Difference between revisions of "Sexy Parodius"

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Base Rank is capped at 39. How the values of these factors are calculated is explained in the following four sections.
+
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.
  
  
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|-
 
|-
 
! Mission Completed
 
! Mission Completed
| +1
+
| +2
 
|-
 
|-
 
! Mission Incomplete
 
! Mission Incomplete
| +2
+
| +1
 
|}
 
|}
  
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.
+
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.
 +
 
 +
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.
 +
{| class="wikitable" style="text-align: center"
 +
|-
 +
! scope="col"| Difficulty
 +
! scope="col"| Minimum Rank
 +
|-
 +
! scope="row"| 1
 +
| 26
 +
|-
 +
! scope="row"| 2
 +
| 28
 +
|-
 +
! scope="row"| 3
 +
| 30
 +
|-
 +
! scope="row"| 4
 +
| 32
 +
|-
 +
! scope="row"| 5
 +
| 34
 +
|-
 +
! scope="row"| 6
 +
| 36
 +
|-
 +
! scope="row"| 7
 +
| 38
 +
|-
 +
! scope="row"| 8
 +
| 39
 +
|}
  
 
# <li value="3"> Speed Up level</li>
 
# <li value="3"> Speed Up level</li>
Line 378: Line 409:
  
  
# <li value="4"> Frame Rank</li>
+
# <li value="5"> Frame Rank</li>
 
----
 
----
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.
+
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.
 +
 
 +
The starting value of Frame Rank is based on Difficulty. Note that on the Asian version, these values are higher by 8
 +
{| class="wikitable" style="text-align: center"
 +
|-
 +
! scope="col"| Difficulty
 +
! scope="col"| Starting Rank
 +
|-
 +
! scope="row"| 1
 +
| 0
 +
|-
 +
! scope="row"| 2
 +
| 2
 +
|-
 +
! scope="row"| 3
 +
| 4
 +
|-
 +
! scope="row"| 4
 +
| 6
 +
|-
 +
! scope="row"| 5
 +
| 8
 +
|-
 +
! scope="row"| 6
 +
| 10
 +
|-
 +
! scope="row"| 7
 +
| 12
 +
|-
 +
! scope="row"| 8
 +
| 14
 +
|}
  
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.
+
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
  
 
{| class="wikitable" style="text-align: center"
 
{| class="wikitable" style="text-align: center"
 +
! rowspan="3" | Current Frame Rank value
 +
|-
 +
! rowspan="2" | Auto
 +
! rowspan="2" | Semi-Auto
 +
! rowspan="2" | Manual
 +
! colspan="3" | 3 or more Speed Ups
 +
|-
 +
! Auto !! Semi-Auto !! Manual
 
|-
 
|-
! scope="col"|
+
! Lower than 4
! scope="col"| No active Shield or Bell Power
+
| 3.2f || 2.909f || 2.667f || 2.667f || 2.461f || 2.286f
! scope="col"| Active Shield or Bell Power
 
 
|-
 
|-
! scope="row"| 0 to 1 Speed Ups
+
! Lower than 8
| x1 (32f)
+
| 6.4f || 5.818f || 5.333f || 5.333f || 4.923f || 4.571f
| x2 (16f)
 
 
|-
 
|-
! scope="row"| 2 Speed Ups
+
! Lower than 16
| x2 (16f)
+
| 12.8f || 11.636f || 10.667f || 10.667f || 9.846f || 9.143
| x4 (8f)
+
|-
 +
! Higher than 16
 +
| 25.6f || 23.272f || 21.333f || 21.333f || 19.692f || 18.286f
 
|-
 
|-
! scope="row"| 3 to 5 Speed Ups
 
| x4 (8f)
 
| x8 (4f)
 
 
|}
 
|}
  
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.
+
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.
  
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.
+
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.
  
=== Loops ===
+
# <li value="6"> 2 Player</li>
 
----
 
----
  
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.
+
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.
 
 
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 "Speed Up" beginning with Loop 2. This is very helpful in order to quickly gain more upgrades again.
 
 
 
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.
 
