The Sega Saturn is a 32-bit fifth-generation home video game console developed by Sega and released on November 22, 1994 in Japan, May 11, 1995 in North America, July 8, 1995 in Europe. The successor to the successful Sega Genesis, the Saturn has a dual-CPU architecture and eight processors, its games are in CD-ROM format, its game library contains several arcade ports as well as original games. Development of the Saturn began in 1992, the same year Sega's groundbreaking 3D Model 1 arcade hardware debuted. Designed around a new CPU from Japanese electronics company Hitachi, another video display processor was incorporated into the system's design in early 1994 to better compete with Sony's forthcoming PlayStation; the Saturn was successful in Japan, but failed to sell in large numbers in the United States after its surprise May 1995 launch, four months before its scheduled release date. After the debut of the Nintendo 64 in late 1996, the Saturn lost market share in the U. S. where it was discontinued in 1998.
Having sold 9.26 million units worldwide, the Saturn is considered a commercial failure. The failure of Sega's development teams to release a game in the Sonic the Hedgehog series, known in development as Sonic X-treme, has been considered a factor in the console's poor performance. Although the Saturn is remembered for several well-regarded games, including Nights into Dreams, the Panzer Dragoon series, the Virtua Fighter series, its reputation is mixed due to its complex hardware design and limited third-party support. Sega's management has been criticized for its decisions during the system's development and discontinuation. Released in 1988, the Genesis was Sega's entry into the fourth generation of video game consoles. In mid-1990, Sega CEO Hayao Nakayama hired Tom Kalinske as CEO of Sega of America. Kalinske developed a four-point plan for sales of the Genesis: lower the price of the console, create a U. S.-based team to develop games targeted at the American market, continue aggressive advertising campaigns, sell Sonic the Hedgehog with the console.
The Japanese board of directors disapproved of the plan, but all four points were approved by Nakayama, who told Kalinske, "I hired you to make the decisions for Europe and the Americas, so go ahead and do it." Magazines praised Sonic as one of the greatest games made, Sega's console took off as customers, waiting for the Super Nintendo Entertainment System decided to purchase a Genesis instead. However, the release of a CD-based add-on for the Genesis, the Sega CD, was commercially disappointing. Sega experienced success with arcade games. In 1992 and 1993, the new Sega Model 1 arcade system board showcased Sega AM2's Virtua Racing and Virtua Fighter, which played a crucial role in popularizing 3D polygonal graphics. In particular, Virtua Fighter garnered praise for its simple three-button control scheme, with strategy coming from the intuitively observed differences between characters that felt and acted differently rather than the more ornate combos of two-dimensional competitors. Despite its crude visuals—with characters composed of fewer than 1,200 polygons—Virtua Fighter's fluid animation and realistic depiction of distinct fighting styles gave its combatants a lifelike presence considered impossible to replicate with sprites.
The Model 1 was an expensive system board, bringing home releases of its games to the Genesis required more than its hardware could handle. Several alternatives helped to bring Sega's newest arcade games to the console, such as the Sega Virtua Processor chip used for Virtua Racing, the Sega 32X add-on. Development of the Saturn was supervised by Hideki Sato, Sega's director and deputy general manager of research and development. According to Sega project manager Hideki Okamura, the Saturn project started over two years before the system was showcased at the Tokyo Toy Show in June 1994; the name "Saturn" was the system's codename during development in Japan, but was chosen as the official product name. Computer Gaming World in March 1994 reported a rumor that "the Sega Saturn... will release in Japan before the end of the year" for $250–300. In 1993, Sega and Japanese electronics company Hitachi formed a joint venture to develop a new CPU for the Saturn, which resulted in the creation of the "SuperH RISC Engine" that year.
