From HandWiki - Reading time: 8 min
| Sexy Parodius | |
|---|---|
Arcade flyer | |
| Developer(s) | Konami |
| Publisher(s) | Konami |
| Programmer(s) | Akihiro Imamura[1] |
| Artist(s) | Takayoshi Sato |
| Composer(s) | Mayuko Kageshita |
| Series | Parodius |
| Platform(s) | Arcade, PlayStation, Sega Saturn |
| Release | Arcade:
|
| Genre(s) | Horizontal-scrolling shooter |
| Mode(s) | Single player, multiplayer |
| Arcade system | Konami GX |
Lua error in Module:Lang/utilities at line 332: attempt to call field '_transl' (a nil value). is a 1996 horizontal-scrolling shooter arcade game developed by Konami.[4] It is the fifth installment of the Parodius series. Like the rest of the series, it is a parody of the Gradius series and other Konami games. It also contains sexual level and enemy designs, as well as risqué innuendo. Many level bosses are women in various erotic costumes (such as the "bunny costume" modeled on Playboy Bunnies) or various states of undress.
Takosuke and Pentarou recruit various characters for an agency whose main goal is riches, power, and world peace. The agency helps people who have problems. In addition to Vic Viper and Lord British, Hikaru and Akane, Michael and Gabriel, Koitsu and Aitsu, and Mambo and Samba, Ivan and Toby, two rockhopper penguins, Option and Multiple, sentient versions of Vic Viper and Lord British's drones, Ace from TwinBee Yahho!, who pilots the Shooting Star, and an unnamed woman who pilots the Black Viper, a spacecraft that originates in the game, also get recruited.
After completing (or not completing) all the missions, Takosuke steals the profits of the agency for himself and runs away, with the characters chasing him. Depending on how the player finishes the final level, there are two endings. The bad ending sees Takosuke escape with the money and have fun with various women while the player characters look depressed. The good ending has Takosuke get crushed to death by the buttocks of a giant naked woman named Kaori, in which the player characters celebrate.

The gameplay in Sexy Parodius is similar to the rest of the series, but the player must complete a special mission for each stage. These missions range from collecting a certain amount of coins in a stage to destroying a certain object or enemies. Whether or not the player completes the mission determines whether the player can continue to the next stage or what the next stage will be. Clearing all missions unlocks a special stage. Unlike the past versions, home ports of the game (except the PSP version) have cooperative multiplayer intact. The game continues to play even when one player is choosing a character upon continuing.
In a 2-player game, when certain characters are near enough, a third shot appears between them which can be purple shots that swirl all over the screen, hearts that home in on enemies, or rockets that shoot straight ahead. This feature was first seen on Konami's arcade game, Lightning Fighters.
Sexy Parodius features the song "Mayim Mayim".[5][6]
Sexy Parodius was ported to the Sega Saturn and PlayStation by Konami Computer Entertainment Tokyo and both versions were released on November 1, 1996 in Japan.[4][7] These versions allow the Special Stage to be selected on the Title Screen after finishing the game with all conditions passed. They also come with unlimited continues (the game doesn't keep track of credits). The PlayStation version was also included in Parodius Portable (albeit with music from some stages replaced with other remixed classical songs) for the PlayStation Portable.
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In Japan, Game Machine listed Sexy Parodius on their April 15, 1996 issue as being the sixth most popular game for that two-week period among arcades surveyed.[14]
Japanese gaming publication Famitsu gave both the PlayStation and Sega Saturn versions of Sexy Parodius a score of 24 out of 40.[4][7]
Intelligent Gamer gave it a B−.[9]
Super GamePower gave it 4.5/5[8]
Sega Saturn Magazine (JP) 8.0/10.[10]
Joypad gave it 3/5.[11]
Mega Fun gave it 74%.[13]
Mega Console 91/100.[12]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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