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Jikkyou Oshaberi Parodius: Forever With Me (PlayStation)

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Title Screen

Jikkyou Oshaberi Parodius: Forever With Me

Developer: Konami Computer Entertainment Osaka
Publisher: Konami
Platform: PlayStation
Released in JP: December 20, 1996


DevMessageIcon.png This game has a hidden developer message.
MusicIcon.png This game has unused music.
BonusIcon.png This game has hidden bonus content.


Hmmm...
To do:
Figure out what the unknown cheat does.

Jikkyou Oshaberi Parodius: Forever With Me for the PlayStation is an enhanced version of the console-only Jikkyou Oshaberi Parodius title which was released on Super Famicom in Japan.

Cheats

A few little known cheats can be input in their respective game mode.

Inputs Effective Notes
Circle, Square, Circle, Square, Circle, R1, L1, R1, L1, R1, Triangle, X, Triangle, X, Triangle,
Circle, Square, Circle, Square, Circle, R1, L1, R1, L1, R1, Triangle, X, Triangle, X, Triangle
In-game pause screen (regular mode) Muteki Mode (Invincibility)
L1, R1, Down, Down, Up, Up, Right, Right, Left, Left, Down, Up, Right, Left, Triangle, Triangle, X, X,
Square, Square, Circle, Circle, Triangle, X, Square, Circle, L1, R1
In-game pause screen (Omake 1 or 2 mode) Muteki Mode (Invincibility)
Down, Down, Up, Up, Right, Left, Right, Left, Circle, Square, Square, Circle Omake 1 or 2 Main Menu Unknown.
(Source: Original TCRF research)

Bonus Content

The text file "KAIHATSU.DOC" contains messages from the developers.


---------------------------------------
	PS版『実況おしゃべりパロディウス』開発チーム員より一言
---------------------------------------


	どうもこの度はお買いあげいただき恐縮です。

	実況おしゃべりパロディウスはもう楽しんでくれたでしょうか?
	今回も結構かなり大変だったんだけど。
	ステージはもちろんですが「おまけ1&2」も結構はまる作りになって
	いるのでチャレンジしてちょうだい。
	私はモータースポーツフリーク(自称)なので特に「おまけ2」につい
	てはF◯AのB.エ◯レ◯トンにプレイしてほしいね。

	一応ボスなんぞも数体書いてるんだけど「ひかる&あかね」は思った以
	上に時間がかかっちゃって。周囲からは「エッチなシーンばっかり書い
	てるなぁ」などと言われ「イヤ、仕事だから・・」などと本当とも嘘と
	もつかぬ事を言いながらもとりあえず仕上がったんだけどね。

	そうそう、これって開発終了直前に書いてるんだけど本当にあとちょっ
	となんだよなぁ。

	「え~!マジ!!」

	・・・・・・・・バグが出たみたいなのでここまで。
	次回作でお会いしましょう。

	              <ディレクターの寺田一友でした。>

---------------------------------------


	『ん~』、奥の深いバグをデバッグするプロセスは、いつもながら
	「じっちゃんの名にかけて……」みたいな?、如何にも名探偵が
	次々と明解に謎を解いていくような、そんな「うぬぼれた」気持に
	ハマらせてくれます.
	難解なバグ程、その謎を解き明かした時の喜びは『ん~~』です.
	やっぱ、俺ってタンジュンかな?

		システム/アクシデントステージ担当の『ShibaChan』でした.

---------------------------------------


	  やっと、終わったよ  あしたから、一般市民の生活に戻れる。
	 
	  あしたから、いい汗ながして、からだを、きたえよっと

	  でも今は、ゆっくり、寝ていたいのだ。 (-_-)zzZZZZ

					--松岡伸浩--

---------------------------------------


	桜も散り、暑い夏も過ぎ去り、もう秋の気配が...。	

	開発は長いようで短い。人生も長いようで短い。
	
	"光陰矢のごとし" 今この一瞬を精一杯頑張ろう!!