The Saturn was designed around a dual-SH2 configuration. According to Kazuhiro Hamada, Sega's section chief for Saturn development during the system's conception, "the SH-2 was chosen for reasons of cost and efficiency; the chip has a calculation system similar to a DSP, but we realized that a single CPU would not be enough to calculate a 3D world." Although the Saturn's design was finished before the end of 1993, reports in early 1994 of the technical capabilities of Sony's upcoming PlayStation console prompted Sega to include another video display processor to improve the system's 2D performance and texture-mapping. CD-ROM-based and cartridge-only versions of the Saturn hardware were considered for simultaneous release during the system's development, but this idea was discarded due to concerns over the lower quality and higher price of cartridge-based games. According to Kalinske, Sega of America "fought against the architecture of Saturn for quite some time". Seeking an alternative graphics chip for the Saturn, Kalinske attempted to broker a deal with Silicon Graphics, but Sega of Japan rejected the proposal.
Silicon Graphics subsequently collaborated with Nintendo on the Nintendo 64. Kalinske, Sony Electronic Publishing's Olaf Olafsson, Sony America's Micky Schulhof h
Konami Holdings Corporation referred to as Konami, is a Japanese entertainment and gaming conglomerate. It operates as video game developer and publisher company. Besides those, it has casino around the world and operates health and physical fitness clubs across Japan. Konami is best known for their video games, including Metal Gear, Silent Hill, Contra, Gradius, Yu-Gi-Oh!, Suikoden and Pro Evolution Soccer. Additionally, Konami owns Bemani, known for Dance Dance Revolution and Beatmania, as well as the assets of former game developer Hudson Soft, known for Bomberman, Adventure Island, Bloody Roar and Star Soldier. Konami is the twentieth-largest game company in the world by revenue; the company originated in 1969 as a jukebox rental and repair business in Toyonaka, Japan, by Kagemasa Kōzuki, who remains the company's chairman. The name "Konami" is a portmanteau of the names Kagemasa Kozuki, Yoshinobu Nakama, Tatsuo Miyasako. Konami is headquartered in Tokyo. In the United States, Konami manages its video game business from offices in El Segundo and its casino gaming business from offices in Paradise, Nevada.
Its Australian gaming operations are located in Sydney. As of March 2016, it owns 21 consolidated subsidiaries around the world; the company was founded on March 21, 1969 and was incorporated under the name Konami Industry Co. Ltd. on March 19, 1973. The company's founder and current chairman, Kagemasa Kozuki ran a jukebox rental and repair business in Toyonaka, Osaka before transforming the business into a manufacturer of amusement machines for video arcades, their first coin-operated video game was released in 1978, they began exporting products to the United States the following year. Konami began to achieve success with hit arcade games such as 1981's Frogger and Super Cobra, many of which were licensed to other companies for stateside release, including Stern Electronics and Gremlin Industries, they established their U. S. subsidiary, Konami of America, Inc. in 1982. It was during this period that Konami began expanding their video game business into the home consumer market following a brief stint releasing video games for the Atari 2600 in 1982 for the U.
S. market. The company would release numerous games for the MSX home computer standard in 1983, followed by the Nintendo Entertainment System in 1985. Numerous Konami franchises were established during this period on both platforms, as well as the arcades, such as Gradius, Twin Bee, Ganbare Goemon and Metal Gear. Due to the success of their NES games, Konami's earnings grew from $10 million in 1987 to $300 million in 1991. In June 1991, Konami's legal name was changed to Konami Co. Ltd. and their headquarters would relocated to Minato, Tokyo in April 1993. The company started supporting the 16-bit video game consoles during this period, starting with the Super NES in 1990, followed by the PC Engine in 1991 and the Sega Genesis in 1992. After the launch of the Sega Saturn and PlayStation in 1994, Konami became a business divisional organization with the formation of various Konami Computer Entertainment subsidiaries, starting with KCE Tokyo and KCE Osaka in April 1995, followed by KCE Japan in April 1996.
