Parodius

Release Date: 1995
Number of Discs: 1
Packaging: Standard Case
Number of Players: 1-2
Simultaneous Players: 1
Languages: English, German, French, Dutch, Spanish, Italian.
Controllers: Standard Pad
License: Commercial
Publisher: Konami
Developers: Konami
Genre: Horizontal Shooter

 

Trivia/Notes

The Parodius series is a parody of the Gradius series of horizontal shooters.

This release includes both the 1990 arcade version of 'Parodius' and it's 1994 arcade sequel 'Fantastic Journey' (AKA Gokujō Parodius!)

 

Screenshots

 

Review

By: davyk

 

History

 

In 1985, Konami released Nemesis aka Gradius - a superb horizontal shooter with a great power-up system, lots of unique levels and imaginative enemies and bosses. The powerup system was a revolution at the time. Basically any red coloured enemy leaves behind a power up capsule when shot. When the player makes his ship fly over the capsule, it is picked up and increments the power meter that runs along the bottom of the screen. At any time the player may elect to 'cash in' the collected capsules and upgrade the ship with the power up indicated on the meter. Along with what are now considered normal power ups (increased fire power, speed, shield etc.) there is the OPTION power-up. When this is selected, a ghost ship appears beside your ship and follows your movements (and duplicates firing). Depending on the version of the game , you could earn up to 3 or 4 options, greatly increasing your fire-power.

 

Another great feature is that the difficulty is linked to how well powered up you are - so as you get better at the game and powered up sooner, the game cranks the challenge level up. Unfortunately when you get hit once - you lose a life and ALL of your power-ups, and go back to one of the few restart points - more or less leaving you for dead - especially in the later levels of the game despite the dynamically varying difficulty level. The default speed of your craft is cripplingly slow - you need at least 1 speed power up to be able to play effectively. Despite these shortcomings the game is very addictive and the NES port was a massive seller world-wide. (Incidentally, the PS2's brilliant Gradius V by Treasure gets around this problem by leaving your options on screen to be picked up again by the incoming replacement ship which gives you a sporting chance)

 

Another feature of this game is the relentless nature of the gameplay. While there are a number of distinct levels, play is continuous - when you despatch an end of level boss , its onto the next level without any delay. Each level is split into 3 phases.

 

Phase 1 - a short flight in space filled with lots of red enemies , giving you the opportunity to get powered up before the level proper.

 

Phase 2 - the level proper..each enemy is themed with its own enemies, along with common enemies you see in all levels. Some of these levels have become quite famous in the gaming industry..two that spring to mind are :-

 

* the Easter Island statue level where, you guessed it, Easter Island heads fire masses of ring shaped bullets at you from their mouths

 

* the wall/maze type level where you fly through a simple maze which has some of its walls made destructible - made up of lots of small pieces that you have to shoot through.

 

Phase 3 - a boss encounter - sometimes a big tough boss, sometimes just a screen filled with smaller enemies and in one case (and perhaps most famously) the boss is 2 volcanoes spurting out load of rocks for you to shoot and evade. Some boss encounters are time-based - you don't actually have to kill the boss - if you survive for long enough you just end up going onto the next level.

 

Now, why am I prattling on about Gradius ? This is supposed to be a Parodius review. Well Parodius is a parody of Gradius - hence the name - and I reckon I enjoy the Parodius series of games more because I have played a lot of Gradius in the past.

 

However the Parodius series is a great set of games in its own right.

 

I will talk about the 1st Parodius game here to initially compare the series to Gradius.

 

 

Parodius (Parodius Da! in Japan) 1990

 

Basically Parodius is Gradius on LSD..it kind of plays the same way:

 

Horizontal Shooter CHECK

 

Power-up meter/capsules CHECK

 

Level Structure CHECK

 

Dynamic difficulty level CHECK

 

Very slow default craft speed CHECK

 

BUT there are quite a few differences.....

 

Graphics

 

This is where the LSD influence comes into play. The enemies are weird - really weird - and there's a fixation on penguins for some reason - they are everywhere. Every enemy in the original Gradius has had a magic wand waved over it by a fairy tanked up on Absinthe - and has morphed into these weird comedy bad guys.

 

The level layouts follow the Gradius structure but are warped in the same way the enemies are - big , bold colourful levels all with their own theme. For example level 1 has a pirate theme. You are attacked in the air by lots of flying yellow birds and are shot at from the ground by penguins. Some yellow birds are wearing red bandanas - they release powerup capsules when shot. There are enemy generators on the ground that look like pirate treasure chests - which spew out giant wasps.

 

The final boss of the 1st level is a giant parrot in a Captain Hook costume. I say final boss because the 1st level of Parodius has a very disturbing mini-boss which is a cross between a cat and a flying Spanish Galleon - you really do have to see this game to believe it.

 

The Gradius Easter Island heads aren't weird enough for this game - they are replaced by giant clowns spitting yellow blobs at you. One of the levels is set in a graveyard - you shoot skeletons - they explode in a shower of bones you have to avoid. It starts raining - and your ship sprouts an umbrella. Another level has you flying through a giant pinball machine.

 

Sounds

 

Mad sounds accompany the action - each level's music track is usually a superb remix of some well known classical tunes.

 

Imagine the Marx Bros and the Keystone Cops playing the Nutcracker suite - and you get an idea of the track for level 2 in this game. The jingle that accompanies a life loss is a hilarious slightly out of tune trumpet fanfare.

