Super Famicom / SNES · Shoot 'em up

Gokujō Parodius! Kako no Eikō o Motomete

極上パロディウス ~過去の栄光を求めて~

Japan: November 25, 1994 · Dev: Konami

If it makes us laugh, it'll make the players laugh too.

Shoot 'em ups were supposed to be serious. Enemies were supposed to be threatening. Bosses were supposed to make you afraid. Gokujō Parodius took every one of those assumptions and asked: what if we just had fun? The programmer Tsukasa Tokuda said it plainly: 'If it makes us laugh, it'll make the players laugh too.' They designed a boss with a wind-up key on its rear just because it was absurd. They put characters on paper airplanes because mecha would have looked too normal. The game sold because people could feel that the designers were enjoying themselves. When you stop making something to impress people and start making it because it delights you, that honesty comes through. Parodius knew that. And the laughter it earned wasn't cheap — it was contagious.

— inspired by Tsukasa Tokuda

About this game

Released for Super Famicom in November 1994, Gokujō Parodius is Konami's deluxe entry in the Parodius series — a parody of their own Gradius shooters, mixing classical music with absurd humor. The Super Famicom port added characters from other Konami games (Goemon, Kid Dracula, Upa) and an alternating two-player mode. No save battery — it's a pure arcade-style shooter that starts fresh each session.

The Story Behind

Gokujō Parodius was released to arcades in April 1994, then ported to Super Famicom in November of the same year. It was the second arcade entry in the Parodius series, arriving four years after Parodius Da! during a period when most game centers were dominated by fighting game mania. The Super Famicom port was developed by a separate team and added crossover characters from other Konami franchises — Goemon and Ebisumaru from Ganbare Goemon, Kid Dracula from Boku Dracula-kun, and Upa and Rupa from Bio Miracle Bokutte Upa.

Tricks & Tales

The arcade version was designed by Tsukasa Tokuda and Shūjirō 'Shuzilow.HA!' Hamakawa, with music by Seiichi Fukami and Satoko Miyawaki. The Super Famicom port had a different composition team: Hideto Inoue (credited as Keroppi Inoue) and Nobuyuki Akena. In a 1994 developer interview, designer Shuzilow described the creation of the stage 4 boss Crazy Core: 'I decided to add that wind-up key to his rear section, and the whole thing was just wtf?!' The team's design philosophy was simple: if something made them laugh during development, they kept it in the game.

Collector's Guide

Japan Release November 25, 1994

Region & Compatibility

Super Famicom and SNES region differences operate on two separate levels. First, there is a physical incompatibility: a Japanese Super Famicom cartridge and a North American SNES cartridge have different shell shapes. NTSC-J (Super Famicom) carts are narrower and will not seat in a North American SNES slot without the slot's internal tabs removed or bypassed; conversely, the wider NTSC-U carts cannot even be inserted into a Super Famicom. Second, even where cartridges physically fit — PAL carts share a shell shape closer to Super Famicom and will insert — a lockout chip on the motherboard (F411 for NTSC, F413 for PAL) will prevent the game from booting on a mismatched console. Running a Super Famicom cartridge on a Super Famicom purchased in Japan is of course straightforward; playing it on a foreign console requires either a mod or an adapter that addresses both the physical and the chip-level lock.

Maintenance Tips

The 72-pin cartridge connector is the most common maintenance point. Clean the gold-plated pins on cartridges with a cotton swab and 90%+ isopropyl alcohol; never use abrasive erasers on cartridge contacts. The connector slot on the console itself can be cleaned by inserting and removing a cartridge several times, or with a dedicated pin cleaner. For video output, S-Video provides significantly cleaner image quality than composite and uses the same multi-out port -- a passive adapter cable is all that is required. On early SHVC board revisions, a capacitor near the power LED can leak; inspect the board if the console shows instability. Use the original AC adapter or a verified equivalent: the SFC runs on 10V DC and is not compatible with Famicom or NES power supplies.

What to Watch Out For

Before buying, these are the points worth knowing — from someone who handles original Japanese Gokujō Parodius! Kako no Eikō o Motomete copies regularly.

Does this cartridge have a save battery that might be dead?

No — and that's actually good news. Gokujō Parodius has no save function at all (0 Kb SRAM), so there's no battery to worry about. It's a pure arcade-style shooter: you play a session, and when it's over, you start fresh next time. No dead battery, no lost progress, no replacement needed. One less thing to think about when you're buying a thirty-year-old cartridge.

Will a Japanese Super Famicom game work on my SNES?

The game itself will run perfectly — the hardware is identical — but the cartridge shape is different. Japanese Super Famicom cartridges have straight edges, while North American SNES cartridges have curved sides. You'll need a region adapter (a small plastic shell), or you can carefully remove the plastic tabs inside your SNES console. The adapter is safer and reversible.

Before You Buy

Things worth knowing before you buy Gokujō Parodius! Kako no Eikō o Motomete

A short checklist for buying a used Super Famicom cartridge wisely — useful with any seller, anywhere.

  1. Choose a seller who tests it before shipping

    A copy that has actually been powered on and checked is a known quantity. An untested one is a gamble you only settle after it arrives.

    Look for a seller who states it was function-tested and says what they confirmed. A serious seller can tell you exactly what was checked.

  2. Make sure it fits your console

    This is a Japanese Super Famicom cartridge; its shell is shaped differently from the North American SNES and will not fit without modification.

    Play it on a matching Japanese console or a region-free system, and confirm the listing states the region.

  3. If this title saves your progress, check the battery

    Cartridges that save use a small coin-cell battery that fades over decades — a dead one wipes your save without warning.

    Ask the seller whether the save function was tested. Replacing the battery is possible, but doing so erases any existing save.

  4. Check that the contacts are clean

    Dirty edge contacts are the most common cause of startup and sound trouble in cartridges of this age.

    Choose a seller who cleans the contacts before shipping. A note that it was tested and cleaned means the basics were handled.

  5. Confirm it is genuine, not a reproduction

    Sought-after titles are targets for reproduction boards with replacement labels.

    Ask for a photo of the circuit board and look for factory markings. Favour a shop with a licensed second-hand dealer permit (古物商) — by law its stock has a traceable origin, your simplest guard against fakes.

  6. Read the seller's reviews and return policy

    A 100% positive record across thousands of sales is close to a guarantee — packing, communication and problem-solving all work for everyone. A return policy protects you if something is off.

    Read the feedback and confirm a clear return window before you buy.

Unexpected Discoveries

Games you weren't looking for — but might be glad you found.

Rooms this game lives in

Wander deeper — explore the themed rooms where Gokujō Parodius! Kako no Eikō o Motomete sits alongside its kin.

Share your memory

No account needed. Just your nickname and your words. Your memory goes straight to Taisei — the person who cleaned, tested, and packed these consoles in Toyohashi. He reads every one, in any language.

Choose a prompt to start writing:

Memories

(Select a prompt above, or write freely below)

Any name you like. No registration needed.

Write in any language. Maximum 2,000 characters.

Just a nickname and your words — no account, no login. Taisei reads every memory before it appears here, so it may take a little while to show up. See our Privacy Policy.

Prefer to write to Taisei privately? Email him directly →

Memories from around the world

This is a young museum, and this page is still waiting for its first voices. The memories people send reach Taisei personally, and the ones that move him find a home here over time — always with the writer's blessing. Yours could be the very first for this game.

Share your memory ↑