Each KCE subsidiary would end up creating different intellectual properties such as KCE Tokyo's Silent Hill series and KCE Japan's Metal Gear Solid series. In 1997, Konami started producing rhythm games for arcades under the Bemani brand and branched off into the collectable card game business with the launch of the Yu-Gi-Oh! Trading Card Game. On July 2000, the company's legal English name was changed once again to Konami Corporation, the Japanese legal name remained the same; as the company transitioned into the developing video games for the sixth-generation consoles, they branched out into the health and fitness business with the acquisitions of People Co. Ltd and Daiei Olympic Sports Club, Inc. which became Konami subsidiaries. In August 2001, Konami invested in another video game developer, Hudson Soft, which became a consolidated subsidiary after Konami accepted new third-party shares issued by them. In March 2006, Konami merged all their video game development divisions into a new subsidiary known as Konami Digital Entertainment Co. as the parent company became a pure holding company.
Their headquarters would be relocated once again, this time to headquarters was moved to Minato, Tokyo, in 2007. The absorption of Hudson Soft in 2012 resulted in the addition of several other franchises including: Adventure Island, Bloody Roar, Far East of Eden and Star Soldier. In April 2015, Konami delisted itself from the New York stock exchange following the dissolution of their Kojima Productions subsidiary. In a translated interview with Nikkei Trendy Net published in the following month, the newly appointed CEO of Konami Digital Entertainment, Hideki Hayakawa announced that Konami will shift their focus towards mobile gaming for a while, claiming that, "Mobile is where the future of gaming lies." The trade name of the company was changed from Konami Corporation to Konami Holdings Corporation during the same month. In 2017, Konami is to publicly announce that they would be reviving some of the company's other well-known video game titles following the success of their Nin
An arcade cabinet known as an arcade/coin-op machine, is the housing within which an arcade game's electronic hardware resides. Most cabinets designed since the mid-1980s conform to the Japanese Amusement Machine Manufacturers Association wiring standard; some include. Because arcade cabinets vary according to the games they were built for or contain, they may well not possess all of the parts listed below: An output, on which the game is displayed, they may display either vector graphics, raster being most common. Standard resolution is between 315 vertical lines, depending on the refresh rate. Slower refresh rates allow for better vertical resolution. Monitors may be oriented horizontally or vertically, depending on the game; some games use more than one monitor. Some newer cabinets have monitors. Printed circuit boards or arcade system boards, the actual hardware upon which the game runs. Hidden within the cabinet; some systems, such as the SNK Neo-Geo MVS, use a main board with game carts. Some main boards may hold multiple game carts as well.
A power supply to provide DC power to the arcade system boards and low voltage lighting for the coin slots and lighted buttons. A marquee, a sign above the monitor displaying the game's title, they are brightly colored and backlit. A bezel, the border around the monitor, it may contain instructions or artwork. A control panel, a level surface near the monitor, upon which the game's controls are arranged. Control panels sometimes have playing instructions. Players pile their coins or tokens on the control panels of upright and cocktail cabinets. Coin slots, coin returns and the coin box, which allow for the exchange of money or tokens, they are below the control panel. Translucent red plastic buttons are placed in between the coin return and the coin slot; when they are pressed, a coin or token that has become jammed in the coin mechanism is returned to the player. See coin acceptor. Early coin slots could be defeated using a piezo-electric gas fire or gas oven igniter held against the steel bodywork of the cabinet, thus enabling free credits to be obtained.
In some arcades, the coin slot is replaced with a card reader that reads data from a game card bought from the arcade operator. The sides of the arcade cabinet are decorated with brightly coloured stickers or paint, representing the gameplay of their particular game. There are many types of some in fact being custom-made for a particular game. Upright cabinets are by far the most common in North America, they are made of wood and metal, about six feet or two meters tall, with the control panel set perpendicular to the monitor at above waist level. The monitor is housed inside the cabinet, at eye level; the marquee is above it, overhangs it. Controls are most a joystick for as many players as the game allows, plus action buttons and "player" buttons which serve the same purpose as the start button on console gamepads. Trackballs are sometimes used instead of joysticks in games from the early 1980s. Spinners are used to control game elements that move horizontally or vertically, such as the paddles in Arkanoid and Pong.
