Sexy Parodius

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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.

Loops



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


Strategy

WIP