  
 
=== Loops ===
 
=== Loops ===
 
----
 
----
 +
'''Sexy Parodius''' does not loop, but clearing every mission unlocks a special stage.
  
 +
=== Emergency Stage===
 +
----
 +
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.
  
'''Sexy Parodius''' does not loop, but clearing every mission unlocks a special stage.
+
At the end of a stage, the game add all these values together:
 +
* Your 100s place score digit (with 2 players add both numbers together but the number will overflow after 15, dead players scores count)
 +
* Use this formula: (Total rank)/2
 +
* Mission Completion Rank (see Rank for Mission Completion value)
  
 +
If the sum of these values exceeds 18, Emergency Stage will appear.
  
 
== Strategy ==
 
== Strategy ==

Latest revision as of 03:09, 13 September 2026

Sexy parodius logo 2.png
Sexy Parodius
Sexy Parodius Title Screen.png

Title screen

Developer: Konami
Music: Mayuko Kageshita
Naomitsu Ariyama
Mutsuhiko Izumi
Kazuhiro Senoo
Program: Tokuda Tsukasa
Ohji
Paiman
Art: Shūjirō Hamakawa
Chiyoko Hanano
Natsumi Bouike
Misugi Inagaki
Kaori Nishimura
Koji Namikoshi
Release date: Arcade: March 1996
PlayStation/Sega Saturn : November 1, 1996
PlayStation Portable: January 25, 2007
Previous game: Jikkyou Oshaberi Parodius
Next game: Gradius Gaiden

Sexy Parodius (Japanese: セクシーパロディウス "Sekushī Parodiusu") 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.

Sexy Parodius received ports on the PlayStation, Sega Saturn and PlayStation Portable.

For replay videos, visit the Video Index.

Gameplay Overview

Controls


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.

Auto Power-Up Semi-Auto Power-Up Manual Power-Up
A button Select Power-Up Select Power-Up
B button Primary weapon (shot/double/laser)
Secondary weapon (missile)
Bell power
Primary weapon (shot/double/laser)
Secondary weapon (missile)
Bell power
Primary weapon (shot/double/laser)
C button Secondary weapon (missile)
Bell power

Characters


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.

1P side 2P side
Sexy Paro Vic Viper.png
Vic Viper
Sexy Paro Lord British.png
Lord British
1P side 2P side
Sexy Paro Ivan.png
Ivan
Sexy Paro Toby.png
Toby
1P side 2P side
Sexy Paro Hikaru.png
Hikaru
Sexy Paro Akane.png
Akane
1P side 2P side
Sexy Paro Mambo.png
Mambo
Sexy Paro Samba.png
Samba
1P side 2P side
Sexy Paro Michael.png
Michael
Sexy Paro Gabriel.png
Gabriel
1P side 2P side
Sexy Paro Koitsu.png
Koitsu
Sexy Paro Aitsu.png
Aitsu
1P side 2P side
Sexy Paro Option.png
Option
Sexy Paro Multiple.png
Multiple
1P side 2P side
Sexy Paro Shooting Star.png
Shooting Star
Sexy Paro Black Viper.png
Black Viper

Power Meter


Sexy Parodius Power Meter.png

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.

Although the Power Meter has general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.

Sexy Parodius Select.png


Items


An item pops up either if the player destroys certain enemy waves fully or destroys a red enemy.

Sexy Paro red capsule.png Red Capsule
Advances the Power Meter by 1.
Sexy Paro red capsule.png Roulette Capsule
Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed enemies/locations.
Sexy Paro blue capsule.png Blue Capsule
Clears the screen from all enemies (no points are awarded for these).
Sexy Paro yellow bell.png Yellow Bell
Score item. Value increases with subsequent collection: 500 > 1000 > 2,500 > 5,000 > 10,000. Value resets when a Yellow Bell goes off screen or upon death.
Sexy Paro blue bell.png Blue Bell
Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three.
Sexy Paro white bell.png White Bell
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.
Sexy Paro green bell.png Green Bell
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.
Sexy Paro red bell.png Red Bell
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.
Sexy Paro purple bell.png Purple Bell
When picked up, all enemies are turned into regular items.