				 	      (殿様より)	

---------------------------------------


	 プレイステーション版「実況おしゃべりパロディウス」をお買い上げ
	いただき、ありがとうございます。敵プログラム担当のちゃちゃよしだです。

	 今回のパロはいかがでしたか?(ソフトの封を切ったらまずパソコンに
	突っ込むあなた! ソフトが泣いてますよ!!) ^_^;

	 さて、このパロは初めからコンシューマ用として開発されました。
	したがって、もともとAC用として開発された他のパロ達とは違い、
	かなりコンシューマな調整がされています。そのため、腕に自信のある
	人はファーストプレイクリアも充分可能でしょう。しかし、だからといって
	すぐに中古屋に売ったりせずに ^_^; オプションでレベルを上げて
	再挑戦して見てください。このゲーム、難易度が上がってもあまり弾の速度は
	上がらずに、数が増えます。だから、「気がついたら弾に撃ち抜かれていた」
	などとはならずにアツい弾避けが楽しめるでしょう(と、思う)。

	 また、難易度が最高に上がって振り切った状態(例えば100周目とか)
	でも、全ての場所で復活可能な様に調整してあります。さすがに1回で確実に
	出来るか? と言われるとアレですが・・・。まぁ、絶対に不可能では
	ありません。プレイヤーによってかなり復活し易さに差がありますが、
	復活マニアな方は(いるのか?)色々とプレイヤーを変えて挑戦して
	見て下さい。もちろん、LEVEL-8 も(おぉ、問題発言か!?)クリア
	可能です。

	 ・・・あぁ、なんか懐かしいこの感じ。こんなドキュメントを書くのは
	X68000 版グラII以来・・・って、あの時はバグチェックと称してさんざん
	遊び倒した挙げ句、「クラブ画面右端で避けれないの?」とか言って
	担当プログラマーさんを困らしていただけですが・・・。^_^;

	 さて、なにか感想等ありましたら、ぜひアンケートはがきに書いて
	聞かせて下さい(切手代申し訳ないです)。担当機種のはがきは全て
	目を通します。また、個人的に nifty のプレイステーション会議室なんかも
	覗いていますので、感想なんか書いて頂けるとうれしいです。

	   それではまた、次の機種で・・・。  ちゃちゃよしだ


	P.S. 現時点でのおまけ1、2の最高記録は、

	   おまけ1:9422200点  ( <- これはまだ延びるでしょう)
	   おまけ2:1分04秒08   ( <- こっちはもうほぼ限界か?)

	 です。設定はキー配置以外デフォルトです。

---------------------------------------


	  ボスを担当させていただいた、ベリー前川と申します。 ( 苺好きだから )
	ボスの中で一番印象に残っているのは、2stのひかるちゃんと
	6stの猫戦闘列車です。
	本当はもっと強かったのに~(T_T)。皆から強すぎると非難轟々の嵐でした。
	隠しで最初のバージョンをいれておけばよかったな~。
	ひかるちゃんの戦闘は大音量のボリュームでやってみましょう(笑)。

	また機会があればお会いしましょう。それではさようなら~。

                                 接近戦大好きの前川  byバー●ャ・●ン

---------------------------------------
[ EOF ]
 

Translation:

From the development team of the PlayStation version of "Jikkyou Oshaberi Parodius," a few words:

Thank you very much for purchasing our game.

---------------------------------------

Have you been enjoying "Jikkyou Oshaberi Parodius"? It was quite challenging this time around. Not just the main stages, but the "Extra 1 & 2" stages are also designed to be engaging, so give them a try. As a self-proclaimed motorsports freak, I especially hope you'll play "Extra 2" with F◯A's B. E◯re◯ton.

I did my best to create the boss characters, but "Hikaru & Akane" took more time than I anticipated. People around me said things like "You keep writing ecchi scenes," and although I can neither confirm nor deny that, I managed to finish them in the end.

By the way, I'm writing this just before the development is about to end, and we're almost there.

"Oh, really!?"

...Looks like there's a bug, so I'll stop here. See you in the next game.

Terada Kazutomo, the director.

---------------------------------------

The process of debugging deep and complex bugs is like swearing on grandpa's name, isn't it? It makes you feel like a conceited detective, unraveling one mystery after another. The joy of solving intricate bugs is quite satisfying. Perhaps I'm like Tang Jun?

ShibaChan, in charge of System/Accident Stages.

