Difference between revisions of "Parodius Da!"

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== References & Contributors ==
 
== References & Contributors ==
 
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* Rank information laregly modeled on information provided by Wayder: <https://wayder.blog.fc2.com/blog-entry-2934.html>. Many of this has been confirmed independently by sikraiken.
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* Rank information is largely modeled on the description provided by Wayder: <https://wayder.blog.fc2.com/blog-entry-2934.html>. Many of this has been confirmed independently by sikraiken.
 
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Revision as of 14:35, 5 August 2022

Parodius Da logo.png
Parodius Da!
Parodius Da Title Screen.png

Title screen

Developer: Konami
Music: Muraoka Kazuki
Program: Tokuda Tsukasa
Art: Gakincho, Touyou Syoutarou, Miyoshi Takemasa, Mory-Wandayu, Mikachan
Release date: Arcade: April 25, 1990
Famicom: November 30, 1990
Gameboy: April 5, 1991
PC Engine: February 21, 1992
Super Famicom: July 3, 1992
PlayStation: December 3, 1994
Sega Saturn: May 19, 1995
Previous game: Trigon
Next game: Thunder Cross II

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 less popular Parodius (Konami 1988) released on the MSX. It is the first of the three arcade games from the series followed by Gokujou Parodius (Konami 1994) and Sexy Parodius (Konami 1996).

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.


Gameplay Overview

Controls


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).

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

When Auto Power-Up is selected, the game will automatically power up the ship when enough capsules are collected.

Characters


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 > Octopus > Vic Viper > Pentarou.

Parodius Da Power Meter.png

Power Meter


Parodius Da Power Meter iso.png

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.

When a red capsule is picked up when the Power Meter is at position 7 it will jump back to position 1.

The effects of the seven positions of the Power Meter are as follows.

Position Effect
Speed Up Increases the speed of the character. This position can be selected up to 5 times to gradually increase the speed further.
Missile Activates the secondary weapon which in most cases is useful against ground targets. The shot frequency is lower than Double or Laser.
Double Activates the first of the two primary weapons. Depending on the character it gives greater coverage diagonally up or to the back.
Laser Activates the second of the two primary weapons. Usually gives much greater screen coverage to the front and deals more damage than Double.
Option Adds an option to the character. Vic Viper & Octopus can carry 4, Twin Bee and Pentarou can carry 3 options.
!? The character is set back to the default state. All speed ups, weapons, options and the shield are removed immediately.
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.

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.

Items


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.

Paro Da red capsule.png
Red Capsule
Advances the Power Meter by 1.
Paro Da red capsule.png
Roulette Capsule
Starts roulette mode in the Power Meter. Visually indistinguishable from regular Red Capsules. Found in fixed locations.
Paro Da blue capsule.png
Blue Capsule
Clears the screen from all enemies (no points are awarded for these).
Paro Da 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.
Paro Da blue bell.png
Blue Bell
Adds a screen clearing bomb to the player's inventory.
Paro Da white bell.png
White Bell
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.
Paro Da 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.
Paro Da red bell.png
Red Bell
Adds 3 laser barriers to the player's inventory. These barriers cover almost the whole screen vertically and destroy all enemies and bullets touching them.

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.

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

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.

Bell Cycle
Paro Da yellow bell.png
Paro Da blue bell.png
Paro Da yellow bell.png
Paro Da white bell.png
Paro Da yellow bell.png
Paro Da green bell.png
Paro Da yellow bell.png
Paro Da red bell.png

Extra Lives


On default settings, the player is awarded with two extra lives, one at 30,000 and the second at 100,000.

Rank


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.

The Base Rank is affected by the following four factors:

Base Rank
Minimum Rank (difficulty: 0 to 6 + stage: 0 to 15) + Power Ups (0 to 5) + Bell Stock (0 to 3) + Frame Rank (0 to n)

How the values of these factors are calculated is explained in the following four sections.


  1. Minimum Rank

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.

Easy 0
Normal 2
Hard 4
Very Hard 6
Loop 1 Loop 2
Stage 1 0 8
Stage 2 1 9
Stage 3 2 10
Stage 4 3 11
Stage 5 1 9
Stage 6 3 11
Stage 7 4 12
Stage 8 5 13
Stage 9 6 14
Stage 10 7 15


  1. Power Ups

No Shield Shield
Shot Double Laser Missile Shot Double Laser Missile
Shot Double Laser Shot Double Laser
No Options 0 0 0 0 0 0 0 0 0 0 0 1
1 Option 0 0 1 1 1 1 1 1 2 2 2 2
2 Options 0 1 1 1 1 2 1 2 2 2 2 3
3 Options 1 1 2 2 2 3 2 2 3 3 3 4
4 Options 1 1 2 2 3 3 2 2 3 3 4 5


  1. Bell Stock

Bomb (Blue Bell) Laser Beam (Red Bell)
Empty Stock 0 0
Stock 1 1 1
Stock 2 2 2
Stock 3 3 3


  1. Frame Rank

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 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. 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.

Speed Ups No active Shield or Bell Power Active Shield or Bell Power
0 to 1 x1 (32f) x2 (16f)
2 x2 (16f) x4 (8f)
3 to 5 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 contrary, it increases every 17 seconds with a 4f increase rate.

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.

Loops


Scoring


Strategy

Version Differences

Video References

Video index for Parodius Da!

Other

References & Contributors