All regular items appear in the following item cycle. Roulette Capsules have no effect, but the cycle can be affected by Purple Bells.


Item Cycle Sexy Paro red capsule.png Sexy Paro red capsule.png Sexy Paro red capsule.png Sexy Paro red capsule.png Sexy Paro red capsule.png Sexy Paro yellow bell.png Sexy Paro red capsule.png Sexy Paro red capsule.png Sexy Paro red capsule.png Sexy Paro red capsule.png Sexy Paro red capsule.png Sexy Paro yellow bell.png Sexy Paro red capsule.png Sexy Paro blue capsule.png


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.

Bell Cycle Sexy Paro yellow bell.png Sexy Paro blue bell.png Sexy Paro yellow bell.png Sexy Paro green bell.png Sexy Paro yellow bell.png Sexy Paro white bell.png Sexy Paro yellow bell.png Sexy Paro red bell.png Sexy Paro yellow bell.png Sexy Paro purple bell.png

Extra Lives


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.

Rank


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.

Total Rank is given by this equation

Total Rank
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)

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.


  1. Power up Mode

The Power Up mode selected will change the starting base rank.

Auto 0
Semi-Auto 1
Manual 2
  1. Mission Completion

Completing or failing to complete missions changes the rank increase from clearing the stage.

Mission Completed +2
Mission Incomplete +1

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.

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.

Difficulty Minimum Rank
1 26
2 28
3 30
4 32
5 34
6 36
7 38
8 39
  1. Speed Up level

The rank increases depending on the number of speed ups equipped

0-1 Speed Ups 0
2-3 Speed Ups 1
4-5 Speed ups 2
  1. Power Ups

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.

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.

Shot Double Laser Missile
Shot Double Laser
No Options 0 0 0 0 0 0
1 Option 0 1 1 1 1 1
2 Options 0 1 1 1 2 2
3 Options 1 2 2 2 3 3
4 Options 1 2 2 2 3 3

If using Mambo, Power up Rank is calculated using the formula below.

Power Up Rank
(Missile (+2 if bubble missile option has been equipped) + all option types currently equipped + 1) / 8 (the output value is then truncated)

Option types are these values

Bubble Missile 3
Control Laser 4
Screw Laser 4
Search Laser 5

If using Michael or Koitsu, Power up Rank is calculated according to the table below.

Shot Double Laser Missile
Shot Double Laser
No Grade Ups 0 0 0 0 1 0
1 Grade Up 0 1 1 1 2 1
2 Grade Ups 0 2 1 1 3 2
3 Grade Ups 1 3 2 2 4 3
4 Grade Ups 1 3 2 2 5 3

If using Option, Power up Rank is calculated according to the table below.

Sonoba Power Shot Thunder Cross Modoki Koitsu/Michael Modoki
0 0 0 0
1 0 0 1
2 0 1 2
3-4 1 2 3


  1. Frame Rank

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.

The starting value of Frame Rank is based on Difficulty. Note that on the Asian version, these values are higher by 8

Difficulty Starting Rank
1 0
2 2
3 4
4 6
5 8
6 10
7 12
8 14

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

Current Frame Rank value
Auto Semi-Auto Manual 3 or more Speed Ups
Auto Semi-Auto Manual
Lower than 4 3.2f 2.909f 2.667f 2.667f 2.461f 2.286f
Lower than 8 6.4f 5.818f 5.333f 5.333f 4.923f 4.571f
Lower than 16 12.8f 11.636f 10.667f 10.667f 9.846f 9.143
Higher than 16 25.6f 23.272f 21.333f 21.333f 19.692f 18.286f

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.

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.

  1. 2 Player

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.

Loops


Sexy Parodius does not loop, but clearing every mission unlocks a special stage.

Emergency Stage


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.

At the end of a stage, the game add all these values together:

  • Your 100s place score digit (with 2 players add both numbers together but the number will overflow after 15, dead players scores count)
  • Use this formula: (Total rank)/2
  • Mission Completion Rank (see Rank for Mission Completion value)

If the sum of these values exceeds 18, Emergency Stage will appear.

Strategy

WIP