---------------------------------------

Finally, it's over. Starting tomorrow, I can return to the life of an ordinary citizen.

From tomorrow, I'll work up a good sweat and train my body.

But for now, I just want to sleep peacefully. (-_-)zzZZZZ

Shinko Matsuda.

---------------------------------------

The cherry blossoms have fallen, the hot summer has passed, and now the autumn is approaching...

Development seems long but short. Life also feels long but short.

"Time flies like an arrow," so let's do our best in this moment!

From the lord.

---------------------------------------

Thank you for purchasing the PlayStation version of "Jikkyou Oshaberi Parodius." I'm Chacha Yoshida, in charge of enemy programming.

How was this parody? (To those who immediately put the CD into a computer after opening the package, the software is crying!!) ^_^;

This parody was originally developed for the consoles, so it received significant adjustments for the console environment, unlike other parodies that were initially developed for arcade use. Hence, those confident in their skills may find it possible to clear the game on the first try. However, before selling it off at a second-hand store ^_^; try raising the difficulty level in the options and challenge it again. Even at higher difficulty levels, the bullet speed doesn't increase much; instead, the number of bullets increases. Therefore, you can enjoy intense bullet-dodging without being overwhelmed by the speed of the bullets (at least, I hope so).

Moreover, even at the highest difficulty level, where it's extremely challenging (like the 100th loop), the game is adjusted to allow resurrection everywhere. It's hard to say whether it's possible to clear it on the first attempt, but it's not impossible. There may be differences in the ease of resurrection between players, so those resurrection maniacs (if there are any) can try different characters and attempt the challenge. Of course, even LEVEL-8 is (oh, is this a challenging statement?!) clearable.

...Oh, this nostalgic feeling. The last time I wrote this kind of document was for Gradius II on the X68000... though back then, I just played around, pretending it was for bug checking and teasing the responsible programmer by asking, "You can't dodge at the right edge of the screen, huh?" ^_^;

If you have any comments or feedback, please write to us on the enclosed survey postcard (sorry for the postage). I will review all the postcards for my assigned platform. Additionally, I sometimes check the PlayStation conference room on nifty, so I'd be happy if you could leave some feedback there as well.

Until next time, on the next platform... Chacha Yoshida.

P.S. As of now, the highest records for the Extra 1 and Extra 2 stages are:

Extra 1: 9,422,200 points (this might still improve).
Extra 2: 1 minute 04 seconds 08 (this one is almost at its limit).

The settings are default except for the key configuration.

---------------------------------------

I was in charge of the bosses, and my name is Berry Maekawa (because I love strawberries). The most memorable bosses for me are Hikaru-chan in Stage 2 and the Cat Battle Train in Stage 6. They were supposed to be much stronger, but (T_T) they received a storm of criticism for being too tough. I should have hidden the initial version somewhere~. Try playing Hikaru-chan's battle with the volume turned up (laughs).

If we have the chance, let's meet again. Goodbye~.

Maekawa, who loves close combat, by Bar●ya●an.

---------------------------------------

[EOF]

The ZZZ folder which contains this text also contains the following artworks:

Unused Music

Hmmm...
To do:
If somebody with knowledge in PS1 game exe could check if there's a hidden way to activate this strange audio mode, the unused files are stored on the disc in \AA\ST1\SD0031.PCM, SD0032.PCM & SD0033.PCM

Three music files are only present on the PlayStation disc and don't seem to be used in regular gameplay.

They contain the game's announcers, Tako (Yanami Jōji) & Noriko (Ohara Noriko), singing the first boss' song ('Love Is Calling Me' by Judy Ongg) alone (single player mode) or in duet (double player mode).

During regular gameplay, the music is played without lyrics and the announcers only make comments on the player gameplay. If there are some conditions to activate this strange 'karaoke-session' mode, they are currently unknown and undocumented...

Tako singing during the panda boss fight

Noriko singing during the panda boss fight

Tako & Noriko singing during the panda boss fight

Debug Stage Select

Jikkyou Oshaberi Parodius Debugmenu.png

The code at 0x8001fe84 will display a debug screen, however there appears to be no code to actually operate the menu.

(Source: Original TCRF research)