Games such as Robotron: 2084, Smash TV and Battlezone use double joysticks instead of action buttons. Some versions of the original Street Fighter had pressure-sensitive rubber pads instead of buttons. If an upright is housing a driving game, it may have a steering wheel and throttle pedal instead of a joystick and buttons. If the upright is housing a shooting game, it may have light guns attached to the front of the machine, via durable cables; some arcade machines had the monitor placed at the bottom of the cabinet with a mirror mounted at around 45 degrees above the screen facing the player. This was done to save space, a large CRT monitor would otherwise poke out the back of the cabinet, to avoid eye strain from looking directly up-close at the monitor. To correct for the mirrored image, some games had an option to flip the video output using a dip switch setting. Other genres of game such as Guitar Freaks feature controllers resembling musical instruments. Upright cabinet shape designs varies from the simplest symmetric perpendicular boxes as with Star Trek to complicated asymmetric forms.
Games are for one or two players. Cocktail cabinets are shaped like low, rectangular tables, with the controls set at either of the broad ends, or, though not as common, at the narrow ends, the monitor inside the table, the screen facing upward. Two-player games housed in cocktails were alternant, each player taking turns; the monitor reverses its orientation for each player, so that everything seems right-side-up from each perspective. This requires special programming of the cocktail versions of the game; the monitor's orientation is in player two's favour only in two-player games when it's player two's turn, in player one's favour all other times. Simultaneous, 4 player games that are built as a cocktail include Warlords, others. Cocktail cabinet versions were released alongside the upright version of the same game, they were common in the 1980s during the Golden Age of Arcade Games, but have since lost popularity. Their main advantage over upright cabinets was their smaller size, making them seem less obtrusive, although requiring
Video game genre
A video game genre is a classification assigned to a video game based on its gameplay interaction rather than visual or narrative differences. A video game genre is defined by a set of gameplay challenges and are classified independently of their setting or game-world content, unlike other works of fiction such as films or books. For example, a shooter game is still a shooter game, regardless of when it takes place; as with nearly all varieties of genre classification, the matter of any individual video game's specific genre is open to personal interpretation. Moreover, each individual game may belong to several genres at once; the first attempt to classify different genres of video games was made by Chris Crawford in his book The Art of Computer Game Design in 1984. In this book, Crawford focused on the player's experience and activities required for gameplay. Here, he stated that "the state of computer game design is changing quickly. We would therefore expect the taxonomy presented to become obsolete or inadequate in a short time."
Since among other genres, the platformer and 3D shooter genres, which hardly existed at the time, have gained a lot of popularity. As hardware capabilities have increased, new genres have become possible, with examples being increased memory, the move from 2D to 3D, new peripherals and location. Though genres were just interesting for game studies in the 1980s, the business of video games expanded in the 1990s and both smaller and independent publishers had little chance of surviving; because of this, games settled more into set genres that larger publishers and retailers could use for marketing. Due to "direct and active participation" of the player, video game genres differ from literary and film genres. Though one could state that Space Invaders is a science-fiction video game, such a classification "ignores the differences and similarities which are to be found in the player's experience of the game." In contrast to the visual aesthetics of games, which can vary it is argued that it is interactivity characteristics that are common to all games.
Descriptive names of genres take into account the goals of the game, the protagonist and the perspective offered to the player. For example, a first-person shooter is a game, played from a first-person perspective and involves the practice of shooting; the term "subgenre" may be used to refer to a category within a genre to further specify the genre of the game under discussion. Whereas "shooter game" is a genre name, "first-person shooter" and "third-person shooter" are common subgenres of the shooter genre. Other examples of such prefixes are real-time, turn based, side-scrolling; the target audience, underlying theme or purpose of a game are sometimes used as a genre identifier, such as with "games for girls," games for cats,"Christian game" and "Serious game" respectively. However, because these terms do not indicate anything about the gameplay of a video game, these are not considered genres. Video game genres vary in specificity, with popular video game reviews using genre names varying from "action" to "baseball."
