a main counter and an incremental counter. The incremental counter goes +1 for every X (see table below) frames passed. When the incremental counter surpasses 255, the main counter and thereby the Frame Rank increases by +1. Only this number of the main counter has then an effect on the calculation of the Total Rank.&lt;br /&gt;
&lt;br /&gt;
The incremental counter can increase at a higher rate and is affected by the number of speed ups equipped and likewise by an active shield. The incremental counter is not affected by the bell stock as such but only during the duration of the bell power itself (e.g. for the duration the character sprite is increased in size from a Green Bell). If the player loses a speed up/shield or the duration of a bell power wears off, the incremental counter is increasing at a slower rate again.&lt;br /&gt;
&lt;br /&gt;
The initial value of Frame Rank on the first start is 20 no matter what settings are applied.&lt;br /&gt;
&lt;br /&gt;
Difficulty setting sets the inital Frame Rank speed (Keep in mind that Difficult 4 is the default Difficulty).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in frames for the incremental counter&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Approximate time in seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1&lt;br /&gt;
| 128f&lt;br /&gt;
| 565 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 64f&lt;br /&gt;
| 278 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3&lt;br /&gt;
| 42.667f&lt;br /&gt;
| 186 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 32f&lt;br /&gt;
| 139 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5&lt;br /&gt;
| 25.6f&lt;br /&gt;
| 112 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6&lt;br /&gt;
| 21.333f&lt;br /&gt;
| 93 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7&lt;br /&gt;
| 18.286f&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8&lt;br /&gt;
| 16f&lt;br /&gt;
| 69 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Speed ups and Shields/Active Bells act as multipliers for Frame Rank&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| No active Shield or Bell Power&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Active Shield or Bell Power&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0 to 1 Speed Ups&lt;br /&gt;
| x1 (32f)&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2 Speed Ups&lt;br /&gt;
| x1.25 (25.6f)&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3 Speed Ups&lt;br /&gt;
| x2 (16f)&lt;br /&gt;
| x3 (10.667f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4 Speed Ups&lt;br /&gt;
| x2.25 (14.222f)&lt;br /&gt;
| x4.5 (7.111f)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5 Speed Ups&lt;br /&gt;
| x2.5 (12.8f)&lt;br /&gt;
| x3.5 (9.143f)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
By default, '''Gokujou Parodius''' does not loop, but an option to enable a second loop and even infinite loops can be set in the dipswitches (or going to the options menu in the ports). The loop has no requirements when enabled, so the player will always enter 2-1 upon beating stage 1-7. &lt;br /&gt;
&lt;br /&gt;
The player loses all Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of loop 1, it will be highlighted on the first position beginning with loop 2.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Version Differences == &lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Upgrade_bar_mechanic]]&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;/div&gt;</summary>
		<author><name>Orangebc18</name></author>
		
	</entry>
</feed>