 

Player Ship

 

Before playing you select which type of 'ship' you want. You don't have this feature in Gradius. You may select from the classic Gradius ship, a red octopus, a weird cartoon robot with boxing gloves (from the Pop n Twinbee series of games), and - surprise surprise - a penguin. Each 'ship' has a different power-up meter so your selection really does make a difference. A cute touch is that the powerup capsules are themed to the ship. The Gradius ship has normal Gradius capsules, but the penguin has giant wrapped sweets for capsules. The red octopus (Called Mr. Parodius for some reason) has a jellyfish for powerup capsules and the twinbee robot has a weird planet Saturn shaped power pill for capsules. At the start of each level, each ship has its own personal theme tune playing.

 

Bosses

 

I have touched on this - but in the 1st game alone - you face, among others, a giant indestructable Go-Go dancer (you have to fly between her legs to prevent her stomping on you), an giant parrot wearing an "Uncle Sam" hat (my forum avatar is how this boss looks when beaten) and a giant puffer fish. Some of the bosses are Gradius bosses warped into the Parodius universe - given a candy coating and served up to fit into this weirdest of games. The last boss in Gradius is a giant brain that doesn't do much and is a walkover - in Parodius you have a giant red octopus as a final boss which is a wimp as well...just a few shots with a standard weapon is enough to despatch him. He shouts "I am strong!" at you when you first encounter him - he isn't.

 

Bells

 

Parodius has bells (similar to the Pop’n’Twinbee games). Sometimes a red enemy will leave a bell behind instead of a powerup capsule. Grab it for points - or shoot it. After a certain number of hits the bell will change colour - pick the bell up for a special power up ranging from a massive smart bomb (blue) to a megaphone (white bell) that blasts enemies with weird phrases such as "Shaving is boring".

 

There is a 2 player option which , like Gradius is alternate-turn based.

 

If you finish the game, you unlock an Omake level which is a special level designed for high score chasing - excellent fun.

 

Parodius was only the first of a series...I worry about the staff at Konami who thought this stuff up. Each time they must have sat down and thought how they could outdo the previous game and in my opinion they were successful and I’ve no idea what they were smoking at design meetings. Each game in the series is madder than the preceding one!

 

The first game, simply called Parodius and the second game, called Fantastic Journey are packaged together in one disk - and offers incredible value for money.

 

 

Parodius 2 - Fantastic Journey (Gokujou Parodius in Japan) 1994.

 

This game is simply bigger, louder and better than the original.

 

You have around 11 characters to choose from; each with male and female versions. One of the maddest being a stick man standing on a paper aeroplane that sports a condom shaped shield when sufficiently powered up!

 

The 2 player mode is simultaneous now - increasing the mayhem..on really busy sections (of which there are many) its hard for my old eyes to keep up. The 2 player simultaneous play offers for some great tactics. With proper selection of complementary characters and/or weapons you can cut swathes through the enemies. There's even a really neat feature where if you keep hitting the other player - the character eventually goes into some sort of mad mode - morphing into a fireball and shooting in all directions for a short time before returning to what passes for normal in this game. It offers great scope for getting though some of the tougher levels. In 2 player mode, play continues if someone loses a life - no restart points as in the first game.

 

Level 1 has you flying through one of those vending machines in which you attempt to win a soft toy with a crane. The soundtrack of this level is a mad remix of "In The Mood" playing in the background - with what sounds like support vocals by chickens on the "Wah Waaaah" bit.

 

The boss is a giant panda in a tutu......

 

Level 2 is an underwater level - the catship from the original game makes a reappearance in submarine form. It is in this level that there is a brilliant example of the level of detail in this game. The stick man character on the paper plane (Koitsu) drops missiles in the shape of himself - normally they run along the ground until they either trip up or run into an enemy and explode (sometimes they stop to tie their laces!). Under the water they float to the top wearing a life preserver! Superb...there are hordes of beautiful touches like this all the way through the game. The track on this level is a Suza marching band tune given the Parodius makeover.

 

Other highlights....a level where you have to blast through a giant cake dodging falling strawberries, kiwi fruit and Jolly Ranchers sweets; and a high speed chase level through a maze (with the William tell Overture playing) ending with a battle against a robotised set of traffic lights.

 

One of the bosses in this game is a giant Gradius powerup symbol - that fires powerup symbols at you!!!

 

Finishing the game unlocks a special score challenge level (really tough this time).

 

 

Overall

 

I find this series of games an endless source of amusement and challenge. Resist the unlimited continues and you will get more out these games. You can also select auto or manual power up in all of the games. In auto power the game decides when to power your ship up for you. Keep to manual power up for a real challenge.

 

As I have said before, the level of detail in these games, especially in the second game, is astounding - there is so much going on it is hard to believe that the Saturn can keep up - but being the 2D powerhouse it is, it does.

In all both of these games there is only one place where I have encountered slowdown;

It is in level 2 of Fantastic Journey when the enormous screen filling cat-submarine sprite rotates. It happens 3 times in the level and is only in effect for a couple of seconds - and it's actually a blessing on this occasion because of the ridiculous number of enemies on-screen - but I wonder if it is deliberate given the incredible amount of activity in other scenes in this game that don't have slowdown.

 

Both of these games come highly recommended to shooter fans who don't take life too seriously.

 

Breakdown

Gameplay:

7/10

Despite the surreal look these are good old fashioned horizontal 2D shmups. But the imaginative powerups and top notch level design elevate them.

Graphics:

8/10

Inspired design – you almost spot something new every time you play, especially in the later games

Sound:

8/10

Simply superb. Great classical music remixes with real humour.

Longetivety:

7/10

Crank up the difficulty and resist the continues and it should last a good while.

Originality:

5/10

At the end of the day they are a Gradius rip-off.

 

 

Overall:

 8/10

 
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