In this practice, basic themes and more fundamental characteristics are used alongside each other. A game may combine aspects of multiple genres in such a way that it becomes hard to classify under existing genres. For example, because Grand Theft Auto III combined shooting and roleplaying in an unusual way, it was hard to classify using existing terms. Since the term Grand Theft Auto clone has been used to describe games mechanically similar to Grand Theft Auto III; the term roguelike has been developed for games that share similarities with Rogue. Elements of the role-playing genre, which focuses on storytelling and character growth, have been implemented in many different genres of video games; this is because the addition of a story and character enhancement to an action, strategy or puzzle video game does not take away from its core gameplay, but adds an incentive other than survival to the experience. According to some analysts, the count of each broad genre in the best selling physical games worldwide is broken down as follows.
The most popular genres are Shooter, Role-playing and Sports, with Platformer and Racing having both declined in the last decade. Puzzle games have declined when measured by sales, however, on mobile, where the majority of games are free-to-play, this genre remains the most popular worldwide. List of video game genres
A Playboy Bunny is a waitress at a Playboy Club. Bunnies at the original Playboy Clubs that operated between 1960 and 1988 were selected through auditions, received a standardized training, wore a costume called a "bunny suit" inspired by the tuxedo-wearing Playboy rabbit mascot, consisting of a strapless corset teddy, bunny ears, black pantyhose, a bow tie, a collar, cuffs and a fluffy cottontail. More recent Playboy Clubs have featured Bunnies, in some cases with redesigned costumes based on the original bunny suit. NameAccording to Hugh Hefner, the Bunny was inspired by Bunny's Tavern in Illinois. Bunny's Tavern was named for its original owner, Bernard "Bunny" Fitzsimmons, who opened for business in 1936. Serving daily food specials for a mere thirty-five cents, as well as ten-cent draft beers, Bunny's catered to locals and University of Illinois students alike. One of those students was Hugh Hefner. Hefner formally acknowledged the origin of the Playboy Bunny in a letter to Bunny's Tavern, now framed and on public display in the bar.
The Bunny's Tavern usage of the outfit is considered a variant of Showgirl. CostumeThe original Playboy Bunny costume was created by the mother of Ilse Taurins, a Latvian emigre, dating one of the Playboy Club co-founders at the time, Victor Lownes lll. Ms. Taurins had suggested a costume modeled on a rabbit or bunny, she had her mother, a seamstress, make up a prototype, reviewed at a meeting attended by Playboy Club co-founders Hugh Hefner, Victor Lownes and Arnold Morton, as well as frequent Playboy illustrator LeRoy Neiman. At first, the outfit was underwhelming, looking much like a one piece swimsuit, with a white yarn puff tail and a headband with bunny ears. However, Hefner saw promise in it, suggested modifications to make it more visually appealing, such as cutting the leg much higher on the hip, exposing more of the wearer's leg and sharpening the v-shape of the costume. For mass production, the costume was manufactured for the Playboy Clubs by the Chicago-based Kabo Corset Company, was based upon a "merry widow" style of corset within their line.
In 1962, French fashion designer Renee Blot was retained to refine the design, her revisions included making the ears smaller, adding a collar with bow tie and cuffs with rabbit-head cufflinks, a satin rosette with the bunny's name, worn on the hip. The original costumes were made in 12 colours of rayon satin. Several years Playboy engaged a prominent manufacturer of lingerie and swimwear to create a modified bunny costume that used washable stretch knit fabrics, allowing for costumes in vibrant prints as well as solid colors; the standard stockings evolved from fishnet material to a special sheer pantyhose style supplied by Danskin. Bunnies wore two pair of these sheer stockings, one taupe toned over, another pair in black. Since 2013, a story has circulated attributing the original design of the Playboy bunny costume to New York fashion designer Zelda Wynn Valdes. However, there is no evidence to support this, this contradicts the origin recounted in much earlier publications such as the books "Big Bunny" by Joe Goldberg and "The Bunny Years" by Kathryn Leigh Scott.
