Parodius
- licensing : unlicensed
- status : wip
- style : shmup (horizontal)
- code : parodius
- Date(s) : 2026-wip
- Tag(s) : #sgdk
- Platform(s) : MD
- Type(s) : port
- By(s) : Shannon Birt
Gabriel Pyron has realized a mock-up to show that adapting the colorful Parodius to the Megadrive palette is possible. He is now working on porting the whole game.
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https:/www.timeextension.com/news/2025/8/with-love-anything-is-possible-could-parodius-finally-get-a-genesis-mega-drive-port
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Shannon Birt: " Sega Genesis Mega Parodius Update
Slow but steady progress - the gift that keeps giving in coding workload is nearly done, in a few days Catboss will be done then onto the Penguin Boss ( much easier ) , which means stage 1 is near complete.
Pyron in GFX/SFX and Vector Orbitex in Music are patiently waiting for me to catch up with the level art / music but things are accelerating now . Much of the assets are done for stages 2 & 3.
Since last showing many changes under the hood, whats shown here is added Chest Bees, Penguin factory ( penguins coming up from the middle of the catboss ship ) , added Meow SFX, added Catboss Explosions and damage states.
The penguin factory was harder to get right than i thought , the ship acts as moving platform. Its not 100% arcade accurate as i don't have the source code, I actually think small variances will make it fun to play anyway - the goal is still to be very close.
Fixed a tonne of priority issues via a level based depth system for objects, e.g. penguins sprites come up behind the ship onto the ships deck, but paw sprites need to be infront of ship still, but the entire catboss ship must eventually come offscreen behind foreground, but then the foreground is actually the background layer ( layer B ) at that time and thats normally behind layer A ( the ships hull ) , as layer B takes over all foreground and background tasks when the Catboss comes on, as much of the Catboss is layer A to avoid the sprites per line limit issues ... yeah its priority hell haha.
Part of the issue is getting things accurate to the arcade, would have been easier to take liberties here and there , eg just let the Catboss drop down in front of the forground etc. Also arcade size explosions that don't cause sprite wipeout rather than using small explosions etc , used custom sprite cutting with no Y overlap to make sure sprite overload is kept at bay. The explosion sprites overlap the paw sprites and the right part of the cats face which is also sprites so minimal overlap was needed."
Screenshots