Difference between revisions of "Sexy Parodius"
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− | + | [[Image:Sexy parodius logo 2.png|frameless|400px|center]] | |
− | |||
− | [[Image: | ||
+ | {{GameInfobox | ||
+ | | bordercolor = #df002a | ||
+ | | innerbordercolor = #df002a | ||
+ | | title = {{PAGENAME}} | ||
+ | | background = #ffffff | ||
+ | | image = Sexy_Parodius_Title_Screen.png | ||
+ | | width = 324px; | ||
+ | | imagecaption = Title screen | ||
+ | | imagescalepx = 220px | ||
+ | |developer = [[Konami]] | ||
+ | |music = Mayuko Kageshita <br> Naomitsu Ariyama <br> Mutsuhiko Izumi <br> Kazuhiro Senoo | ||
+ | |program = Tokuda Tsukasa <br> Ohji <br> Paiman | ||
+ | |art = Shūjirō Hamakawa <br> Chiyoko Hanano <br> Natsumi Bouike <br> Misugi Inagaki <br> Kaori Nishimura <br> Koji Namikoshi | ||
+ | |releasedate = '''Arcade:''' March 1996 <br>'''PlayStation/Sega Saturn :''' November 1, 1996 <br>'''PlayStation Portable:''' January 25, 2007 | ||
+ | |previousgame = [[Jikkyou Oshaberi Parodius]] | ||
+ | |nextgame = [[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. | ||
+ | |||
+ | {{VideoIndex}} | ||
+ | __TOC__ | ||
+ | {{clear}} | ||
== Gameplay Overview == | == 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. | |
− | + | {| class="wikitable" style="text-align: center;" | |
+ | |- | ||
+ | ! !! 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) <br/>Secondary weapon (missile) <br/>Bell power || Primary weapon (shot/double/laser) <br/>Secondary weapon (missile) <br/>Bell power || Primary weapon (shot/double/laser) | ||
+ | |- | ||
+ | | C button || || || Secondary weapon (missile) <br/>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. | |
− | == | + | {| class="wikitable" style="text-align:center" |
+ | |- | ||
+ | ! 1P side || 2P side | ||
+ | |- | ||
+ | | [[File: Sexy_Paro_Vic_Viper.png]] <br> '''Vic Viper''' | ||
+ | | [[File: Sexy_Paro_Lord_British.png]] <br> '''Lord British''' | ||
+ | |- | ||
+ | |} | ||
+ | {| class="wikitable" style="text-align:center" | ||
+ | |- | ||
+ | ! 1P side || 2P side | ||
+ | |- | ||
+ | | [[File: Sexy_Paro_Ivan.png]] <br> '''Ivan''' | ||
+ | | [[File: Sexy_Paro_Toby.png]] <br> '''Toby''' | ||
+ | |- | ||
+ | |} | ||
− | == | + | {| class="wikitable" style="text-align:center" |
− | --- | + | |- |
+ | ! 1P side || 2P side | ||
+ | |- | ||
+ | | [[File: Sexy_Paro_Hikaru.png]] <br> '''Hikaru''' | ||
+ | | [[File: Sexy_Paro_Akane.png]] <br> '''Akane''' | ||
+ | |- | ||
+ | |} | ||
− | == | + | {| class="wikitable" style="text-align:center" |
− | + | |- | |
+ | ! 1P side || 2P side | ||
+ | |- | ||
+ | | [[File: Sexy_Paro_Mambo.png]] <br> '''Mambo''' | ||
+ | | [[File: Sexy_Paro_Samba.png]] <br> '''Samba''' | ||
+ | |- | ||
+ | |} | ||
− | + | {| class="wikitable" style="text-align:center" | |
+ | |- | ||
+ | ! 1P side || 2P side | ||
+ | |- | ||
+ | | [[File: Sexy_Paro_Michael.png]] <br> '''Michael''' | ||
+ | | [[File: Sexy_Paro_Gabriel.png]] <br> '''Gabriel''' | ||
+ | |- | ||
+ | |} | ||
− | == | + | {| class="wikitable" style="text-align:center" |
− | -- | + | |- |
− | + | ! 1P side || 2P side | |
+ | |- | ||
+ | | [[File: Sexy_Paro_Koitsu.png]] <br> '''Koitsu''' | ||
+ | | [[File: Sexy_Paro_Aitsu.png]] <br> '''Aitsu''' | ||
+ | |- | ||
+ | |} | ||
− | == | + | {| class="wikitable" style="text-align:center" |
− | --- | + | |- |
+ | ! 1P side || 2P side | ||
+ | |- | ||
+ | | [[File: Sexy_Paro_Option.png]] <br> '''Option''' | ||
+ | | [[File: Sexy_Paro_Multiple.png]] <br> '''Multiple''' | ||
+ | |- | ||
+ | |} | ||
+ | {| class="wikitable" style="text-align:center" | ||
+ | |- | ||
+ | ! 1P side || 2P side | ||
+ | |- | ||
+ | | [[File: Sexy_Paro_Shooting_Star.png]] <br> '''Shooting Star''' | ||
+ | | [[File: Sexy_Paro_Black_Viper.png]] <br> '''Black Viper''' | ||
+ | |- | ||
+ | |} | ||
− | === | + | === Power Meter === |
---- | ---- | ||
+ | [[File:Sexy Parodius Power Meter.png|600px|center]] | ||
+ | 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. | ||
+ | |||
+ | [[File:Sexy Parodius Select.png|500px]] | ||
− | |||
− | |||
− | + | === Items === | |
---- | ---- | ||
− | + | An item pops up either if the player destroys certain enemy waves fully or destroys a red enemy. | |
+ | {| class="wikitable" | ||
+ | |- | ||
+ | | [[File:Sexy Paro red capsule.png|50px]] || '''Red Capsule''' <br/>Advances the Power Meter by 1. | ||
+ | |- | ||
