Monday, March 4, 2024

Gokujou Parodius: Kako no Eikō o Motomete (Fantastic Parodius: Pursue the Glory of the Past) (Arcade / PSP) Review

 (Originally posted on May, 2016)


                                         

(1994, Arcade/2007, PSP)

Gokujou Parodius, the third game in the series, doesn't stray too far from it's predecessor Parodius Da!, but fulfills the tall order of bringing all the whacked-outness to it's greatest height yet. Everything's just a bit more nuts: featuring many redone (plus entirely new or completely dropped) stages, a more impactful presentation of the series' one of a kind musical style, reworked versions of the previous bosses (joined my several new faces), a couple noticeable (but not hugely significant) system tweaks and last but not least: a playable Sunfish. Not (yet) a huge shmup aficionado, I won't even try writing a detailed analysis of the subtle but important components such as how enemy waves are laid out or item drops are timed. Instead, I'll  just report on the brief, but memorable and well-packed journey. Pilot to bombardier, pilot to bombardier...

You'll return to many of the same stage ideas featured in Parodius Da, which are more accurately described as re-imagined than merely recycled. You're back in the pirate infested islands, but also dive underwater where schools of fish offer so many power-ups to grab that you might not even see the bullet you're about to run into. In case you got bored of battling giant women in the last game, now you're taking on 200 foot mermaids capable of causing tidal waves with a flick of their tail. The bakery stage is made more fantastical as you're now blasting away at cookie walls that hide stalactite-like hard candy, rather than the hundreds of random dots in Parodius Da. When once again battling that cat...pirate ship...thing(?!),  the scene transitions now perfectly match the dramatics of "The Cat Battle Ship Forever," the uniquely Japanese remix of 1896's "Stars and Stripes Forever." When it hits, I don't know whether to feel patriotic or further geek out about the game. If you've been watching WWE the last 5 years, one of the remixes will have you chanting "Yes! Yes! Yes!" amidst the action. These are just some of the substantial improvements that makes Gokujou Parodius a more than worthy addition to the series.

Other than the twisting, purposely cramped derby stage that's rather aggravating until you memorize the layout, the rest of the levels flow along beautifully. The game climaxes with the beautiful, somewhat creepy moon stage, where the bunnies gang's mochi-making operation is hidden within a beautifully drawn mansion. Make it out the other side and you'll visit a space bamboo forest...that leads to a disco! The stages' track "What Are You Watching When You Hop?" never loses the silliness featured everywhere else in the game, yet manages to also be uniquely beautiful and haunting. There's also a much more challenging bonus stage to visit after beating the main game, packed with enemies, bullets and slowdown that's awful in all other genres but strangely satisfying in a shoot-em-up. Don't worry about having to restart if you can't deal with the enemy hordes, as the stage is made permanently selectable from the main menu after your first visit.

Back in the 90s, this not-quite-a-sequel-but-certainly-not-a-cash-in might have been a tougher sell if you already paid a hefty fee just for Parodius Da!...but as the third of five games in Parodius Portable for the PSP, getting what's best described as a heavily reworked and more potent "second high" makes for a fantastic part of the package.

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