The bunny costume became a powerful symbol of the Playboy Clubs, it was the first commercial uniform to be registered by the United States Patent and Trademark Office. The Playboy Bunnies were waitresses. There were different types of Bunnies, including the Door Bunny, Cigarette Bunny, Floor Bunny, Playmate Bunny and the Jet Bunnies. To become a Bunny, women were first chosen and selected from auditions, they underwent thorough and strict training before becoming a Bunny. Bunnies were required to be able to identify 143 brands of liquor and know how to garnish 20 cocktail variations. Most dating or mingling with customers was forbidden. Customers were not allowed to touch the Bunnies, demerits were given if a Bunny's appearance was not properly organized. A Bunny had to master the required maneuvers to work; these included the "Bunny Stance", a posture, required in front of patrons. The Bunny must stand with legs together, back arched and hips tucked under; when the Bunny is resting or while waiting to be of service, she must do the "Bunny Perch".
She must sit on the back of a sofa, or railing without sitting too close to a patron. The most famous maneuver of all, the "Bunny Dip", was invented by Kelly Collins, once renowned for being the "Perfect Bunny"; this maneuver allowed the Bunny to serve drinks while keeping her low-cut costume in place. Strict regulations were enforced by special workers in the guise of patrons. In the 1970s, Lownes used his country mansion, Stocks House in Hertfordshire, England, as a training camp for Bunnies; the Bunnies acted as hostesses at lavish parties thrown in the house. The costume was made from rayon-satin constructed on a strapless merry widow corset teddy. Satin bunny ears, cotton tails, collars with bow ties, cuffs with cuff links, black sheer to waist pantyhose and matching high-heeled shoes completed the outfit. A name tag on a satin rosette was pinned over the right hip bone; the uniforms were custom made for each Bunny at the club. Whenever the club was open there was a full-time seamstress on duty.
The costumes were stocked in two pieces, the front part being pre-sewn in different bra
Fantastic Parodius - Pursue the Glory of the Past
Fantastic Parodius - Pursue the Glory of the Past, known outside Japan as Fantastic Journey, is a scrolling shooter arcade game and the third title in the Parodius series produced by Konami. Like the rest of the series, it is a parody of other Konami games. Overall, the gameplay is identical to that of its predecessor, Parodius! From Myth to Laughter, with several new characters to choose from. New, if you play a two-player game, the second player will have a different set of characters to select, they are clones of the first player characters, except with different names and altered sprites or changed color palettes. These characters include: Vic Viper/Lord British, Pentaro/Hanako, Twinbee/Winbee, Takosuke/Belial, Hikaru/Akane, Mambo/Samba, Michael/Gabriel and Koitsu/Aitsu. In the Parodius series, starting with Gokujō Parodius, the Power Meter was changed from a bar with the weapon names as text to a bar with pictures indicating the powerups; the borders of each icon determine the gameplay type chosen, red for auto, yellow for semi-auto and blue for manual.
As this kind of power meter is shorter, two separate power meters appear on screen on a two player game. Fantastic Parodius was ported to the Super Famicom months after its arcade release. Two significant differences between the console and arcade version were added characters: Goemon/Ebisumaru from Ganbare Goemon, Dracula-Kun/Kid-D from Kid Dracula and Upa/Rupa from Bio Miracle Bokutte Upa and the alternating two player mode. In addition and Akane gets a Tailgun, Boomerang Shot from Thunder Cross, another shooter game by Konami, a Shield instead of the Spread Bomb, the Carrot Shot and a force field that they get in the arcade version. Mambo and Samba are given Homing Missiles, the Reflect Shot, Grade Up and a Shield instead of the Bubble Missile, the Control Laser, Search Laser and a force-field. Fantastic Parodius! was ported along with Parodius! From Myth to Laughter on Gokujō Parodius Da! Deluxe Pack for PlayStation in 1994 and Sega Saturn in 1995; this compilation was released in Europe. The European release was released as Parodius, with Parodius Da!