+ | | [[File:Sexy Paro red capsule.png|50px]] || '''Roulette Capsule''' <br/>Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed enemies/locations. | ||
+ | |- | ||
+ | | [[File:Sexy Paro blue capsule.png|50px]] || '''Blue Capsule''' <br/>Clears the screen from all enemies (no points are awarded for these). | ||
+ | |- | ||
+ | | [[File:Sexy Paro yellow bell.png|50px]] || '''Yellow Bell''' <br/>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. | ||
+ | |- | ||
+ | | [[File:Sexy Paro blue bell.png|50px]] || '''Blue Bell''' <br/>Adds a screen clearing bomb to the player's bell stock. Additional bombs can be picked up for a maximum of three. | ||
+ | |- | ||
+ | | [[File:Sexy Paro white bell.png|50px]] || '''White Bell''' <br/>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. | ||
+ | |- | ||
+ | | [[File:Sexy Paro green bell.png|50px]] || '''Green Bell''' <br/>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. | ||
+ | |- | ||
+ | | [[File:Sexy Paro red bell.png|50px]] || '''Red Bell''' <br/>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. | ||
+ | |- | ||
+ | | [[File:Sexy Paro purple bell.png|50px]] || '''Purple Bell''' <br/>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. | |
− | |||
− | == | + | {| class="wikitable" style="text-align:center;" |
− | + | |- | |
+ | ! Item Cycle | ||
+ | | [[File:Sexy Paro red capsule.png|50px]] | ||
+ | | [[File:Sexy Paro red capsule.png|50px]] | ||
+ | | [[File:Sexy Paro red capsule.png|50px]] | ||
+ | | [[File:Sexy Paro red capsule.png|50px]] | ||
+ | | [[File:Sexy Paro red capsule.png|50px]] | ||
+ | | [[File:Sexy Paro yellow bell.png|50px]] | ||
+ | | [[File:Sexy Paro red capsule.png|50px]] | ||
+ | | [[File:Sexy Paro red capsule.png|50px]] | ||
+ | | [[File:Sexy Paro red capsule.png|50px]] | ||
+ | | [[File:Sexy Paro red capsule.png|50px]] | ||
+ | | [[File:Sexy Paro red capsule.png|50px]] | ||
+ | | [[File:Sexy Paro yellow bell.png|50px]] | ||
+ | | [[File:Sexy Paro red capsule.png|50px]] | ||
+ | | [[File:Sexy Paro blue capsule.png|50px]] | ||
+ | |} | ||
+ | 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. | ||
− | = | + | {| class="wikitable" style="text-align:center;" |
− | + | |- | |
+ | ! Bell Cycle | ||
+ | | [[File:Sexy Paro yellow bell.png|50px]] | ||
+ | | [[File:Sexy Paro blue bell.png|50px]] | ||
+ | | [[File:Sexy Paro yellow bell.png|50px]] | ||
+ | | [[File:Sexy Paro green bell.png|50px]] | ||
+ | | [[File:Sexy Paro yellow bell.png|50px]] | ||
+ | | [[File:Sexy Paro white bell.png|50px]] | ||
+ | | [[File:Sexy Paro yellow bell.png|50px]] | ||
+ | | [[File:Sexy Paro red bell.png|50px]] | ||
+ | | [[File:Sexy Paro yellow bell.png|50px]] | ||
+ | | [[File:Sexy Paro purple bell.png|50px]] | ||
+ | |} | ||
+ | |||
+ | === 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. | ||
− | + | === Loops === | |
---- | ---- | ||
− | + | '''Sexy Parodius''' does not loop, but clearing every mission unlocks a special stage. | |
− | + | ||
− | + | ||
− | + | == Strategy == | |
− | + | ||
− | + | WIP | |
+ | |||
− | + | [[Category:Horizontal orientation]] | |
− | + | [[Category:Option_mechanic]] | |
− | + | [[Category:Upgrade_bar_mechanic]] | |
+ | [[Category:Environmental_hazard_mechanic]] |
Latest revision as of 08:50, 20 November 2023
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.
Contents
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 |
---|---|
![]() Vic Viper |
![]() Lord British |
1P side | 2P side |
---|---|
![]() Ivan |
![]() Toby |
1P side | 2P side |
---|---|
![]() Hikaru |
![]() Akane |
1P side | 2P side |
---|---|
![]() Mambo |
![]() Samba |
1P side | 2P side |
---|---|
![]() Michael |
![]() Gabriel |
1P side | 2P side |
---|---|
![]() Koitsu |
![]() Aitsu |
1P side | 2P side |
---|---|
![]() Option |
![]() Multiple |
1P side | 2P side |
---|---|
![]() Shooting Star |
![]() Black Viper |
Power Meter
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.
Items
An item pops up either if the player destroys certain enemy waves fully or destroys a red enemy.
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 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
---|
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 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
---|
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.
Loops
Sexy Parodius does not loop, but clearing every mission unlocks a special stage.
Strategy
WIP