Titled Parodius and Gokujō Parodius as Fantastic Journey. In addition, it had English text when the Megaphone is used and re-colored the mini Eagle Sabu enemies to green, it was released for mobile phones and included in Parodius Portable on the PlayStation Portable, with some songs replaced by classical/folk songs. The Mobile Phone contain as Three Parts to commemorate the 20th anniversary of the Parodius series. On release, Famicom Tsūshin scored the PlayStation version's Deluxe Pack a 32 out of 40, the Sega Saturn's Deluxe Pack a 31 out of 40. Maximum gave the Saturn Deluxe Pack three out of five stars, saying that it is identical to the arcade and PlayStation versions and has pleasing gameplay and music, but is outdated compared to contemporary Saturn games, they summarized, "Konami's first effort has a lot to commend it, but when there are epics such as Panzer Dragoon stretching the shooting genre, it's clear that Parodius is not in the same league." Michael appears as a power-up and Koitsu makes a cameo in the ending of TwinBee Yahho!
Hikaru makes cameo in the adventure game Snatcher. Aitsu from Parodius is a secret playable character in Speed King NEO KOBE 2045. Hikaru makes a brief cameo in "Wai Wai Arcade" and Pastel wears Michael and Eliza-like outfits in the interactive game TwinBee PARADISE in Donburi Island. Koitsu from Parodius makes a cameo appearance in Super Bishi Bashi Champ. Koitsu appears as stickers seen in printstations from Mitsumete Knight R. Michael was Assistant and Takosuke was a playable, Anna Pavolva makes cameo in the racing video game Konami Krazy Racers. Koitsu, Pentarō, Anna Pavlova, Moai Battleship and Hikaru make a cameo in the pachinko CR Saikoro Tin Douty. Koitsu appears in Nou Kaihatsu Kenkyujo Kuru Kuru Lab. Koitsu and Aitsu make a cameo as one of Jonathan Morris's attacks in Castlevania: Portrait of Ruin and Castlevania: Harmony of Despair. Koitsu and Hikaru from Gokujō Parodius! Appears in the puzzle game Pixel Puzzle Collection to commemorate the 30th anniversary of the Parodius series; the Gokujō Parodius ~Original Game Sound Track~ was produced by Konami Kukeiha Club and released by King Records on July 2, 1994 in Japan by Konami Music Entertainment, Inc.
That contains as Mini Vocal songs by Yuko Nagashima and Mariko Onodera. In 2005, Three Gokujo Parodius like, Run Run Run, Monster of Cappuccino and Paro Paro Dancing was added titled Classic in Game Music - Legend Compilation Series. Hikaru and Takosuke are featured in a manga titled Gokujō Parodius, published in Gamest Comics and created by Namie Iwao. In episode 4 from the Anime Yu-Gi-Oh! GX, this cards, A-Team: Trap Disposal, appeared in Vellian Crowler's trenchcoat when he reveals to Chazz Princeton and his friends that he has many rare cards to give to him. A Trading Card Game based on game titled Card Han Gokujō Parodius was debuted on July 2005 in Japan, published by Konami and CG Cosmos. 16 keychain figures based on Gokujō Parodius! characters were released on 2008 in Japan. Official Konami Mobile Minisite Gokujou Parodius! at the Killer List of Videogames Gokujō Parodius! at MobyGames This article contains text imported from http://gradius.wikia.com/wiki/Gokujō_Parodius! under CC-BY-SA 3.0 license
Parodius! From Myth to Laughter
Parodius! From Myth to Laughter, released outside Japan as Parodius, is a shoot'em up arcade game and is the second title in the Parodius series produced by Konami; the European SNES version is known as Parodius: Non-Sense Fantasy. The gameplay is stylistically similar to the Gradius series, but the graphics and music are intentionally absurd; this game is mistaken as the original game of the series. The lesser known original game, Parodius: The Octopus Saves the Earth, was released for the MSX computer in Japan; the Great Octopus has threatened Earth. To help Parodius save the planet and his friends must begin your search for the truth; as you search the whole world over you must find the enemy and you must destroy him. As stated above, gameplay is similar to the Gradius series with a few differences. Parodius retains the selectability of different weapons configurations but implements via four different characters: Vic Viper, TwinBee, Pentarou; the second main difference is the addition of bell power-ups, from the TwinBee series.
These bells act as one-time power-ups, allowing the player to destroy every enemy on screen, fire huge beams of energy, etc. Enemies and environments from the Gradius games and TwinBee are mixed in along with a host of anime-style opponents, including scantily-clad women. All of the Gradius elements are integrated in a light-hearted fashion; the Big Core, a regular boss within the Gradius series, is given a neon look and is called "Viva Core". Moreover, there is a moai level; the boss of that level, the Moai Head, fires other moai at the player by spitting them out of her mouth. The final boss, in typical Gradius fashion, is an unarmed enemy that once defeated results in a destruction/escape sequence. Vic Viper – Traditional Gradius configuration The missile will fall to the ground, move along until it encounters an enemy; the Double mode will fire two blasts, one forward, one incline forty-five degrees above. The Laser mode is a thin blue laser, identical from Gradius. Octopus – Salamander configuration This configuration is identical to the weapons presented in the Salamander arcade game.
The missile is' 2-way' that yields two bomb-like explosives that fall both down. The Double is the tail gun present in the second configuration, and the laser is the ripple laser, which fires expanding concentric circles at the front of the craft/person. TwinBee – TwinBee configuration This set is the weapons from the vertically scrolling TwinBee, applied to horizontal gameplay; the missile is now the rocket punch. The double is the same tail gun from the Octopus/Salamander configuration; the laser is a 3-way gun which fires shots the same size as standard weapons. Due to the color bug, it could be considered that Winbee, rather than TwinBee, has the most appearances in video games, however this TwinBee doesn't have the same cockpit windshield design as either TwinBee, Winbee or Gwinbee. Pentarou – Gradius II: Gofer's Ambition configuration This set is identical to one of the power meter sets in Gradius II: Gofer's Ambition; the missile is the photon torpedo that fires one missile that travels along the bottom ground and penetrates multiple enemies.
The Double mode will fire two blasts, one forward, one incline forty-five degrees above. The laser mode is different from Gradius II. Below is listing the bosses from the original version: Cat Battleship Captain Penguinovski the 3rd Chichibinta Rika Eagle Eagle Sabnosuke Hot Lips Pig Tide Yoshiko Viva Core Honey Mikayo Pooyan Iron Maiden MK III Yoshiwara Dayuu Showering Beauty Golgotha TakobeeThe platform-exclusive bosses include Penguin Conducter, Madam of Yotsuya Q, Viking Moai, Woon Botton, Crystal Golem, Marvelous Green Mantle, Great Gourmet King Manjiri Kun, Super DX Emperor Penguin, Tako Hyuuma, Penguin Bomb; the NES version replaces Chichibinta Rika with Miss Mishitarina and Honey Mikayo does not appear within the game at all despite them appearing on the European NES cover. Hot Lips, Pig Tide, Honey Mikayo, Iron Maiden MK III and Yoshiwara Dayuu not appears in this Mobile version. Captain Penguinovsky the 3rd, Hot Lips and Chichibinta Rika from Parodius Da! Appears in the puzzle game Pixel Puzzle Collection to commemorate the 30th anniversary of the Parodius series.
The soundtrack was produced by Konami Kukeiha Club and released by King Records on July 21, 1990 in Japan. It was reprinted on September 23, 1998. A CD Arrangement was released on June 21, 1991. A Ending Music for Parodius for Game Boy Version was a part of Konami Ending Collection, Which was released for CD Soundtrack on October 21, 1991. In addition, disc 4 of Konami Music Masterpiece Collection, released on October 1, 2004, is devoted to this game; the Songs of Parodius Da! were: Northern Country'90 and Night of the Living Dead was contain CD Music what it is part of LEGEND COMPILATION SERIES - Classic in Game Music on September 21, 2005 in Japan. Parodius Da! is one of the video games featured in the manga titled Rock'n Game Boy, by Shigeto Ikehara and Published by Comic BomBom October 1989 to December 1991. In the Fushigi Shoujo Nile na Thutmose episode 20 "The Phantom of Game Center", Nile Tuthmose is playing a Parodius Da!. Chichibin Tarika from Parodius Da! Appears as makes cameo in the manga High Score Girl.
Parodius has been ported to a number of platforms, most notably the Super Famicom and the PC Engine